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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. Noticed a neat new combo. If you have 1 boost and you land some 2B's from too far to Fist Cancel, you can do something weird like this... 2BB 2D 6E AC > jc.C 236E~C |> AC > jc.C 214D, |> 2A 2B C AC > jc.A 214D, |> etc. etc. etc. Also, block 2C > jc.[C] is hilarious. Anyone know a good 1 boost meter combo for after an Unblockable? I was thinking of just doing something like: AB 6CDE 6E, { 2C IAD j.B } * 2-3? > into j.214D etc etc.
  2. Moves have a natural tech value and it decreases as you hit the other person more (which is why people can tech out of long air combos and stuff). The thing is, the tech value decreases faster on front/back than it does on neutral. Neutral teching is never longer than the default tech value AFAIK. So yeah, you can tech faster on front/back than neutral for the most part, so set it to tech one of those ways.
  3. Well you don't care about me but I'll tell you what you want to hear anyway. 1) 5/5 in #Reload. No official numbers from Slash but I personally consider it 6/4 in Axl's favor now. Axl got a new air move and a better j.6P. He's got better tension gaining and his damage output and poke games are as good (if not better) than ever. Potemkin lost his ability to do a midscreen PB, S Heat. This was one of the few things giving Pote a chance in #R. Now that he doesn't have it, his damage output goes from 50-75% on a midscreen PB to something more like 25-30%. Now it's pretty much the same matchup as before, but with slight differences other than that less damage at mid screen thing. 2) No. On the ground, definitely not. Shake out of Giganter is pretty hard, but anyone determined can do it. When they do it, you eat damage. I'm pretty sure 6H is even easier to shake out of, but it's much safer.. 2K 2D would be the safest option. Against someone you catch in the air... you want to do the bullet any time you can combo after it. Any time when you aren't facing into a corner is a good time. When you are in the corner, you can usually do something better or for more stun. 3) Yes and no. His S.f sucks more now, but not a huge loss other than the free combos on Axl/May/Justice. Losing the usefulness of his 6K sucks. The benefit of the move before was that it could beat out a lot of things, such as half of anything Slayer could do, Jam's Burst Rushes, the list goes on. Judge Gaunt is a pretty shitty move overall but it has some uses here and there. Doesn't really help him that much because it's just too damn slow. Of course, the improved 6P pretty much makes up for any loses he had. It really is that good. CH 6P leads to... uh... a lot of damage, even at mid screen, even if they were on the ground. His matchups didn't change that much. Bridget V Pote is pretty much the same, if not slightly better for bridget now that he has an unblockable. VS Dizzy is better for Pote now.
  4. Watch the newest video on White's blog and tell me that isn't the craziest crossup you ever saw. Edit: Okay, I THINK what he did was 66E 9 44 1B 6E. Yams yams yams
  5. That's pretty much the fact of life when playing as Thouther. You either spam that GC or use the DP super if you can see shit coming.
  6. HnK uses them all over the place. The specific 'karacancel' technique from SF3 isn't used that much in GG but canceling startup of things is used practically everywhere in GG.
  7. No, you are correct. Meaty fish into IAD you can't do much about other than block. You get out AFTER you block the first set of hits. There's no guarenteed way out and it's not easy, but there are holes here and there. They are much bigger than they were in #R thankfully.
  8. Axl/Pote was 5/5 in #R, it's more like 6/4 in Slash or so, if not worse. Pote's biggest advantage in the matchup was being able to get 50-75% life off a mid screen PB... he needed it because he rarely ever got an actual hit in otherwise. Now he has nothing off mid PB. 6P won't get Pote out of the corner, if Axl spaces it properly, it just clashes, giving Axl free time to do whatever else he wants to. I've tried it plenty of times, it doesn't get you anywhere other than getting you a little bit of tension. It's pretty much the same deal as always. Axl pokes you, you sit there and try to guess what he'll do. Maybe if you guess right 3 times in a row, you can hit him once. Maybe not. Not an awful lot you can do otherwise.
  9. Only into K, 2K, or 6P. (Might be 6K too, I can't remember specifically).
  10. Against Bridget you jump around when you are far away and walk forward otherwise. You can't practically win this matchup so you have to do a lot of wobbling around until you can actually get in. Whatever you do, don't just keep trying to jump or super jump in. Slide Head works but you have to be really good at timing it so you catch Bridget when he lands. Don't throw it out when he's on the ground or has an air dash ready. Run away bridget is much more difficult than rush down bridget as well... with the rushdown you can pretty much just throw out 6P at random and win. Dizzy isn't that hard in Slash. If she tries to throw a fish at mid range, just do HS or slide head. Be careful when trying to flick laser fish or seakers because Dizzy can throw out the super and be completely gay. If Dizzy puts you into the corner with the fish bullshit, remember you can do 5P/6P PB so you tag the fish with the first hit and Dizzy with the throw. Giganter also works but you need to be careful of seakers and bubbles with that. Venom sucks so beat him up. Faust is mostly just getting in, flick the bags, bombs, and anything else obvious. Get in, stay in. Not a lot to it.
  11. Rei isn't really the 'best' for damage in that he can do the most, because half the cast has 100%'s. He's not the most consistant high damage dealer either because Toki takes that. As for Rei/Raoh VS Toki... I have no idea either. Rei has a DP and two good supers. Maybe there's something we don't know about the matchup.
