POscrub
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Raiden's been taking lessons from Bob and Rufus. At least he can't divekick... yet... On the other hand, having fast moving big guys is actually kinda fun. Mighty glacier characters tend not to be good balance wise, usually they either end up overpowered against most of the cast and die to a few bad matchups, or underpowered against everyone. #R Potemkin was underpowered because he went even against some characters, but got absolutely destroyed by a lot. AC Potemkin blows up a big chunk of the cast because his buffs are stupid good against most characters, but his bad matchups are still terrible for all the same reasons. If you want to take it to extremes, Slash Eddie and Dizzy were awful characters, but still had advantage on Potemkin who got buffed quite heavily in Slash. As a player, I actually prefer #R Pot. I like to use my meter for sucker punch combos and DAA's, plus playing against #R Eddie is way more fun. #R Bridget too. Both characters used to be able to jack up the guard meter with their helpers, so fights could end real fast. Slash and AC Bridget take 10 years to kill Potemkin. I bet Chuck misses the 90% combos after Fire bear.
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As much fun as megafat threads are, it's probably about time they got cut down to size. Show of hands, who regularly reads all the posts at the start of the megathreads? Dumping the pruned posts into a flat file or whatever would be enough for all nostalgic needs. Dunno the specifics about how it'd impact the DB specifically, but I figure removing ~20K records would do some good.
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Necropost, It came from #R. In the spirit of big outdated lists, things that Faust can crouch under by holding down / down + forward. Obviously since #R, some moves have changed, e.g. Jam's 6H, didn't bother to fix. [Credits to original list compilers 前P氏+818] Moves marked with (F) are crouching forward only. SO Jumping: P、K、HS、D Standing: K Specials: Bandit Bringer、Bandit Revolver(F)、Riot Stamp KY Jumping: P、K、S、HS(F)、D Standing: P、f.S、HS Command: 6P(F)、6K Specials: Ground Stun Edge、Air Stun Edge (Depends on positioning/F)、Sacred Edge MA Jumping: P、K、HS、2+HS(F)、D Standing: P Command: 6P Specials: Horizontal Dolphin MI Jumping: P(F)、S(F)、HS、D Standing: P、K(F)、HS(F) Command: 6P(1st hit only) Specials: Tandem Top、Emerald Rain (1st 2 hits only) ED Jumping: D Standing: P、c.S(F) Crouching: HS Command: 6P(1st hit only) PO Jumping: P、K、HS Standing: P、f.S、D Crouching: S、HS Command: 6P、6HS(F) CH Jumping: P、S Standing: P、HS Crouching: HS(F) Command: 6P(hold down forward, dodges first hit only) Specials: Sushi(F)、Banzai、Genrouzan(Pointblank/F)、Alpha blade Plus、Banki Messai (Only the starting P) FA Jumping: HS、Drill Kick (F) Standing: P、K、HS(F) Command: 6P(F) Specials: Scalpel Stab、Poison(F) AN Jumping: K、S、HS、D Standing: P、c.S(F)、f.S(F) Command: 6P(F) Specials: Butterfly(F) BA Jumping: P、K、D Command: 6P(F) Specials: Chain(F)、Sakura (S counter)(F) JA Jumping: P(F)、K、S、D Standing: P、f.S、D(F) Crouching: P(F) Command: 6P(F)、6K(F)、6HS(F) Specials: Ryuujin、Kenroukaku (DP) JO: Jumping: P(F)、D Standing: P、K、c.S、f.S Crouching: P(F) Command: 6P、6K Specials: Mistfiner P+K、Ensenga(F)、That's my Name VE Jumping: P、D Standing: P、f.S、HS Command: 6P Specials: Stinger Aim、Double Head Morbid TE Jumping: P、K、S、HS(F)、D Standing: P、K、f.S(F) Specials: Gravedigger(At point blank, if you hold 3, you'll auto reverse block、hold 2 and you get hit)、Nets、Master of Puppet、Nightmare Circular(Midrange/F) DI Jumping: K、S、HS(F)、D Standing: P、K(F)、f.S、HS Crouching: P(F) Command: 6P(F) Specials: Fish P+S+HS(F)、Spear(depends on position/F) IN Jumping: P、K(F)、S(F)、D Standing: P、K、f.S Crouching: P(F) Command: 6P(F) Specials: Chemical Love、HS Dive ZA Jumping: P(F)、K、S、D Standing: P、K(F) Ghost: S Ghost projectile、f.S Dog: 8D Sword: c.S(F)、f.S、HS(1st hit only)、2HS、Jumping: S、2 hit Sword Swipe Raoh: Last Edogai (F)、6HS、2HS(F) BR Jumping: S Standing: P、f.S Command: 6S Specials: Roger Rush SL Jumping: P、K、S(F) Standing: P、K、f.S(F)、c.S(F)、D(F) Crouching: P(F) Specials: Mappa Punch (F)、Undertow(F) RO Jumping: P、K、D Standing: P Crouching: HS Command: 6P(F)、6HS(Lv1) Specials: Bazooka (F)、Horsie
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See above
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If you want to find and search in the frame data for overheads search for HF or HA in the guard column. Only exception is A.B.A.'s key hop, where if you block it high, you get staggered. Go figure. I'm always annoyed by the fact that Testament drops to his knees during his 6P. Bad habit of mine is to react to the crouch => block low and get beaned. Reactiowned. Speaking of which, Testament's 5D doesn't look like much of an overhead either, does it?
