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POscrub

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  1. Venom: Ok I give up lol. Too much effort, someone else fix it. Average Damage D: Because his good stuff depends on having Balls set, situation specific.Max Damage B+: Gatlings containing 5S, 6P, etc. can get the guard gauge flashing in a hurry, so big potential.Pokes A-: f.S, 2S, Ball, Stinger Aim and Carcass Ride are all effective. Payoff for connected pokes is low though.Pressure/Lockdown S: Although you could argue that Venom pressure/lockdown is a bit reliant on meter and that there's many opportunities to Slash Back, it's still the best in the game.Mixup B+: Although he has no overheads you can't react to, it does leave you at frame advantage, so you can hit confirm -> combo off it. [Ed. note I think they're referring to Mad struggle, 5D is -12 on block]. Fuzzy guard mixups off Renkei are really useful. Okizeme A: The different ball patterns alone already give a lot of options, the fact that the order the balls are placed in [order of Ball Seisei] also changes their position only adds to that.Against ground C: j. HS is the mainstay, Mad struggle (dive) has poor priority. Pretty much average in this category.Against air A: 6P, Carcass, 2H, 6H, rising j. D (jump and immediately D) all have their uses at depending on the range and particular situation.Breaking out of Pressure E: Well, at least Venom has a good DAA but... you guessed it, Venom is worst in the game at this.Defense C: Absolutely averageIn general A: See Spirit juice's post below, and you decide .Overall Rank: B. Definitely not midtier. [Ed note: guess, I read it as meaning Venom is definitely above average]Good matchup Johnny: Venom owns Johnny in general.Bad matchup Slayer: Matchup is better in AC than it was in Slash, but Slayer still tops the list of characters you don't want to fight. My take on Chipp post: (based heavily off of Greed's, thx Greed, corrected some move names, swapped out some terminology, made some guesses, etc.) Chipp Zanuff Average Damage D: Triple jump makes his air combos long, but not much damage despite that. CH antiair 6HS is the best combo starter.Max Damage D: Even if you blow all your tension for RC into gatlings [Ed note: RC sushi -> run up combo], it still only does 50%. Get the feeling you might be better off going for overdrives.Pokes A: Invisibility, Best mobility in the game, excellent priority on many of his close attacks, a far-reaching dust, and alpha/gamma blades are great at mid-distance.Pressure/Lockdown A: Take advantage of his speed and strong pokes.Mixup B: Genrouzan, Teleports are good for resetting pressure, 6K, j.HS, keep the pressure on, eventually something will get through.Okizeme B+: j. HS has good priority, and if you drop it right on top of them, it's hard to see which way to block.Against Ground A: j. HS has good priority, j. D. j. 2K can be used to alter his jump trajectory. Shuriken.Against Air B: Beta blade, 6p, and good returns, good priority 6HS.Breaking out of Pressure B: Teleports, Beta blade FRC, Triple jump, use Chipp's speed to create distance.Defense E--: Dies very quickly. Don't relax until your opponent's HP is 0.In general A: Use his unmatched mobility, great pokes, and pressure to win without taking any damage. ...actually, if you don't do that, you lose.Overall Rank: C-Good matchup(s): There are no opponents with a 6:4 matchup in Chipp's favor.Bad matchups: Slayer, Potemkin, Jam. Anyone who deals high damage.
  2. Greasy_Gyro: http://jbbs.livedoor.jp/bbs/read.cgi/game/34745/1195436162 Starting at post 11, Axl and ABA, ends at post 22, May and Robo-Ky. Hellmonkey: Fair enough. General situations it is.
  3. After installing Japanese language pack (so you can see the characters). Firefox plugin: Rikaichan is your friend. http://www.polarcloud.com/rikaichan On the web: http://www.csse.monash.edu.au/~jwb/wwwjdic.html Translate words in Japanese Text Search for words in the dictionary Dictionary descriptions can be off sometimes, so it helps sometimes to take a look at how other people have translated the same word. Other than that, it's filling in the blanks between the dictionary words. To be honest, I cheat a lot, I generally have an expectation of what's going to be said, so plenty of leaps of logic, and possible errors. But eh, best effort right?
