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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. New Ken combo thanks to some videos. This is done VS Mamiya, no clue if it works on everyone or not: 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 ~60% life, needs 1 Boost to start. Also, here is Kenshiro's 100%: CD 6, D 236D > IAD j.C |> 236D > IAD j.C |> 236D > IAD j.C |> 236D > IAD j.A |> D 236D > IAD j.C |> 236D > IAD j.D |> 6CDE 6E D 236D > sjc.A B A B D |> 236236A, 236236A, 6E 2B Needs 3 Boost stock and 2 Aura stock (you probably get an Aura doing it though). Here's a wallbounce combo off of CH 623B, done from the entire other corner: CH 623B, 66 j.B |> D 236D > IAD j.C |> 236C, 66 D 236D > IAD j.C |> 66 D 236D > IAD j.C |> 236D > IAD j.B |> 236236A It's something like 80-90% life... for some reason the CH 623B does a fuckton of damage. May be possile to get more hits in there too.
  2. Have the AI jump and throw him a lot. Then, just set the AI to tech and work on baiting out the throw in certain situations. It's not that hard thanks to a decent training mode in the game.
  3. I've tried Ken's C DP and it just got IKed. Anyone notice that in video dk_vs_nax06 ... Mamiya knocks off two stars by using her CD attack by using it twice in one combo? It's at the end of Round 4. Is there something weird going on there or maybe she's doing something else that I'm missing?
  4. Toki's IK isn't unblockable so he just didn't block. That is unless it hit OTG, but then the combo meter wouldn't have reset (if it did).
  5. Jam's 5K is like a 4F move. As long as the other person's attack isn't faster than that, you can parry and punish. Also consider following up with invincible attacks or whatever. Do note things change a bit with projectiles due to hitpause.
  6. Yeah, I'm pretty sure the FKO won't even go off in that case, unless somehow they manage to hit each other... then fuck I have no idea what happens, maybe the game goes crazy and it's a horrible Yuda dance party or something. :| Also, controlling the FKO makes that shit really, really dumb. Now even if you eat the projectile from a mile away, you still can't do anything about it!
  7. I personally agree about a Toki-free environment just because if you don't, there's just too much Toki going around and too many tier whores playing. Of course I play strickly for shits in this game so mostly it's about the game being more fun without Toki, and you tend to get all walks of characters when people just pick whoever they want.
  8. There's lots of movement in the tiers because new retarded shit comes out for characters all the time. Heart was bottom for a while, but now that he's got reliable 100%'s on the whole cast starting from B... he'll be moving up for sure. The only real certainty is that Toki stays top and Mamiya/Jagi will most likely stay bottom. Play the game because it's fun as hell, not because it is or isn't balanced.
  9. Whoops you are right, I had the correct one in the first post already, I thought he meant the fixed ones were wrong.
  10. They both work, we've already been over it. Edit: I've also seen IAD j.A C used so that might be a lot easier to land. Seems to still work as usual.
  11. Holhorse can aim his bullet anywhere so unless there's some trick to petshop being invincible up there, he could just shoot the dumb bird down.
  12. I was pretty sure Jotaru wasn't that high up, but yeah the rest of that is right. Petshop is broke as fuck by default. Kakyoin is just retardedly good.
  13. I'll have to try again, but I have never seen anyone parry low hits. Video proof would be nice just to confirm that I'm an idiot. I figured a combo like that would work. A good idea is to try and find how much damage each of Ken's moves do... so when you have a lot of time in a wallbounce combo like that, to only use that move when possible. For example, if 623A is his strongest move, you should use it as many times as you can at first to maximize damage output of the combo. I have trouble parrying those stupid spikes... they are much harder than they look. Usually I try to IB > Boost 2A or just avoid them and 2A. Can Ken do 6B through them? I might just spam on that if possible... but I would doubt it because the spikes hit everywhere. Any Ganzenryozanha combos or is the move just worthless in general?