  12. Don't know if I'd agree with him being the easiest, but he's got it a lot easier than a good part of the cast. He can IB PB if Ky is too close, he can also do things like IB Megafist against low hits. Giganter is a really safe choice, as is JG RC. I've had easier times with Axl myself, as you basicaly only need 2 moves to get out with him ever.
  13. It could be possible if he found a way to hit with the super, then call out the guy and then hit with it before the other person recovered. Mostly likely he'd need to tag the other person high in the air with the first one, then call out the guy and OTG 3x of the super. So yeah I guess it could be do-able, although I don't know about the practicality of such a combo. I guess we'll see sooner or later.
  14. Doubt you can get 4x of them unless someone finds a really wonky way to build up another bar. :| It is suggested that the best characters to fight Toki with are Raoh Rei and Shin. I don't really know why Raoh is in there though. I know some Rei stuff so I'll try to post some into the Rei thread (which is a mess right now).
  15. Hah, I think that only works with specials, not command normals. I'm also not certain you get the extra -1 star bonus by using 2C, so you might have to use AC, and I don't know if 6A gattlings off that. I'd be interested if you could get the -1 star bonus by JIing into his ground 236C or 623A or any of his other ground moves. I think, however, that AC doesn't normally chain into ground specials. Well I'll try next time I play and report in to let you know what does and doesn't work. It would mostly be for hilarious looking combos, because Raoh pretty much gets -3 stars by default on his combos anyway.
  16. I don't think there's anything useful about it. You can cancel it with 41236D I guess, but honestly I don't know why you'd even do that.
  17. Which Kys? If they were MD/VA Kys they don't count.
  18. Uh, I already updated all of the combos to the ones that work. You can't do the IAD j.C after the 2BBD AC D 236D, too many hits. You can do it other times like after 2BB 5D 236D. Like I said, it's situational. Also as I mentioned, if you are having trouble with getting IAD j.C to connect, you can use j.A C instead, or j.A D possibly. There's also a non IAD version which is better if they are farther away, although I'm not sure of the specific details of it. I believe you just jump cancel the 236D and do a few hits in the air (might be j.A j.B j.A j.B or something), then land and proceed as normal. I'll see if I can dig up a vid. Edit: Okay found it, the combo he does is: 2BB 5D 236D > jc.C, (delay) j.D(1) |> D 236D > jc.A B D |> CD
  19. Try j.B to start instead, I think it has a lower hitbox. If that doesn't work then I dunno, I'll try it on him next time I play.
  20. The number doesn't turn grey, the word 'Beat' does.
  21. Mamiya 100%/Infinite? Geezus, that's the last thing I needed to see. Looks like she gets enough bar back during each part to do it for a while, although you can't really tell from the video. Does it need anything like VS Rei or what?
  22. Pretty sure Chipp's back teleport can be use to avoid 6P and basically rape you for using it. I tried 6Ping against Kensou against his teleports and all I got was beaten. 6P will beat half of Chipp's ground moves, but good luck with that if he's playing unpredictably. 5P 6P isn't very safe either, since you can't really even force them to block it (too short of horizontal range). Of course catching a CH 6P will pretty much give you 50% or more life, so maybe it's worth throwing out against Chipp. 5P 2K is always a valid option though, although you'll get a lot less damage.
  23. I think the relaunch is character specific and the timing is weird. There was a lot of info on Guard Crush but I think it disapeared. :/ Also nohoho, I tried it and you can boost Raoh's backdash. It's really, really silly looking. I think you'd probably want to shortcut it by doing something like 4 6 4 6E, since you could probably do that faster than 446E. But I guess I'll try it next time and see. Edit: ALSO, I've noticed that as Kenshiro against a few characters (Raoh, Shin, Thouther, maybe others) that IAD j.C or 236D will miss if too close in the corner. The solution is to use longer chains or be farther away. Is there any solution to this to still get his longer/stronger chains? To me it seems that if I do a blowback on Raoh into the corner, I have to do something that gets me less reps. Normally I'd do something like: 2B 2B 236CE 6CDE 6, D 236D > IAD j.C |> 236D > IAD j.A |> D 236D |> IAD j.C > 66 D 236D > IAD j.D |> 236236A But that doesn't work, I have to do the older one which is: 2B 2B 236CE 6CDE 6, 2C { D 236D > IAD j.C } * 2 > 236236A I'll have to play with it more next time I guess, but seems like there should be a way to still get the 3 reps. Same goes for the one that comes off just a CD, except it's more like only getting 3 reps instead of 5. Hopefully I'll get a chance to play before Otakon to work that out a bit.
  24. Hrm. RK vs Pote wasn't bad for Pote in #R really. Now RK sucks pretty hard, and Pote is a lot better. I honestly have no idea what you could do to win that match. I'd recommend asking some good RK players but I don't know any.
  25. I THINK you can do a loop there. In other words you should be able to do: IAD j.B A |> 2B 2B D 236D > IAD j.C |> D 236D > sjc.A B A B D |> 236C But I'm not entirely sure. From some setups you can get that extra loop, but I don't know about that one in particular. On the wall bounce, yeah, you'll loop it about 3-5 times. With boost you'd want to do something like... IAD j.B A |> 2B 2B 236CE 6CDE 6, D 236D > IAD j.C |> 236D > IAD j.C > etc. etc. etc.
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