  4. Jam: Max damage S: FB Puffball, 6HS + followup H loop, powered up Ryuujin, her main combos are full of moves that have high dizzy multipliers.Average damage A: Grounded 6H loop is a life drainer, wall combos don't require meter.Pokes C: Her pokes do their job well, but they still lack reach. Perhaps the fact FB puffball makes opponents scared to do stuff should be taken into account as well?.Pressure/Lockdown B: 2P, 5K, 2S, 6H, and more are really good, but are weak to FD because of their short rangeMixup C: 5D, j. 2K RC, 5K, Choujin hijinks are all really effective, but again hampered by low reach. Jam doesn't get that much damage off her throw, except in the cornerOkizeme B: Kenroukaku crossup [Falling air DP], Choujin hijinks, The Gacho special [1 hit 2HS in the corner -> Bakushuu -> Choujin 50/50 crossup, see Jam forum], 2P and j. HS fake outs aren't bad either, as the previous two options [Choujin/Gacho] are weak to reversals that cover a lot of area (won't whiff), and the Gacho special requires a special setup, so these [2P/j.H] are useful too.Against ground D: Pretty much air Gekirin and j. 2K. Jam doesn't really have many jumping moves with good downwards priority.Against air: Hochifu (parry) alone would probably be enough to rate an A, she also has an invincible DP to boot.Breaking out of pressure: IB -> Parry is a powerful tool, but is both difficult to input correctly, plus situation specific.Defense: Worse than average.In general B: Jam is really quick and mobile, plus the opponent must always be wary of the threat of Puffball. If they try to run away, charging up (Asanagi no Kokyuu) is always an option, but again, Jam loses points for low reach here.Overall Rank A: Jam's lack of reach is what keeps her out of the S category, she's a lot less stable compared to the other S tier characters, so she doesn't make the cut.Good matchups Dizzy: Hey Dizzy, why are you dizzy already? It's not easy for Jam to work her way in through Dizzy's zoning, so once you're in, make it count.Bad Matchup Slayer: ...Make the bad man stop... I-no: Average Damage B-: Combos that end with guaranteed knockdowns give up a fair amount of damage.Max damage A: Genkai Fortissimo (air super) > full combo does a fair chunk.Pokes D+: Pretty much all have lousy recovery. Besides the green note, pokes aren't all that easy to use (function specific).Breaking out of pressure D: Super Ha(guessing it's Madogawa Desperate?) is great, but lacks throw invincibility, so her ability to break out of pressure ranks among the worst in the game.Mixup S: She lost falling Chemical Love, but a connected note gives you time for so many options. Definitely one of the best mixups.Pressure/Lockdown D: Weak, moves aren't great at stuffing mashers nor good for lockdown, and if she has no meter, she has NO pressure/lockdown options.Okizeme S: Easily S tier, one of the top 3 Oki characters in GG.Against ground C-: Because Dives (Sultry performance) have weak priority, j. HS is her mainstay. Nothing really worth special mention.Against air D: 5P is nothing special, and 6P has large recovery + followups are hard/not reliable. Definitely weak here.Defense D: Takes more damage than usual, and to add insult to injury, I-no has a big hitbox when hit.In general D+: Her Hover Dash (dash goes airborne) limits her mobility somewhat plus she's not good at controlling space.Overall rank: DGood matchup Dizzy: Dizzy is horrible at escaping I-no's pressure, and Dizzy is easy to combo. Next best matchup would probably be Johnny.Bad matchup May: Somewhere between "I hate this matchup" and "IMPOSSIBLE" Greed: Thanks for helping out. Any and all help is appreciated. Hellmonkey: Ditto. Yeah, I couldn't come up with a good word to describe 立ち回り. Help :P. As for why Bacon's counters are included in the category, it's because Bacon can counter back a lot of pokes, or characters that say rely on throwing out something that leaves you in blockstun, then follow it up, she can counter through that. Relying on jumpins to get in, if they throw it out high, counter in the face. Can't counter everything for sure, but at counters make the other guy think a bit, pares down their offensive options.