  14. These combos both work, see other posts above. As for Tensei parrying low hits, can Raoh not parry low hits? I was 99% certain it was impossible to with him, as we've experimented on several occations and never parried a low hit, nor seen anyone (including Japanese) parry a low hit. Have not experiemented with Ken's version though. I'll update the combos when I get the chance. I haven't learned most of the ones you guys have posted so I will work them out next time I play. Has anyone got any combos off the high CH 623B? Looks like you could do some nasty stuff with it considering it leaves them wallbounced half way up the wall. Maybe just a lot of 623A's until they get lower or something? ;p Another thing, I have a lot of trouble with Ken V Heart. I can't really find a good way to get 'in' on Heart, because he can slam the ground pretty safely (assuming I don't have boost) and his AA is very effective VS any IAD I would try. It just seems like I don't have a solid entry that doesn't involve boosting my way in. Can I use the 236D to go through the ground slam attack?
  15. I use a lot of Ken these days, and the threads here and on GC are gone, so I figured I'll at least keep a running thread on all of his known stuff. I don't know most of his really tricky combos myself, so I'm going to need help here. Command Normals Ganzenryozanha: 6A It's a karate chop overhead. Very loud, but probably usable in mixups. You can combo off of it with some boost trickery. Hokuto no Backhand: 6B A backhand attack, it has 1-hit super armor on upper body and will blowback on CH. Unblockable Strike: AB Nothing special here AFAIK. It's unblockable and does -1 stars. Blowback Strike: CD Nothing special again. Short range distance so it's not great, but easy to combo into and sets up into big damage. -1 stars and wallbounce ahoy. Launcher: AC Interesting launcher. Ken strikes very high (about 45 degree angle with his body), which means this launcher can easily miss people who are ducking (even in combos). However, since it still works against targets in the air, it can still be used to setup some combos. The launcher also has a weird launch effect. The enemy goes up and comes back down, and has a very long untechable time. It is possible to launch the other person and continue with a ground combo in the right situations. Command Throw: BD Standard command throw, -1 star and only hits standing people. This command throw is very long so it is good to punish certain moves with (like Juda's dam break super). Gives Ken a stupid chunk of meter for connecting. Also, you can combo off this command throw naturally, giving it some neat possibilities. Specials Hokuto Ryugekiko: 214A High parry, may be possible to reflect some projectiles as well. Only can remove a star on CH (easy to do or not?). Can be used like a blowback if you boost it on CH. Touki: 236A A very small projectile that only travels a short distance. It's more useful than it sounds. Good for catching people randomly. Does not normally remove stars. Hikou Seieikou: 236C Short range punch attack. When it connects, the enemy will take block damage even from normals. A staple in combos for Ken, as it will let his rushdown be effective even if the other person blocks it. Also removes -1 star on hit. Hokuto Hieiken: 623B (air+) Anti air fly kick, flys at roughly a 45 degree angle. While the move isn't invincible, Ken can air dash during the recovery, making the move much safer. On counterhit, this move wall slams. Using it as AA, if Ken can score a CH against an airborne enemy, he can setup for very high damage wallbounce combos. Tenha no Kamae: 214C Powerup move. The next attack Ken throws will knock off -1 star if it connects, but Ken loses the charge even if the attack misses or is blocked. Remember that this star bonus STACKS, so you can use it with an unblockable or heavy strike or super to knock off -2 stars. Guard Cancel will also still remove a star. Hokuto Ujou Moushouha: 623A/C (air+) Uppercut. Ground A version is not invincible but is very safe and knocks off -1 stars. Possible combo material in the event you need an extra -1 star or cannot finish with a super. Ground C version has small invincibility (this isn't Vulcanic Viper guys) but travels far into the air. Still boostable to make it more safe. Air version properties are unknown, but even the A version moves Ken upwards. Hokuto Jaraikou: 236D Dashing punch. Fast, reletively safe. Jump Cancelable on hit. A staple in combos, but also can help Ken get 'in' on an opponent. Hokuto Shichishiki Heizan: 214A (air) Diving punch attack. Very, very unsafe without boost. It's an overhead and you can TK it, so it can be useful as a mixup. Can be used to end a few combos, but not really an ideal move to use. Supers Hokuto Zankaiken: 214214C (?) Ken jumps into the air and strikes pressure points on the enemy's head. If he actually manages to connect, the enemy loses -1 stars and gains a 3 second counter. If the counter hits 0, the enemy dies instantly. First of all, this super uses 