Koozebanian Fazoob
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Everything posted by Koozebanian Fazoob
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No problem, just stick all of your replies together in one post like I did to yours. The easiest way is to just hit QUOTE for one post and post your reply. Then hit QUOTE to the next post you want to reply to, write out your reply, then select the whole thing, copy it, and then edit your last reply and paste the next part in. That way you can just quote > reply all in one post instead of making a lot.
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There's an EDIT button for a reason. Put all of your stuff in 1 post.
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I figured out my Thouther problem for the corner loop anyway. Instead of 2B 2B 236A 236C(2) CDE... you do this instead: 2B 2B 236A 236CE(1) CDE I'm assuming you can also get extra stars from the wall juggle this creates by using the C.c 8623C thing. I'll try it out whenever I actually play next.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Confirming that #R Jam does pretty well against Sol... don't know about Slash but I would bet it isn't much worse. Pote actually does well against Sol. 6P beats most anything Sol does if you time it right, you can FDB a non FRCed Gunflame, and you can pressure him on wakeup safely. -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
If you caught them high up you probably could... but to do that you'd need to hit the CD while they were in the air, or catch them with a CH Musou in the first place. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
The face up and down frame data came from the old GGXX gamecombos site. I don't know where they got their info. If you want, I can probably confirm that there are the listed differences between standing up front or back... but I can't get you info from Slash (don't have any sort of capture card). -
I've heard the C+D+E thing explained a few times before, but I'm still having a little trouble on a few things. For example with Thouther I try to do this: 2BB 236A 236B CDE 6 ...etc. Now the problem is that about half the time I try to do this, the blowback doesn't connect. Any ideas why? My suspicion was that I just need to time it early... at the start of hit pause, and not just buffer it haphazardly like you would a gattling combo. Basically I would need to cancel the second hit of the 236B almost exactly as it hit, or something like that.
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Interesting. I've never seen the guts of a HRAP before, just from almost all the other HORI sticks. Most of the old ones just had fused on buttons.
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I'm pretty sure HRAP doesn't come with quick disconnects by default. And yeah, the buttons will be the first thing to die on a HRAP, but that's because of shitty HORI design. It's insanely hard to 'break' the button itself, unless you just use the thing for years and you kill the spring. The switch on it will most likely break well before that.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Pretty much. Took me a month to switch from X2 to #R Stinger. I just gave up when they decided to move it AGAIN... just play Axl/Sol as secondaries now. :/ -
Shipping for a HRAP is always going to be about that high because you have to import it from overseas. An alternative is if they still sell those Tekken 5 bundled sticks, you can get one of those really cheap. There's a few main things that can go wrong with a sticks... 1) Wiring trouble. Usually caused if you use quick disconnects and they don't hold on well, or someone does a poor job soldering your stick. Not an issue with Hori sticks because they are manufactured. 2) Switch Failure. After using your sticks for a long time, the switches that get hit when you move the stick or push a button can wear out and become poor. This is very easy to fix, you just need replacements (they are very cheap) and tools to replace it with (usually just a soldering iron, but with quick disconnects you might not need anything). 3) PCB Failure. This can be caused by an electrical short hitting the board (bad USB converters can do this), or physical damage to the PCB (usually not a problem if the stick was designed well). The PCB can also just fail after a long time, but generally that isn't the issue. Hori sticks are a little different because their buttons are fused onto the PCB. That means that if something goes wrong with the stick, you might have to replace the PCB as well as all of the buttons. This isn't particularly difficult, but it will be time consuming. There are guides on SRK. You can get a custom Sanwa stick for 120$ and up. Consider this price when you consider getting a HRAP or not. HRAP is good quality, has decent parts, is very sturdy, and will last you a long time. They tend to be pretty big and heavy for Japanese sticks however. Custom sticks are made however you want them, but tend to be more expensive. A well made one will probably last as long as a HRAP before something fails, but will be much easier to fix (due to using all stock parts).
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I don't think Gunbird is a particularly good measure for quality of arcade sticks... or anything for that matter.
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I'm basing only on the few people I know who've used them. They've all said they feel cheaper than Sanwa.