  5. Ky Kiske: Average Damage D: Worst class. Two of his best combo starters [connect often], Throw FRC and Greed Sever suffer from forced prorate, and on top of that, a lot of his moves lower the guard bar a lot on hit.Max Damage D: 25% meter for less than 40% damage. You can get a decent combo off of a connected 2D, and HS stun edge FRC into ground gatling does decent damage.Pokes A: f.S, 2S, 5H, 2D, Ky has lots of effective pokes, plus he's got lots of projectiles. However, gets only low damage off connected pokes.Pressure/Lockdown B+: HS Stun Edge FRC, Stun Dipper FRC, FB Lightning Sphere, while all these options are require tension, Ky is pretty efficient at using his tension, so it's not so much of an issue.Mixup C: Ky's overheads are a little easy to block on reaction, so crossup/noncrossup 50/50 mixed with Throw forms the basis of Ky's mixups. Dust has decent startup and good reach.Okizeme B+: Stun Rays controls a lot of valuable real estate. From there, you can either mixup or go for pressure/lockdown as you please.Against ground B: Hitting with the tip of j. HS is low risk, but also has low payoff. If you use meter, laying down an air Stun Edge FRC and coming in right behind it is pretty effective.Anti air S: Up there competing with Faust and Axl for best AA in the game. Many different AA options, all with their own weaknesses, but all having a specific use. Ky can generate knockdowns pretty easily off his AA's, which counts in his favour.Breaking out of pressure B: 2P is quick and effective for mashing out pressure. Vapour Thrust is pretty easy to dodge with low profile moves, but Rising Javelin FRC helps to mitigate the risk somewhat.Defense B: Normal defensive modifier, but thanks to his weird hitbox, can be difficult to comboIn general A: Plenty of safe effective attacks and options, but the returns are also low.Overall rank B: Mid to upper mid tier. very stable character, but is quite reliant on having tension.Good matchups: Anji, Johnny, Bridget, DizzyBad matchups: Baiken, Venom
  6. Anji Mito Average Damage B+: 25% tension for 40% damage regardless of position on screen.Max Damage C+: Pretty much the same as his average damage. Putting in more tension doesn't raise damage much.Pokes C-: Pokes aren't safe (recovery), but have good payoff on CH. Average range on his pokes.Pressure/Lockdown B-: Butterfly gives him good lockdown capabilities. Surprisingly good, despite lacking of moves with positive SD (frame advantage)Mixup B: Anji has lots of mixup shenanigans.Okizeme B+: Lots of options that loop, and not easy to interrupt [by counter attacking]Against Ground B: Nothing really noteworthy, j. D to throw off AA timing, j. S has good priorityAgainst Air B+: Weakened greatly since Slash, but 5P is easy to use AA, GP (autoguard), and his most damaging option, air throw, is as strong as ever.Breaking out of Pressure A: GP (autoguards), HS Fuujin is invincible from frame 1, Anji is blessed with a lot of options in this categoryDefense B: Normal defense modifier, but Anji has GUTS! GUTS! [Guts 5, best in the game]In general C: Doesn't control space that well, not very mobile either, a bit reliant on the threat of HS Fuujin hereOverall Rank: CGood matchup(s): Personally, I'd say I-noBad matchups Axl, May: Axl because he zones too well, May because she just flat out outdamages Anji
  7. Robo-Ky: Average damage B: 2K forced prorate hurts, but the damage Robo gets off lvl 3 Horse is what puts him in the B-tier. The damage Robo gets off of 5H FRC mashing out of pressure plus combos only available to nearly overheated Robo-Ky mean his damage varies greatly depending on the situation.Max damage A: Robo-Ky can deal up to 80% even with forced proration + possible dizzy off missile combo in the corner, although the opportunities to land said combo are quite rare.Pokes B+: f.S, 2K, Air missiles, j.S, j.HS. Good use of IB and the like gives meter for lvl 3 moves, which are pretty boss.Pressure/Lockdown C: 5P, Bazooka, and Horsie, are by nature weak to FD. And so is the 6HS (guess, unverified nickname). Robo's goal is to crush any counterattack attempts to break out of his pressure, and then pick them apart when they block.Mixups B-: Robo-Ky has the fastest Dust in the game. His command throw was nerfed though, so outside of Dust, he doesn't really have any good mixup options.Okizeme C: Bazooka -> followup is pretty buff, but there are ways around it. Or rather, Robo-Ky doesn't get that many knockdowns anyways, most of his combos don't end in knockdowns.Against ground C-: Fully extended j. S, and air missiles have good payouts. In general though, most characters have answers. Against air B: j.P, j.HS, early 2HS (kneerocket), Air missiles, lvl 3 DP, and j.D if Robo's opponent is above. Deals lots of damage off his AA's.Breaking out of pressure A: IB, 5H, or DP. This area is where Robo excels. Good IBing can quickly get Robo Lvl 3. Also has optional delayed wakeup.Defense A: 2nd best defense in the game + he's heavy, so a lot of combos don't work. The fact that Robo builds heat while IBing is not a disadvantage, it's an advantage.In general B: Air missiles, f. S, 2K, j. H, lay Mats to gain meter.Overall rank: B-Good matchups Anji, May, Johnny, etc.: Characters that Robo-Ky can zone/control, he's good at fighting.Bad matchups A.B.A., Zappa, Sol: Conversely, against those he can't, he's pretty screwed.