2 Aura stocks, making it expensive. Second, it's impossible to hit someone who isn't comatose (or at least Dizzied) with the super because it is so slow and obvious. Third, it doesn't even guarentee you win the match... the time says 3 seconds but is actually much, much slower (maybe 10+ seconds?). Forth, it doesn't work on Thouther, period. Do not use this super. If you dizzy the other person, just do a big damage -3 star super combo. If you use it randomly during a match, people will laugh at you. Tenha Kassatsu: 236236A Beam super. Your mainstay combo ender and a decent source of star damage. You'll pretty much use this every chance you get. Uses up 1 Aura so it's cheap too. Musou Tensei: 214214B Same as Raoh's super. Gives Ken the ability to parry high attacks by hitting Forward as the attack strikes him. Teleports him behind the other person to possibly let him punish attacks. Note that teleporting isn't instant. Ken can teleport 7 times before this wears off. Very good super to use, it just gives Ken additional options to deal with pressure. He doesn't need it as much as Raoh, but it still helps. Instant Kill Hokuto Hyakuretsuken: 236CD Ken strikes again at a 45 degree angle above his head (looks a lot like his launcher). Of course if this connects, the enemy is hit with a 100 hit combo that kills them. The angle of this IK makes it a little difficult to connect with. It doesn't seem to like OTGing very well, so you need to be a bit more tricky getting into it. Combos In particular I need more of these. I don't have easy access to the game so please help me out in this section. [Mid/Anywhere] IAD j.A C |> etc. Start most any of the other combos here with this, for your high/low mixup. 2B 2B 2D 623B Standard mid screen combo when you have no boost or aura. 2B 2B 2D 236236A, 236236A Combo for if you only have Aura, second one will give you extra damage but won't remove another star of course. 2B 2B 236CE 6CDE 6, 2C D 236D > IAD j.C |> 66 D 236D > IAD j.B/C |> B D 236236A Standard combo if you have 1 Boost stock. High damage, -3 stars. If you don't have 1 Aura stock by the end, you can cancel the j.C into 214A to at least end with something. I tend to cut off the final B D at the end just to make buffering to the super easier. 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 Alternate version, more damage? CD 6, D 236D > IAD j.C |> 236D > IAD j.C |> 236D > IAD j.C |> 236D > IAD j.A |> D 236D > IAD j.C |> 236D > IAD j.D |> 6CDE 6E D 236D > sjc.A B A B D |> 236236A, 236236A, 6E 2B Uses 3 Boost stock and 2 Aura stock, it's 100% life on Rei and probably others. CH 623B, 66 j.B |> D 236D > IAD j.C |> 236C, 66 D 236D > IAD j.C |> 66 D 236D > IAD j.C |> 236D > IAD j.B |> 236236A Combo off CH 623B, does a LOT of damage. CD 6, 2C 236C 6E, D D 236D > IAD j.C |> etc. If you start from the blowback, you can do this version instead. BD, 236236A Sounds silly, but you get -2 stars and 33% life from Kens regular command throw. 623C(3) ACE, D, |> 236D > etc. Odd glitch with Ken's uppercut. Try boosting the third hit and you will do his ground launcher, and retain some ground properties until you hit the ground (allowing you to do a standing D in the air). Very strange. [Mid, VS Heart or Standing Opponent Only] 2B 2B D 236D > IAD j.C |> D 236D > hjc.A B A B C |> 236D or 236236A Similar combo. More damage/more reliable? VS Jagi and Mamiya, you must delay the initial IAD j.C slightly. VS Toki or Kenshiro, you may follow up the combo with a 623A for -1 extra star. [Corner] 2B 2B 2D AC, D 236D > hjc.A B A B C |> 236D or 236236A It's a corner specific juggle. May be possible to get extra hits ... BD, B D 236236A Same as mid, with two extra hits. (Low in the air) j.214A, |> 2A D 236D > etc. If you TK the 214A or otherwise connect with it very low to the ground, you can score a combo off it in the corner. Just go into your usual loop. Throw, 2A D 236D > IAD j.C |> D 236D > sjc.A B A B D |> 236D/CD/236236A [Combos into IK] (Standing) 2B 2B D 236D > IAD j.C |> 236CD (0 Star) (Close) 2B 2B 236CD (0 Star) (Corner) Throw, 2A, 236CD (0 Star) (High) 236236A, 236CD (-1+ Star) 2B 2B 236CE 6CDE 6, 236CD (-2 Star) 2B 2B 236CE 6CDE 6, 623A 6E, 236CD (-3 Star) 2B 2B D 236D > IAD j.C |> D.c CD 6E~D 623A 6E~D 236C 6E~D, 236CD (-3 Star) Exe A/D Dmg FaV Etc c5A 5 -3 9 4 -- c5B 8 +3 9 5 -- c5C 9 0 10x2 6+7 -- c5D 7 -16 20 7 -- f5A 5 -3 7 4 -- f5B 7 +3 7 5 -- f5C 11 -4 18 7 -- f5D 7 -13 18 8 -- 2A 5 -3 6 4 -- 2B 7 +8 6 6 hit low 2C 11 -4 17 7 -- 2D 9 -4 14 8 hit low JA 3 -- 6 5 overhead JB 4 -- 6 6 overhead JC 10 -- 15 7 overhead JD 9 -- 5x3 6x3 overhead A+C 17 +3 20 8 -- C+D 18~33 -8 20 7 -1 star Max C+D 34~38 -8 20 7 -1 star GC 9 -1 10 7 doesn't KO A+B 39 -- 6 7 unblockable, -1 star, doesn't KO N. Throw 4 -- 14x2 6x2 -- B+D 9 -- 0+3x8 8x2+7x6+8 -1 star
  16. I think he means 'tech out on the exact frame you can, 0F of leniency on your combos'. To answer your question, there is a pretty big buffer on teching out, so it's really not very hard to tech out on the 0th frame. So yeah, practice it perfect.
