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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. I'm probably trying to do IADs at GG speed and not faster like I should be. I have a feeling minimal IAD heights will be added to a revision, because IADs are notoriously good in this game for everything.
  2. I've already commented on the D > CD glitch before (in the odds and ends thread) and written out those combos that are used with it earlier in this thread. Guess I forgot to follow up in this thread. Know anything about a glitch IAD with Raoh? In vids I see of him, he seems to IAD really fast and fall at a diagonal while dashing forward.
  3. No, the 'level' of an attack is a range from 1-5. Basically, level 1 attacks give a very small amount of hit/guard stun, level 5 give a lot. This also effects things like FDing and IBing.
  4. Looks like a diagram of story relationships to me. Don't know what the different colors could mean though.
  5. Geezus christ, you people can't even spam the right threads these days.
  6. Don't post stupid shit. Baiken wouldn't have an FRC point on the Tatami low to the ground because she's probably land before the FRC point came. Landing cuts off the part of the move where the FRC is, hence no point in canceling it anyway.
  7. It was always broken, now it's just broken with glitches! HnK is just a game to play for fun. Have fun with it and don't stress out with the dumb shit.
  8. I found a glitch myself yesterday. Raoh can't normally cancel his D.f into his C+D attack. However, there seems to be a way to. My theory was to kara cancel into it. Basically, cancel D.f into 2D, but instantly cancel 2D into C+D. I managed to pull off the D.f > C+D once or twice, but I didn't really get much practice time in. This is a huge thing for Raoh and really needs to be explored more if nobody already has. Heart have become more stupid now.
  9. Maybe you missed like the last 5-6 posts of the thread were all about the infinite? Seriously, this is ridiculous.
  10. Christ will you people fucking read?
  11. 'What is default stick layout' is the new 'How do I do 10 hit grand viper'. Seriously, this shit is getting ridiculous. Into the FAQ it goes. Not that anyone will read it.
  12. Yeah you can cancel both hits of flash chop, thought that was standard knowledge or I'd have mentioned it. That's good news about the spike infinite being VS Rei only, although that kinda shits on the Raoh V Rei matchup a bit in Raoh's favor. Also notice that damage never scales either... that ground spike always does the same damage no mater how many hits into the combo it gets. Weird stuff. Damage definitely doesn't scale like it does in GG. As for following up Banishing with the OTG Knife, it's there if you need to take stars. Obviously there's no need to do it if you just use another combo to get off the rest of your stars ahead of time. I'm wondering now about comboing into the ground spike if you can just do this: 2B 2B D 623C Boost C A+C > j.A C A C A B Spike, |> 2A 2B C 2C Spike, 2A~ 2B C C+D I know you can combo to the ground spike from 2C with a charged Spike, but I don't know about a non-charged version. If you have chargeups though, there's no reason to do it because you're already getting an extra -1 from the first 623C. Now, if you start from a different setup (like a j.A B) it would become useful. More interesting to me is why when you spike someone off a wall bounce that their juggle time resets. I've seen Toki do this before as well, but Raoh's version is pretty neat too. I think it goes something like... 2BB D Boost C+D Boost D A+B > jc.236C Boost |> 2C > jc.IAD j.B 214D, |> 2A~ 2B C A+C > j.A C A C A B 214D, |> 2A~ 2B C ... (reset or A+B to chargeup or whatever) My question is ... if you bounce them off the wall again, does the wallbounce juggle time reset? Can you loop between these two things all day as long as you have meter? I suspect not because I recall having tried to wallbounce combo someone after a long combo before and having them immediately hit the ground before I could do anything. I guess a question that bears asking is... why would you choose to do the wallbounce combos over a standard mid-screen combo like I would typically use (623C Boost C A+C standard buisness)? More damage? That's what I suspect... more damage and a lot longer, so you can build bar back up while you do it. As that combo above suggests, you get a powerful wallbounce combo into a standard launcher combo, so that should be some hella good damage. Alright, has anyone noticed how some moves you can boost the startup to make them wiff? I noticed a neat mixup with Raoh that involved jumping and doing his j.[C] but then boosting into throw. I thought I also saw someone boost the startup of 6B to make it not hit, then doing 2B to hit low (if so, that's a really, really silly mixup). Another neat trick was doing j.[C] to someone in the corner caused it to wiff and put Raoh behind the other person. Corner crossups ahoy. Raoh seems like one of the most interesting characters in the game by far. Edit: Oh god: 2A 2BB D C+D Boost D.c(1) A+C > 236C Boost |> 2C > jc.IAD j.B 214D, > 2A*11 D.c(1) A+C > sj.D(1) 214D, |> 2AA D.c(1) A+C > jc.A 214D, |> 2A*11 2B C C+D Boost 214214A, 2AAAAA Why Anyone know what the deal with comboing D.f into C+D? Corner only or something? Maybe only works on certain characters? Edit: j.[C] is Boostable to give it stupid horizontal range. Oh Raoh, what can't you make stupid good?