  8. Potemkin: Average damage S: The difference in damage on CH is like the difference between heaven and earth. Tensionless options deal a little less than Slayer.Max damage S: Depending on tension available + situation, Potemkin can deal up to 80% damage. Potemkin also builds tension easily.Pokes B+: Long reach, excellent priority. Slide Head and Flick are great here as well.Breaking out of Pressure B-: Instant block, reversal backdash are the mainstays here. Big payoffs if Pot guesses right.Mixup options B: Tick throw, Hammerfall FRC, 2S's vacuum property is useful, but can be negated by FD. And new to AC, Slide Head. [new]Pressure/Lockdown B: 2S, Hammerfall FRCOkizeme S: Tick throw, straight up Buster, 6K, straight up Slide Head, 6H FRC Buster, meaty j. S, jumping crossup shenanigans, Giganter TrapAgainst ground B: j. S has good downwards priority and staggers on CH, j. HS with it's good wide hitbox, and j. D with probably the best downwards priority in the game.Against air B+: 6P, 2HS, j. P, Air throw, etc. Options give good damage plus a mixup.Defense S: Best defensive modifier in the game.In general C: Slide Head plus his normals long reach and priority make up somewhat for having the worst mobility in the game.Overall Rank: A+Good matchups: Slayer, in general, Potemkin has the advantage against any character that likes to fight up closeBad matchups: Dizzy, Bridget, Eddie, Testament, Venom Pretty much, projectile based, those with good midrange pressure/traps, and long range type characters. Although, honestly speaking, Potemkin probably doesn't even have any 4-6 matchups. They're probably closer to 4.5-5.5.
  9. TGS: This is not an official tier list or anything. Just some guy's opinion from a forum. He's got a lot of good points, but some of the stuff is pretty shady/pretty opinionated. Good for discussion, always nice to see what someone else thinks, but nothing more and nothing less. Huh, I'm just curious though. For a small block of text for each character, I'd like to ask you guys. How much time do you think it takes, to "translate" it. Be interested in seeing other ppl's guesses. Slayer: Max damage S: Combos starting with DOT or BBU CH can deal 60-80% damageAverage damage A: Could probably be ranked S, but debatable. At any rate, buff.Pokes B: 5K, 6P, 2H and the like are all excellent at zoning/controlling space.Pressure/Lockdown C: Lots of stuff leaves Slayer at frame advantage, but a lot of the time, it's easy for his opponent to escape by jumping out.Mixup B: 3 way It's Late, low hit or throw mixup from Dandy step, 50/50's off of 5K or 2S, everyone's favourite cheezy 6KOkizeme B+: Fake meaties, safe against some [slower] reversals, Oki options loop back into themselves, Slash Dandy Step and (dash) crossup options are buff. Successful mixups have great payoff. Okizeme options are not easy to defend on reaction, same as his normal mixups.Against ground B-: j. HS is buff, but can be air thrown. Factoring in DHD makes it even stronger.Against air A: 5P, 6P, 2S and the like make for a fairly complete air defense. Opponent must also be wary of the threat of straight up BBU.Breaking out of pressure A: Really good backdash, and reversal backdash is really effective. BDC Mappa is decent too. Reversal Eien no Tsubasa (qcfx2 H) probably shouldn't see much use. On top of that, 2P has 4F startup.Defense B+: Good defensive modifier, but tends to be somewhat easy to combo. In general D~C: Usually Slayer's opponent is in control in these situations, generally it's not easy for Slayer to work his way in. Countering attacks, Mappas, and jumping in are pretty much Slayer's only options. Overall Rank: A~A+. Slayer's one weakness is how he handles in neutral situations, but he's great at pretty much everything else.Good matchups: Order Sol, Venom. Order Sol, comparing moves used at similar ranges, Slayer's tend to beat out Order Sol's, and besides Fafnir and 5S, Order Sol has crap reach. Venom: It's hard for Slayer to get in, but once he's in...Bad matchups: May, Potemkin, A.B.A., Testament. IMO, May is a tougher fight than even Potemkin and Testament. But that's just my personal opinion.