  17. I think the main issue is that there is both the header AND footer AND gap between each post, so there is a lot more space inbetween posts than is neccicary. If you dinked around with it for a while, you could probably get rid of a lot of wasted space and make it a lot cleaner. But you'd probably need to put a lot of effort in to get it to look nice. See the forums at Somethingawful for an example of what I mean about being much more space efficient. Understandable on all the content parts. It's way easier to get people to say they'll do something than to actually get something out of them, and this is double true for small forums such as this with smaller and less dedicated user bases. I figured this one would be a pain. I don't know what the code is like for the post/edit page, but can you have it check to see which forum a post is going into when you are making it (even just a hard numeric check, if(forumId = 12) or whatever)? If so, you could probably just have the page check and have URL parsing off by default in the Video Forum. Again, I don't know what the vB code looks like there, so I have no idea. The only ones that are an issue are the QUOTE, EDIT, QR, and the Report Bad Post and the little computer one that shows IPs. This is what the html should come out looking like: <a href="editpost.php?s=blahblah"><img src="http://fi.somethingawful.com/images/sa-edit.gif" alt="Edit" height="20" width="61" title="" /></a> ... and this is more like what it is now: <a href="newreply.php?do=newreply&p=60124"><img src="images/buttons/quote.gif" alt="Reply With Quote" border="0" /></a> Also I just looked at the average source output of a page from vBulletin and good lord, now I know why people say this forum software is an abomination. vBulletin must be designed to maximize bandwidth usage and un-readability, eeahg. Well that's kind of beside the point so I won't get into that anyway. Well thanks for doing what you can anyway.
  18. I'm pretty sure the archived GCC site had info on what effected the burst build up, so look for that for info. I was pretty sure the number of hits had something to do with it too. I do know that in Isuka, the more players that have hit you in a combo, the faster it goes up (and it goes up really fast). But yeah that's mostly worthless information now.
  19. There's nothing really wrong with the forum but there are minor things that have been brought up and ignored before... A) There is still an annoying gap between posts that is just kind of a waste of space. Look at forums like SA and you will notice they have removed the gap and the thread is more compact and just as readable. B) Nothing wrong with Chipp, but supposedly they were all supposed to get replaced into something else, and it never happened. Same goes for the front page. I don't really care but I was under the impression something was planned and just never happened. C) People have requested toggles/options so auto-parsing URLs is disabled by default in at least the video posting forum. Personally, I think it is annoying that auto-parse is on by default while editing a previous post, as it means if I'm editing a post with URLs I didn't wanted parsed before, I still have to remember to turn it off. It's a minor hassle but probably really easy to fix. D) Similar note as C, the script for adding tags in the text editor has this awful habit of moving your text cursor to the top of your message every time you try to add a tag. I see this a lot in forum software and it's just lazy and annoying. Probably a minor javascript issue you could fix in a line or two of code. E) There is no 'alternate' text or default image size for the Reply/Quote buttons, meaning if you navigate the site without images on (which I do, at work), you can't reply/quote people. F) The page chooser (the one that says 'Page 15 of 15') could easily be a lot bigger and not be obtrusive. Navigating large threads can be a bit of work if you want to get to a specfic page. Again, very minor, but also very easily fixed. G) The moderator tool for mass deleting posts is really poor right now because it only allows you to see a very small part of the posts, so it can be difficult to trim threads because you basically have to guess which posts you wanted to delete or not. Increasing the amount of the post you can see would help fix this (giving an option value to see 'brief' or 'full' would be nice too). Toggle to ignore
  20. purify- You probably didn't get the disc latch to close all the way. The internal mechanism is kind of complicated, and little things can go wrong. I had a friend who did something similar to his... took him a little bit of dinking around to make the thing actually work again. You can't just use the open/close button to fix it. Also if you have been playing burnt media on your PS2 with it, you've possibly destroyed your laser. PS2s aren't designed/calibrated to read burnt media, so you can wear out the laser very fast if you are unlucky.