  13. Okay well the first one is definately an infinite, but it's kinda weird. Looking closely, Rei is ducking. Maybe this is the key? It might only work on ducking people. The actual combo looks like: 2B 2B D Boost > Spike, 2AAAAA D.c Spike, Repeat. I'm pretty sure the last combo was a joke. He could have IKed Rei any time he wanted to. This ground spike buisness is pretty cool. Somehow, Raoh having an infinite would hilariously make him on the level with Toki. :o PS- that Raoh is really good. That toki was kinda mediocre though (I've seen better in the US). It seems like there is a ton more advanced stuff in this game than it initially let on.
  14. Yes, but loss of 6K invuln for Pote will change things a lot as well. Maybe 6P or Hammerfall can make up for it though, I don't know.
  15. Slayer V Pote swings both ways pretty easily though, even if it is somewhat in Pote's favor overall. It's not an easy matchup, that's for sure. If Sol DI's... uh.... just do HS or S.f as soon as he tries to run in. Now if he's a GOOD Sol players using it... well... just kill him faster I guess.
  16. HPB Tech glitch might be an OTG thing. For example, you can tech out of a Heat Knuckle right after the last hit if you connect OTG with it. HPB might work the same way, dunno though. Could be something a lot more complicated. Bursting the Necro grab is probably another way to get the glitched kill effect from the super. The other way to do it involves something like having a character land behind her but still getting caught by the super. There's so many weird glitches in this game, I couldn't find a good reason for half of them.
  17. You do 5D [9]D ]9[ 9 D |> D Loop What that means is you hold up to auto-jump cancel the first dust, then release and quickly tap up again, to double jump into another dust. That makes you fall and sends them up. It's tricky to do, just takes practice though.
  18. I kinda agree, but it would be better if we could make it a small subforum under the tournaments/events forum. Again though, I don't know who would make the changes even if we wanted them.
  19. No, FD takes priority over jump, so you'll just sit there and block. You can tap 7, FD to do it, but then they can just kick your feet.
  20. There's no solid 'this is the what a projectile is' because there are many shades of things in the game. Everything basically boils down to, 'this is an object, here are its hit boxes and properties'. A 'projectile' is just a made up term that makes it easier for the player's to understand. Weird examples of course include Ky's 6HS (which is active after recovery, kind of like a projectile), Zappa's f.S (which looks like a projectile but I believe is just a melee hit), RoboKy's 6P (which is some sort of questionable attack that can negate projectiles and be FDBed), Axl's Rensen (which looks like a Melee but acts like a projectile), and Dizzy Fish (which acts somewhat like a projectile, but can be struck). You have weird inconsistancies because things aren't defined with any solid variable... so you have attacks like RK's 6P which can be FDBed, but then you can't reflect other things that clearly are projectiles (Baghead from X2, super projectiles from XXS, etc.). Same goes for Eddie's reflector. Plus then you've got the issue of 'helpers' like Dizzy's Fish and Eddie's Edlings. The problem is that moves just have traits like 'FDBable' and 'Reflectable', and not something solid like 'Projectile'. My personal definition is just anything that flys across the screen honestly. It's like trying to nail down the term 'priority'... it has no real solid definition, it's just used to help describe a behavior. Pushback glitch is the idea that a player can only have 1 pushback value. If he is in the corner and has pushback from a melee attack and then a projectile hits the enemy, the player's pushback is set to that of the projectile, which is 0. In effect, it makes it so you can do melee attacks with 0 pushback. It works between any 2 actors, so it also works with Edlings and Fishes.
  21. Anything that moves independantly from the owner. Easiest way to tell is pushback. Projectiles cause no pushback on their owner because they act independantly, whereas a melee attack will cause pushback to both. Put someone in the corner and hit them with a melee attack, you will be pushed back. Then try throwing a projectile... you'll sit there. This is also indirectly the cause of the 'pushback' glitch. The reason moves are FDCable at all was to make FDCing an 'easy' action. Try playing Samurai Showdown once and try hitting the Heavy attack (Light+Mid). It's very difficult because there is NO room for error, both buttons must be pressed on the same frame. In GG, you can cancel any normal to FD to allow you 2-3F of leniency on inputting the FD (such as if you hit one button slightly faster than the other). Why they put FDC on other random stuff is anyone's guess.
  22. I don't think supers or specials are FDCable. A move CAN'T hit for you to FDC it, because the FDC point is the first few frames of a move, before the active frames. There are a few exceptions to this rule, but most are glitches or just oddities.
  23. Pedophile = wants/tries to have sex with children. Lolicon = gets off to pictures of underaged looking anime characters Loli isn't illegal, it's just creepy as fuck.
  24. The FD penalty doesn't cancel the FRC penalty, I'm quite sure of that. If it didn't, there'd be no point in the FRC penalty as you could just FD after doing the FRC so you'd build tension reasonably normally. Not really sure if they stack or queue up or what besides that though.
  25. It's very useful in a situation like Pote VS Jam where she's already done a long juggle. If Pote techs, Jam just gets to poke and throw him some more. If you fall to the ground... well you just eat pressure, which at least gives you the possibility to get away safely sometimes. Usually if I'm up high, I will let myself get close to the ground and then neutral tech. Works pretty well.
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