  10. Order Sol Average damage B: Varies depending on charge level and CH's, in the corner, you can combo off his throw.Max damage B: Level 3 moves, Fafnir CH combosPokes D: 2S, S, j.P, j.HS. HOS, by hook or crook, needs to get close somehow, or he can't start anything.Pressure/Lockdown B: Generally fast, has a low jump, Charge Cancel lockdown. Sadly though, Order Sol lacks reach, so it's hard to lockdown. [Ed note: Hard to keep it going, once Order Sol has pushed himself out to midrange]Mixup B: Actual followups are dependent on tension, Charge level, and/or CH, but in terms of number of mixup options, he has a lot.Okizeme B: Gunblaze FRC, crossup Gunblaze, Fuzzy guard mixups, 6K, 2HS, and more. However, a lot of these options can be reacted to.Breaking out of pressure B: Storm Viper, Gunblaze, etc. If HOS has lvl 3, the opponent will likely be on the look out for SV, so watch out for fake meaties and distance tricks. [safe meaties that due to hitbox/spacing, SV won't hit]Against ground A: j.P for stuff from the side, j. H is strong against stuff from belowAgainst air B: j.P. Usual grounded AA options are pre-emptive 5HS, Storm Viper, Gunblaze. Note: people in the know can CH you for trying to SV, which puts HOS in deep trouble. Defense: B+: Takes noticeably less damage than regular Sol. [Ed note: Sol is 1.00 with guts 1, HOS is 0.96. with guts 2.]In general C: Has poor reach. Without charge levels or tension, mixups are unreliable. Focusing on charging up, means missed Okizeme opportunities, but you can't really afford to play without charge. At charge level 1, Order Sol's opponent has little to fear.Overall: BGood matchups unknown: Don't think he has any particularly good matchups that stand out.Bad matchups: Slayer, Axl. Slayer has range, and lots of other stuff on Order Sol. Axl is a bad matchup because Order Sol's low jump often ends up in him getting hit anyways and eating a combo.
  11. I agree with Final Showdown. Dont' expect anything new or ground breaking here. Sol Average damage B: Combos involving CL Sidewinders can do around 40-50%, Grand Viper leads into an air combo for no tension. More opportunities to land air combos. Max damage C: Not even taking into account forced proration, CL Sidewinder loop does about 60%. Pokes C: 2D, K, j.P, j. HS, and lots of good stuff up close. Gunflame nerfed. (less active frames, startup slower by 1F). Breaking out of pressure A: Volcanic Viper, Grand Viper, Riot Stomp (is airborne, flies faster?, can lead into CL Sidewinder followup) Mixup C: Wild Throw. Gunflame startup/active frames nerfed. Pressure D: I think Sol as a character is better suited going for the mixup as soon as possible. Okizeme C: Gunflame nerf hurts. FB Fafnir being invincible throws is useful from time to time. Against ground B: j. HS is all around excellent. Against shorter/low profile opponents, use j.S which has a better downwards hitbox. Against air S: Volcanic Viper, j.P, 5K. Nothing controls as much vertical space as Sol's HS VV. Although there is a large gap. [goes up forwards, can get around it] Defense C: Average, middle of the road. Damage modifier x1.0. Gravity/Weight x1.0 In general situations C: Doesn't have much reach, but 2D is fast and gets down low, 5K, and random grand viper for biiiig damage. Overall B: Damage has improved in general, but VV lost some power with increased recovery, Gunflame has been nerfed, and no tension Fafnir is gone. [People actually used that move?] Sol is no longer the all rounded character he was in Slash。Not as noob friendly, Sol is more specialized now。 Good matchups: I-no (Sol is good at AA, bad matchup)、Anji(weak to Sol's fast and low 2D) Bad matchups: Potemkin (although based on [slash] experience, Sol has trouble with early Pot 5H, and a lot of his moves are PB bait.)