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See the System data. There's a multiplier for the guard balance, and guard balance recovery rate (fast, normal, slow).
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Tiamat: It used to be like in #R. But Potemkin has been buffed so much since then, it's a lot evener than it should be :D.
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Chomite: Enkasu is 1 hit Ensenga. Does not need Mist. If you want the definition, you can read it at. ttp://wiki.livedoor.jp/ggxx_matome/d/%a5%ab%a5%b9%c5%f6%a4%c6 Defines "-Kasu" moves. Note Eddie's 1 hit Shadow Gallery => Gyarakasu, Testament's Badlands => "Lands Kasu", Johnny's 1 hit Enkasu. Anyways, perhaps in Korean, it has a different meaning. Although, the character used as the nickname for Bacchus Sigh's fog/mist is different from the Kasu character used in Enkasu and stuff.
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Note, the 2nd post a bit lower down than the wiki post, from Zepp, Kawin's site, might be more accurate. See the midscreen potbuster stuff. Shrugs. And Mike Z is right, it is pretty outdated, and I've never actually proofread/confirmed ANY of the listed combo notes, so take it with a grain of salt.
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4r5: To fill in the missing data Taken from the GGXX Wiki ttp://wiki.livedoor.jp/ggxx_matome/d/%a4%a4%a4%ed%a4%a4%a4%ed%a5%c7%a1%bc%a5%bf%bd%b8 Order is face up down / lying on back down / Jump speed A.B.A.: 52 / 66 / 4 Order Sol: 49 / 53 / 3 Sparks: Confirmed, Robo-Ky's jump has a startup of 5F.
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SDC: Is it a level 3 Savage Fang? (632146+P) http://www.youtube.com/watch?v=GcYkvt5dtuo&feature=related At 0:29. (Yes I know that is EX Sol, but it looks about the same)
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Hellmonkey: Yeah, all those except Millia, feel free to check Millia though, I did that one in a hurry. I think I did Eddie's average damage a while back, I think I came up with, "Rank drops if Eddie can't dizzy."
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Teyah: Fixed the defense thing. Hellmonkey: 8-ball points to Yes.
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Millia: Max Damage D: If they block a Pretty Maze and you mix them up successfully, you can do about 50% damage.Although they're her most damaging option, her jump attacks reduce the guard balance way too much so matter how hard you try, you can't really up her damage that much.Average Damage D: Because Millia oftens starts combos off 6K, Bad Moon, Iron Saber, 2K, and Throw, forced prorate is always present. Also, her air to air options just aren't that damaging. (Although it's possible sometimes to drag your opponent to the corner with an on the fly air combo (Ed note: and give them a proper beating), in many/most cases, it's simply not possible.)Pokes B: f.S, 6H, 2D, general speed. Pretty good, but f.S needs to be backed up by Emerald Rain, generally speaking, her pokes just don't lead to that much damage, so can she really be considered to be in the same A class as Axl and Faust? That is the determining question.Pressure/Lockdown C: Well, she has S Tandem Top FRC, but personally, I don't see in much value in using it. At least not for the purpose of trying to lockdown the opponent.Mixup A: Impossible to see overheads, plus her throw -> \(^o^)/, this is what Millia is all about.Okizeme A+: Although she more tricks available at midscreen, her Oki in the corner is reversal safe and a perfect 50-50 [Ed. note opponent has to guess, impossible to react to]. On hit, her setups loop back into themselves, and on block, Millia can keep attacking. For every successful rep of her Oki, no matter what she hit with, Millia deals about 30% damage.Against ground A: Pin is synonymous with jumping Millia, Double Air Dash, good mobilityAntiair A: 6P, 2HS, Millia can go air to air, Roll, if Millia makes proper use of all her options, she can deal with pretty much any jumpin. 5P has been nerfed [startup slowed down from 5F to 7F], so it sees less use now.Breaking out of Pressure B+: Good backdash, fast jump speed (it's easy for Millia to jump to a position where her opponent's AA can't reach, then simply run away), Millia has a good small hitbox when hit, Roll, Pretty Maze [Guaranteed after frame 4, good for trades], Winger (now with FRC), Millia's got lots of good defensive options.Defense E-: 2nd worst defensive modifier in the game.In general A: See the explanation in the "In General" ratings above. [To be continued...?]Overall Rank B: Anywhere from high mid, to strictly midtier. If you wish to take into account her combos have to be done on the fly [easy to messup], and ask whether it's possible for someone to play flawlessly (consider stability), her rank might drop.Good matchups: Anji, Bridget. In both cases, both characters are simply outclassed by Millia in general and wakeup situations.Bad matchups: Baiken, Slayer, Chipp Bacon is impossible for a number of reasons. Slayer, does this even need explanation? [Well as bad as it seems, at least it's better than in #R and Slash, hahaha] Chipp is tough because he takes away the speed advantage that Millia normally enjoys.