  21. Moreso than the mods thing, I am bothered by the fact that no work has been done on the site itself. No front page, we've still got the same issues with the vBulletin that haven't been fixed, still got those dumb Chipp icons on the side. I still think the colors are kinda ugly too, but maybe that's just me. I can understand that Trag himself doesn't have the time/knowhow to deal with that stuff, but he should get someone who does to be around to work on the site and make changes and improvements. And yes I do agree we need more active mods modding the forums that need help.
  22. This new one seems to have at least 9 characters, should be enough to make for a decent game. This game makes me realise how stupidly long the wakeup time is in games like GG/IaMP. It's pretty hard to get a real solid Oki game going as you've pretty much got to bolt at the other person and throw an attack, thanks to tech rolling.
  23. No clue, might be original. BC is parry, likewise 2BS and j.BC are their respective parries. AB is throw, AC is taunt. I believe AB while you hit the ground is quick recovery roll. BC is also your 'EX' version of your special moves, and ABC is your Lv3 super. You can EX cancel special moves only when they hit... so you can't EX cancel a fireball unless it connects at some point (at which time you can cancel it). I can't notice any throw invincibility in this game, or else it's really short. You can throw people very soon as they are waking up. I didn't see a moves list anywhere so here's the stuff for the Dude I figured out: f.B/2B - Stupid good pokes. 6B - Command overhead, links into combos 6C - Launcher, fast. f.C - AA, not cancelable. j.2C - Dive attack, good hitbox, seems safe. 214? - Standard hop-kick attack from AoF. A version gives massive advantage. C version last hit is an overhead. EX version is stupid fast. Usable in air. 236? - Projectile. Air version possible. EX version hits 4 times, gives good frame advantage, good for guard crush. 22? - DP, short forward hitbox. A version is pretty safe as AA even if blocked. EX version does a lot of damage. Starter combos: [Mid] 2AA 6C > j.A, j.B |> 214C (can cancel 2nd hit to 214BC) (2A) 2B 214BC 6B B 6C > etc. (anything) > 6C > j.A, j.B |> ABC (anything) > ABC, f.B 214A, f.B 214A [Near Corner] (anything) > 6C > j.A, j.B |> 214A, c.C 214A, 2A 236A (Cancel to 236BC or ABC) [Corner] (anything) > 6C > 214A, c.C 214A, c.C 214A, 2A 236A (Cancel to 236BC or ABC)
  24. I would point out that having a wide range of games covered has nothing to do with how spammy the boards are. How spammy a board is is based on how much the forums organize and set rules, and then how well those rules are followed/enforced. Most of DL does a pretty good job on this, the only forums I can't stand to even look at are the Match Finder (because nobody follows any rules in there). As long as a subforum can stay organized and on topic, I don't see the problem with giving room for more games to be discussed. Now whether you want to keep DL as a forum specifically focused on GG or not is a question to ask, but you aren't inherently making the forum more spammy by supporting more games.
  25. I just checked this out a bit. I actually really like it... graphics are like much better SNK styled graphics... gameplay feels like a very fast and fun version of 3S with some standard Doujin style juggling/gattling combos and the works. Few random things I've noticed are that there are not a lot of low hits in this game... Dude only has 2 (2B and 2C) and Girl only has the one (2C), AFAIK. Throws in this game are STUPID good... they seem to have invincible startup and there is very, very short tick throw timing. Tons of moves give frame advantage, lots of really stupid good pokes on Dude that link into good damage. I think it's pretty fun. Is there a full version out yet?
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