  12. Johnny: +Average damage C: Does crap damage if he hasn't landed a coin yet. Lvl 2 Low Mist finer is his combo mainstay. +Max damage A: Air combos that involve Killer Joker FRC can deal up to 60% damage. [but I thought Sol does 60%... tensionless!!] +Pokes B+: 5K, 5H is even decent against air, good reach + good priority 6H, MF, Ensenga +Pressure B+: Good reach and decent priority both on the ground and in the air. At his best when the opponent is at midrange. +Mixup (options) C: Couple measly low hits, TK ensenga, Throw, High in the air DB FRC (bait AA) +Okizeme C: Lots you can do after Enkasu (1 hit Ensenga), but you probably only have level 1 Mistfiner [so lots of options but they're all equally lousy] +Against ground C: j. HS, Divine Blade FRC, TK (low air) Ensenga +Against air B: 6P, HS, Upper Mistfiner +Ability to break out [of pressure] D: If they're close to you, not much you can do. 2HS is favoured. [if you're gonna try] +Defense (physically) B: Good defense modifier (takes slightly less than average). Tends to be hard to air combo. +In general B: Good at zoning/taking up space、Dash makes it easy to throw, not easy to get a combo in (on Johnny? guess). +Overall rank: C +Best matchup Order Sol: 5K,HS shutdown a lot of Order Sol's options。 Order Sol has a low jump, so 5H can pull double duty easily (doubles as an antiair). Can be beaten by Order Sol's 2D, but it's slower than regular Sol's, so it's not particularly fearsome。 +Worst Matchup Potemkin: No way out of the Giganter Trap.
  13. Lazy is great. I HATE YOU ALL. Eddie: Average damage S: Rank drops against people you can't dizzy. Max damage: S. Eddie is the king of running set plays [unblockables into more unblockables!] Not really all that different from his average damage stuff, but still overwhelmingly buff. S+! Sol: Average damage B: Combos involving CL Sidewinders can do around 40-50%, Grand Viper leads into an air combo for no tension. More opportunities to land air combos. Max damage C: Not even taking into account forced proration, CL Sidewinder loop does about 60%. So the implication being yes they are counting the unblockables, and even DIZZY damage? Woo. Sol apparently loses points for forced proration on probably 2K and Wild Throw? And having tension doesn't really add much I guess. My guess is max damage implies you have spare tension lying around, and say the other guy has X health left, can you peace him out here and now? Chomite: Which part you want? Maybe I'm just tired, but I'm not getting it.
  14. Chomite: How fast the computer shakes out of stagger. Most people can mash at lvl 2-3 if they know the combo's coming. Lvl max is probably humanly impossible.
  15. Darkhonor: See Airdash Startup row under the System Data (courtesy of Biologin). Most people are around 6-7F before they can attack out of an airdash. For reference, total length of Sol/Ky's airdash is 20. So about 1/3 of the way through.
  16. Mike Z: Hmm. I'll take a guess. 46: Literally what's on there: Potemkin Buster FRC 6H FRC cancel bear in mind delay 0 double tap. Practice hard, and it maybe it could be a practical combo? Guess at filling in the blanks: Try immediately double tapping HS after the FRC. Yeah, pretty lousy advice, but this sounds like 1F window kinda timing, so use whatever consistency tricks you have to get it out more often. But it's still haaard. Probably a showtime combo only.