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I think people missed my point of tossing out Wild Throw and CH's. I was talking about analyzing a particular branch of Sol's combo options. Like say you tagged someone with a 2P for whatever reason, what's the most damaging guaranteed followup you have now? Doing a Wild Throw or Gunflame would uncombo in that situation. I didn't mean, Sol never lands Wild Throw or CH Gunflame in general. Anyways. Another speed job, unproofed, semi-incomplete. I'll probably finish it some other time. Dizzy: Max damage B: Bubble combo is her strongest. Damage ranges between 50% and somewhere between 70 and 80%. Doesn't get the opportunity to land this combo much though.Average Damage C: A hit -> ground gatling typically results in about 30% damage.Pokes B: Dizzy has lots of options here, the variety makes up for the particular weaknesses of the individual pokes, Grade reflects the overall ability of all her pokes taken together.Pressure/Lockdown B+: Rather than pressure, you should be thinking more about mixups. She can't do the ??? special anymore, plus she doesn't raise the guard bar much. Nothing really special here. [??? I hate names, so I won't bother guessing. Setup for Slash Dizzy was Ice Spike, P Fish, Scythe, Spear, K Bubble -> Followup. Follow up being 1) air dash j.P,j.P, j.H (high), 2) (land) 2D xx Ice Spike FRC -> combo (low hit), 3) (land) dash up throw] [by nothing really special here, I think it's compared to what it used to be. http://www.youtube.com/watch?v=dx43R86GnTw, see round 4, starts at 2:27 or so] Mixups A: Throw range [Longer than usual], Double airdash can setup 50/50's, lots of options and [renkei] is strong.Okizeme A: Loopability, Damage, difficulty for opponent to block properly. Dizzy's oki is strong in all of these categories.Against ground C: Not good. j.K has a crazy hitbox, but not much downwards coverage, j. 2S, Dizzy's hitbox is a lot bigger than her attack's hitbox. Anti-air B: 2S is pretty good. But that alone isn't what makes her AA strong. j. P, Ice Spear, and Air throw should all be used liberally.Breaking out of Pressure D: Given rating reflects the fact that although Dizzy's counterattack options are poor, it's easy for her to run away. In terms of actual counter attack options, her best are the unreliable Imperial Ray [disappears if Dizzy gets hit, trades poorly], Necro Coffin Super, and close S.Defense E: Takes extra damage, easy to dizzy, no guts, and has a big hitbox.In general B: Bubble makes for a great deterrent. Add to that her double air dash which gives her good mobility, and Imperial Ray can be used if she wants to create some distance.Overall Rank D: Weaker character, hard to win withGood matchups: Probably Potemkin. Dizzy should do well against Testament too. [Guess] Anyone else she can get set up on easily.Bad matchups: Chipp, Ky, Faust, + characters who specialize in mid range combat.