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Not that I know of. Seimitsu kind of sucks AFAIK.
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Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Raoh beats Toki alright if he can get a hit in, 2B stuffs a lot of Toki's stuff. The matchup mostly revolves around who gets the first combo... because either one is going to do about 70% and knock off 3 stars. Toki just has the better rushdown. Juda beats Toki pretty well though. :/ -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
Heh, that is kinda weird I guess. However, I'm pretty sure you can always space yourself for a f.D CD combo. For example you can just do... IAD j.B |> 2A 2A 2B B D.f CD 6, 236CD. You just modify the number of 2A's you stick in there to get the D.f (being careful not to push too far back). You can also do harder stuff like chain into 623C 41236D > jc.B 214D, 2A 2B C C+D 6, 236CD ... but your method is funnier. Are you supposed to IAD into the j.D or just jump? -
Raoh Yells and Breaks Your Face
Koozebanian Fazoob replied to Koozebanian Fazoob's topic in Hokuto No General
I updated the first post with more combos and trickery. I probably use a lot more stuff than I actually have written here. :/ -
I'd post more but I don't have the game, and I play it maybe twice a month at most. I'm lucky to have as much Raoh info as I do. :/ Speaking of Raoh, did someone every explain the jump cancel boost glitch he uses? Basically you see him do 2C > jc.IAD j.K 214D at light speed in some of his combos. He boost with his jump cancel and flies forward from about half screen distance. Any idea how it's done? Or is it just a matter of jumping and hitting boost?
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
The thing is, normally if you FDC the startup of a move properly, you can't even see it. The way you can learn it is to pick a character who has special properties on the startup of his/her move and try it with that move. Easiest example is Faust. Do this (don't do what Harem said ;p ): [1]K,P Just hold down back and roll from K to P very fast. If you do it right, you will just see faust FD and float in the air funny. Ky I don't think has any use for these move startup FDCs (not that I know of anyway), but he can use the other ones (dash break and such). -
Most of the people who make them on SRK do a good job. Not sure if there are any decent stick makers on DLoop or not.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Just to clarify, there's a big difference between Faultless Defense Cancel and what Teyah was talking about. Teyah was talking about the old GGX glitch where you could FDC in the middle of a combo (which still exists in #R to a degree, probably still in Slash too). Anything that could cancel into 2D could cancel into FD by hitting 1+P+K+S+H. FDC on the other hand, basically means canceling something into a faultless defense. Any normal (except for standing or jumping HS's) can cancel its first 1-3F of startup into an FD. This is done to make FDing a simple task instead of requiring 1F timing. You can't FDC your HS because this allows the player to do safe throw attempts, which was known as Option Selecting in X2/#R. You can still do OS in the air in Slash, but requires you to cancel HS to D first, and therefor you can't do it with a burst stocked. There are a LOT of things you can FDC. You can FDC your normals, you can FDC your dash forward (cuts off all recovery time), you can FDC your jump startup (makes you jump faster, can only jump 'up'), and so on. -
Fighting Stick 2 is actually a horrible stick, so if you have a lot of problems, that may be the issue. As soon as you can get a HRAP or a Sanwa based stick, you should. There's no real trick to learning it other than just use it for a long time. My biggest problem with using them was picking up dashing again, double taps can be pretty difficult at first. Also if you have access to a US styled stick, give that a try too. Some people like one type over the other. I personally like the feel of Happ Super sticks better than Sanwa, but I can't TK DP worth a crap on them, and I can wiggle much faster on Sanwa sticks.
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I meant in terms of safe VS Guard Cancel attacks. Oh he's got TONS of safe shit everywhere else... everyone does in this game. It's a lot like GG in that regard... as long as you've got some meter, something risky can be something safe.
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I have this suspision you can actually also beat out guard cancels by doing Boost > Aura Guard. I did this once by accident when I was boosting forward then someone guard canceled a move of mine... Basically just held down E and hit 6 4. Not sure if you can actually do this on reaction or if I had to boost before he GCed though. Raoh has nothing safe.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Slash is a lot buggier than XX was. Still has the same old glitches from X2/#R but now it has new ones as well. Plus the input buffer in Slash is rigged up to suck or something.