  17. Combo transcript: no notes except a select few. Find and replace = win Raekwon + Mike Z: There are notes like positioning is important, timing, delay something, etc. It's not particularly hard to read, if you put it through an online translator, you can read it just fine. If no one else does it, I'll get to it eventually, but I have other things I'd rather be doing. Like actually playing GG. Haha. Notes that caught my fancy: 14: If you manage to hit this combo in a real match, you're a hero. Walk forward for 7F then 2S to get it to combo. 19: The walk back is the sticking point in this combo. If you can get used to figuring out the right positioning on the fly, you must be a very discerning man... or something. 26: Airbuster doesn't suffer from damage scaling, even as an OTG hit. A more practical use for this, is if you score a CH 2D while poking, you can followup on reaction with OTG Megafist FRC > Air Potbuster. 27: Sorry. Programmable stick combo only. Probably humanly impossible. But technically possible. Carry on :P. 28: Arcade only. This combo is techable on the home versions. Only follow up the Air potbuster with P, S , etc. in the arcade. 31: [Dizzy crossup combo] This was shown in the #R (blue) video, 50-50 high/low mixup, but now it beats reversal throw [6K throw invincibility]. 36: Very important combo. Best damage/tension by a long shot, and easy to do on Eddie, so practice! 37: Hakobi combo. [Combo used to drag them to the corner] After hitting Jam with the APB, if you jump as soon as possible, and slide head immediately upon landing, you get a perfect Slide Hame [slide Head trap, earthquake only hit on wakeup]. Because everything must be done as quickly as possible, there is an element of difficulty present. 38: You can do up to 6 hits on Jam before APB will no longer combo. Anji and Dizzy should be the same. More notes: Note, a perfectly timed Slide head trap loses to reversal Ryuujin. However, anything other than perfectly timed [E.g. slightly delayed Slidehead] will result in Jam being knocked down right in front of Potemkin. Which means a very dead Jam. 44: Sol doesn't do VV follow up. Sol is left half dead. 45: Sol does VV followup Sol is DEAD. 48: Phattest combo. If you manage to hit this in a real match, your opponent should buy you a drink. 49: 2 sets of 2HS APB. Master this, and you can be like FAB too! ------------ Combos ------------ 1.AB:6K through 1st hit of FB Danzai> Giganter (CH)>2HS> Giganter >6HS>(Dizzy)>Potbuster>Suka (A.B.A. out of meter)>Potbuster 2.AX:FD Axl super >super jump forward HS [CH]>6HS> Hammerfall FRC >Walk f.S>back Air Buster>S>2HS>Heat Knuckle 3.IN:JS>JHS>c.S>2SRC>2S>2HS> Giganter >Bullet>6P>Heat Knuckle 4.ED:5HS CH> Hammerfall FRC >2S>2HS>HF Brake>back Air Buster>c.S>2HS>Heat Knuckle 5.DI:JHS>2HS FRC>jump forward>back Air Buster>5K>c.S> forward APB 6.SL:Dust>JHS>JK>back Air Buster>c.S>2HS>Heat Knuckle 7.TE:Potbuster FRC>2S>2HS>HF Brake>back Air Buster>5K>c.S> forward APB 8.CH.2HS> Giganter>Bullet>2HS>HF Brake>back Air Buster>c.S 9.BA: 6HS Bacon's backdash > Hammerfall FRC>jump forward >back Air Buster>c.S>2HS>Heat Knuckle 10.FA:Potbuster FRC>2S>2HS forward APB 11.PO:JS>JHS>5HS> Hammerfall FRC >2S>2HS> Giganter >Bullet>2HS>Heat Knuckle>Extend 12.BA:Baiken does Ouren, Giganter CH>Bullet>5K>c.S>neutral Air Buster>(Dizzy)>Potbuster 13.MA:Potbuster FRC> Hammerfall FRC > Giganter >Bullet>2HS>Heat