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Tiamat: Possibly. Here's another explanation I like. For the average damage: Anji doesn't really have a problem chaining into something that ends with S Fuujin FB Rin -> air combo. I think that's what the 40% damage for 25% tension is referring to. Pretty much any hit converts into that. Sol, on the other hand, if he does get the CL sidewinder loop, great, 40-50%. But do all of Sol's combos end up in CL sidewinder loop? Unfortunately no. Now, I'm not a Sol player by any means, but you do have to launch them to get them into SW loop. This means either 2D xx BR (RC, so costs 50%, sometimes requires running momentum), Gunflame FRC which doesn't combo off any non-CH, Grand Viper is distance/setup dependent (I think? Or people would be using it more.). I look at it this way. Say your opponent absolutely does not want to get grabbed, and doesn't want to give up the CH. So toss out Wild Throw and comboing off GF FRC for now. If your opponent gets caught flinching (attempted backdash, FD jump, any defensive runaway option), how hard can you combo them? Sometimes I think, the best Sol can do is just knock them down with 2D, and try to work an Oki, at poke range, you can do f.S, 5HS and nothing will combo. 6P is corner specific, so yeah. Shrugs, a bit of a weird comparison, but I like to compare Sol combos to Potemkin combos. Like up close, anything into Potemkin 2H (5K,2S, 2H) will result in huge pain. You could even say, wow, Potemkin can GATLING into 2H with 2S hit confirm in between? Broke good. Problem is, you have to be at point blank or close to it, for this gatling to work, most of your normal opportunities you pretty much to settle for gatling into sweep. It's pretty analogous to landing Sol 5H/2H Grand Viper combos. Or if you wanted to talk about other games, CvS2 Geese st. short, cr. fierce Jaieken. Compared to say Iori's Rekka's. Jaieken may do more damage if you look at only the numbers, but most of the time you'll be settling for cr. jab jab RH. Compared to Iori who can pretty much Rekka off anything he pleases, cr. shorts, st. jab -> st. Fierce, etc, and you don't have to be as careful about hit confirm. But I digress. Continuing off the Sol example above, although this is much less of a problem in AC, in the older games, if your opponent absolutely did not want to be thrown by Pot, sometimes your best option was to 6H their backdash, decent damage, but nothing close to the monstrous potential from PB (big damage + sets them up perfectly for more pain), 6H also shoves them out to full screen, so you have to work your way in all over again. Shrugs. I always found Potemkin had trouble using his tension in the older games, sure you could use it to reset pressure / random poke like Hammerfall FRC, but you couldn't really use that extra tension to convert a random gatling into big damage, like some other characters can. As for maximum damage, the coment reads that Sol's SW loop does at most 60%, without taking into account damage scaling. So the average of max damages will probably be closer to 50% or so, or something. I'm guessing the non proarated combo they're thinking of is 2D xx BR RC or VV RC into Sidewinder loop. That does about 60% on most if I'm not mistaken? Wild throw into Sidewinder loop does only about 40% due to forced prorate. Any combo starting off 2K isn't good (but why should that count in max damage and not average? Just trying to make some sense out of the insensible here :P. Quite a few other characters got docked marks for having too much forced prorate, and high GB- moves)
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Done: Axl, Anji, I-no, Venom, Ky, Jam, Slayer, Sol, Order Sol, Johnny, Chipp (Greed), Testament, Baiken (Hellmonkey), Potemkin, May (F.T.B.), Robo-Ky (16 done) ABA, Eddie, Zappa, Dizzy, Faust, Bridget, Millia (7 not done). I'll probably do Millia and Dizzy, sometime later, so I guess work on the others first. May Average Damage/Power (S): OHK, CH from any of her HS's (5H, 2H, etc.), 6P, Dust, Great Yamada Attack, etc. all result in monster damage. The only thing she can't convert into big damage is her pokes. Maximum Damage/Power (A): Average Power = Maximum Power. I guess it means no real burst damage but steady damage that nets a crap ton in the end (eg: lame loop) Poking ©: Well, she's got lots of moves with good priority but short range, but very few with actual reach. Pressure/Lockdown(D): May doesn't really have a way to keep up momentum. Expect to get pushed out and lose momentum fairly quickly. Mix up ©: Average. Depedent on tension. Okizeme/Wake up game ©: Oki from the air that uses meter [FRC Restive rolling tricks] is hard to block on reaction. Anti-Air (D): Has no moves with good vertical priority. Reliant on either getting her own attack out first, or air throw. Against Ground (A): Crossup, can change up the timing of her jump [j. D, FDC j. 2H]. Breaking out of Pressure D: You count the number of good options she has on one hand. Defense (C-): A little worse than average. However, she does have one of the widest hitboxes [air reel] in the game. In general ©: She can go for all out high risk / high return offense, or low risk / low return turtling. [Hoops / runaway] Overall Rank (A): Top ~ Upper mid character. Incredibly annoying [voice / sound effects], she was designed to be annoying. [Lit. She's a "Chuu", from the dictionary 厨【ちゅう】 (n) (abbr) (sl) someone who makes childish posts (on a BBS, etc.); ] Good Matchup: I-no (See the previous thread for explanation, search for "Characters that hate May".) Bad Matchup: ABA, Zappa (Take a look at the previous thread.) [i lol'd. Explanation for Zappa: May is annoying (voice and all), but Zappa is even MORE annoying. Wahahaha.]
