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AKA

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About AKA

  • Birthday 12/11/1984

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    DIO'S WORLD
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    DIOS_WORLD

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  1. This works on every character. The variation vs Millia is identical, but Eddie has to be a BIT closer due to her tiny air hurtbox. The variation that works on Millia also works on everyone. Edit: This totally BnB if you can do it.
  2. I came up with some meterless options off of 2D in the corner. The risk is that it is difficult, if not impossible to confirm it, but the return is very high. If you don't execute it right, you can get an unsummon with no blockstun coverage from Eddie (ending your offense early). If they guess right and you execute it properly, then Eddie is at risk. If you have meter, you can keep your offense up if they guess right. This is only really maybe preferable against characters that rise in a way that makes Executor unblockables more difficult to land (Eddie running out before bomb plant timing, for example). Consider it something neat, not necessarily BnB: https://www.youtube.com/watch?v=NBIx4g68TaM
  3. It's way more difficult to make use of this with RRC because RRC's time-slow effect lasts so long that any move you want to delay followups on may just knock them down during the time-slow (VV RRC for example). YRC's have a much shorter fixed time-slow duration, so it is possible for some attacks to be untechable past the point where the time-slow ends. Nobiru is the best example of this.
  4. These are match start conditions. RISC gauge has nothing to do with it. Do YRC damned fang ASAP, then do normal damned fang. Or Hammerfall YRC p-buster vs regular P-buster. They have scaling. EDIT: Tested SL vs SO 5H = 50 dmg Raw YRC 5H = 40 dmg (80%)
  5. Just found something I think deserves further testing by other people. I was practicing Zato BTL+Nobiru YRC juggles vs a grounded opponent and noticed I was getting two different damage values on my followup combo. I thought that was strange, considering that YRC's are "supposed to have 80% forced proration". Rather than type a long post of garbage, I'll just say that if you find a way to combo someone AFTER the time-slow effect has ended, but they're still comboable, the game will ignore the forced proration. Test the timing with something like yrc damned fang vs yrc slight delay damned fang. If you execute the damned fang just as the screen begins to brighten from the time-slow, you get the full damage. Try this: Millia mid-screen 236S YRC dash ASAP close S(1) 2H j.S j.D IAD j.P j.H is 160 vs Ramlethal The same combo done with the close S done ASAP without the dash is 133. The difference is time-slow effect vs non-time slow. A better way to put this is that the forced proration is only in effect for X amount of frames after an RC and X is not a very long time. I'm not sure how long X is, maybe it's in the frame data somewhere and this is common knowledge, but there it is. Seems it is best to delay followups slightly in these situations in order to get the maximum damage possible. Sloppy post, don't care. Thoughts?
  6. Yeah I have like 100000 casual games with him, but hardly ever played him in tourney. MARIOOOOOOOOOOOOOOOO! I'll still play her, but not as a suit-and-tie affair kinda thing.
  7. Woah, someone remembers me lol I've played Millia and Zato for a long long time. Zato was someone I only played with and did well in a few tournaments though. Millia just isn't as interesting to me in this game, so she will be taking a back seat. With Zato having pre-AC Eddie moves again, I just gotta jump at the chance!
  8. I'll be streaming Zato-1 a LOT after the game is released.
  9. Thanks for the input Kiba, I appreciate it. I've edited my original post with a small note, damage numbers, and heat gain. Happy hunting.
  10. Before I went to sleep today I found a way to get 6C 3C 236B off brake j.A. Point blank w[j.A > 5C brake j.A > 5D] > 2C > tk.214B > 6C > 3C > 236B = 1823, 13 HG ...6C > 2C > Sturm = 2773, 12 HG ...6C > 3C > OD > 2C > Sturm = 3477, 13 HG This combo works on everyone but Makoto, Hakumen, Rachel, and Izayoi. They drop out between the second j.A and 2C (they're too thin in the air I guess). It works on Carl, but you have to perform the 2C > tk.214B as fast as possible or he will drop out of the tk.214B.
  11. So does w[j.A 5D] 5B 5C 236C 236A 2C tk.214B 6C 3C no longer work? What about stopping early with 236A 3C? Don't have the vita version and need some confirmation.
  12. Dark Angel has always cranked guard. Even now.
  13. Destin's super old school, but won't just come out and say it. His Dizzy in #R was sick. In any case, I agree with some of his character classifications (I've mentioned this to others myself in fact). Sol has a grappler style offense, but without the crazy grappler properties (his grab isn't invincible, etc), and May is the lovechild of Blanka and Zangief. Unconventional? Sure, it's GG. Potemkin is the obvious "grappler" character, but let's not pretend other characters don't rely on traditional grappler-inspired tactics to get their damage. Should probably stick to Xrd talk instead of discussion of nomenclature, imo.
  14. There's a lot of potential for Zato to be nonsense in this game as well, but if the shadow doesn't crank guard bar, I don't think we have too much to worry about. I'm waiting to see if the second hit of shadow gallery knocks down. If it does...old drill special setups will be back.
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