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The stats aren't saving? Make sure you hold down reset before turning off your PS2... While #R was at our arcade, Teyah had Eddie, Sol and Millia up there. I think I fed Eddie to a 9-1 advantage in Eddie vs. Potemkin. Hehehe. Sol was lower, because random people would pick Sol and drop Sol's ranking. Against the rarely played/randomly picked characters, like Chipp, I-no, etc. it was all like 9-1 :D.
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Henaki: Yeah, I should probably stay away from making editorial comments about characters I don't play eh? Removed. The original grades for a lot of the characters were higher (like the original template for Sol had A average and max damage, Jam originally S tier, etc.), but that resulted in too many characters having S,A, and B ranks. So to a certain extent, some of the lower grades are a result of normalization.
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In case anyone was wondering about what Spirit Juice said: Grand battle is actually a typo, it's supposed to be Ground Battle. Like Grand Viper vs. Ground Viper. Just to clear that up. Speed job, no proofing done. Axl Low: Average Damage A: Eating one of his long range pokes easily results in 30%, combos off his throw does decent damage too.Max Damage A+: Corner Baku combo [Axl Bomber loop] makes the lifebar drop drop drop.Pokes S+: Axl's pokes have longest reach in the game, and compared to certain stretchy limbed Indian, are fast and have a small hitboxPressure/Lockdown C: Axl pressure is pretty decent if he corners with meter, but his pressure tends to be predictable and reliant on meter.Mixup C-: Well, if you average things out, his mixups aren't completely hopeless, if you count his corner stuffOkizeme C+: At any rate, Axl does big damage if he hits, in the corner, meaty j. S into mixup is difficult to block on reaction. [Ed. note: I don't play Axl, probably either Bomber, or land and low?]Against ground D: j. S has long reach but has weak priority, isn't very fast either, Axl isn't a character who should rely on jump ins much.Antiair S: Rivals Faust and Ky for best turtle/defensive AA in the game. Nothing beats 2S, because you get AA'd well before you even start your jump attack.Breaking out of Pressure B+: 2F startup Housoubako (counter) [2-16 anything you can block standing gets countered] and 4F startup Bentengari (DP) [s benten listed in mook as 5F startup, invincible above the feet, H benten is way slower]. Easy to get these attacks out, but are weak to low profile lows attacks. Defense C-: Lousy hitbox, Axl is pretty easy to comboIn general S: Axl is extremely good at controlling space, his moves altogether covers about 70% of the screen.Overall Rank A-Good matchup Anji: Matchup is laughably bad for Anji.Bad matchup Venom: Feels even worse than Slayer.
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Makes sense I guess Spirit Juice. After all, I'm just a dude with a dictionary and not much else. Figuring how particles mesh together is not something I have the patience to sort through carefully. One for the road. You're up Hellmonkey :P. Testament: Average damage B: A hit from anywhere with 25% ends up in a 30-40% Badlands loop. Actual damage from Badlands loop varies widely in different situations over different characters, average rating = B.Max damage B: Badlands loop starting from Nightmare Circular CH -> Master of Puppet is 70% damage + the knockdown.Pokes A: Nets, Trees, Skull (phantom Soul), Forward/back EXE Beast, f. S, 6K, 6H, are all really effective, but have enough recovery to be less than safe. Traps require good placement as well.Breaking out of pressure B: forward EXE Beast is guaranteed after frame 2, on trade or if FRC'd, Testament can followup with a combo. And there's nothing 2HS can't do.Mixups A+: Fast and gatling cancelable overhead 6P, even harder to see behind a net or tree.Pressure/Lockdown B+: In the corner, Testament has an absolutely brutal lockdown. Midscreen however, they can IB Testament's gatlings, and jump out of the EXE Beast.Okizeme S: Net + 6P or low hit is easy and effective. Any hit ends up in a Badlands Loop. Although it uses tension, Back EXE Beast FRC -> Tree results in a meaty Tree hit which is quite difficult to counter.Against ground C: Other than laying nets for extra hang time, Testament doesn't really have anything special. j. HS is probably his best.Against air C: 6K, 6H. Random Badlands is also worthy of mention.Defense C: Normal defensive modifier, but seems to be somewhat easy to combo.In general S+: Strongest zoning/control, effective at all ranges, close, mid and far. Extremely stable. [Ed note: Best lead holder in the game]Overall Rank: SGood matchups: Testament goes even or better against pretty much everyone. Bad matchups: NONE [Ed note: Because they took out his Daddy, Kliff]
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