Knuckle>Extend 14.DI:Potbuster FRC>2S>2HS>Heat Knuckle 15.CH:(5K2S Hammerfall FRC all blocked)6K> Hammerfall FRC >2S>2HS>back Air Buster>c.S>2HS>Heat Knuckle>Extend 16.SO:Slidehead through Grand Viper>c.S>f.S>back Air Buster>c.S>f.S> neutral Air buster 17.MA:FDB air CH>whiff Hammerfall FRC > Hammerfall FRC >2S>Heat Knuckle 18.KY:Trade with antiair 2S >2HS> Giganter >Bullet>2HS>Heat Knuckle 19.OR:Potbuster FRC>2HS> Giganter >Bullet>walk back 2S>2HS>Heat Knuckle>Extend 20.MA. Hammerfall FRC >c.S f.S>back Air Buster>5K>c.S>back Air Buster>5K>c.S> forward APB 21.MI:Throw FRC > Giganter >Bullet>2HS>HF Brake> forward APB 22.FA.: Potbuster FRC>HPB 23.MI:6K>2HS>HF Brake>2HS>HPB 24.CH:Dodge Genrouzan with 6K>2HS> Giganter >Bullet>6HS>Heat Knuckle 25.antiair 5P>c.S>Heat Knuckle RC 4th hit>HF Brake>2HS> Giganter >Bullet>5HS>Heat Knuckle 26.FA:Faust super Angel >super jump forward Air Buster> OTG Megafist FRC > Air buster 27.MI:Potbuster FRC> forward APB 28.JO:Potbuster FRC> Hammerfall FRC >c.S>back Air Buster>5P>c.S> forward APB 29.AB:JD CH>c.S>2S>2HS> Giganter >Bullet>2HS>Heat Knuckle 30.BA: Slidehead >HJS>6P> Giganter >Bullet>2HS>Heat Knuckle 31.DI: Slidehead >6K> Giganter > Bullet>jump straight up>6K>2HS>Heat Knuckle 32.BR: Slidehead > Giganter >c.S>5HS> Giganter >Bullet>2HS>Heat Knuckle>Extend 33.FA: Slidehead >6HS> Hammerfall FRC >back Air Buster>c.S>back Air Buster>c.S>back Air Buster 34.BA: Slidehead >c.S>2HS FRC > jump forward>back Air Buster>c.S>2HS>Heat Knuckle 35.SL: Slidehead >6K> Giganter >Bullet>5K>2HS>Heat Knuckle 36.ED: Slidehead >c.S>2HS>HF Brake>back Air Buster>c.S>2HS>Heat Knuckle 37.JA: Slidehead >jump forward > c.S f.S>super jump JP>JK>JP>JK>back Air Buster 38.JA: dodge reversal DP with Slidehead >c.S>5HS> Hammerfall FRC > Hammerfall FRC >c.S>back Air Buster>c.S>2HS>Heat Knuckle 39.MI: Slidehead >c.S f.S>2S>Heat Knuckle>HF Brake>Slide Head (trap)> Giganter >Bullet>5K>c.S>2HS>HPB 40.FA.: Slashback 2HS>2S CH on Bomb item toss> Slidehead >super jump forward to avoid explosion>6HS>Heat Knuckle 41.FA.: Slashback 2HS>2S CH on Bomb item toss> Slidehead >Hammerfall>(explosion)>f.S>2S>Heat Knuckle 42.FA.: Slashback 2HS>2S CH on Bomb item toss> Slidehead > Hammerfall FRC >c.S>2S>FDB reflect explosion>f.S>2S>Heat Knuckle 43.FA.: Slashback 2HS>2S CH on Bomb item toss> Slidehead >FDB reflect explosion> Giganter >Bullet>2HS>Heat Knuckle 44.SO: Slashback 2nd hit of S Volcanic Viper>5HS> Hammerfall FRC >2HS>HF Brake>back Air Buster>c.S>2HS>Heat Knuckle 45.SO: Slashback 2nd hit of S Volcanic Viper>2HS CH>2HS> Giganter >Bullet>6HS>(Dizzy) 46.CH:Potbuster FRC>6HS>forward Megafist FRC> Air potbuster 47.BR:Potbuster FRC>6HS> Giganter >Bullet>2S>2HS>Heat Knuckle>Extend 48.TE:Potbuster FRC>6HS> Hammerfall FRC >back Air Buster>5K>c.S> forward APB 49.ED: Hammerfall FRC >2HS>back Air Buster>c.S>2HS> forward APB 50.CH:2HSCH>2HS>HF Brake>2HS>HPB>(Dizzy)>2HS>HF Brake>2HS
  18. It's Potemkin, it can't be that hard to figure out, can it? Cool thing though, when Faust does the Scalpel, get's Angel'd and Potemkin does super jump Air Potbuster, Megafist FRC, Air Potbuster. The 2nd potbuster is actually an OTG hit, but the damage doesn't scale like one. Pretty neat.
  19. You're thinking of GG Slash Faust's Scalpel -> Pull -> Slap. If you perform the final qcf+P with the right timing, it does more damage, and ground bounces them. In AC, they removed the timing, and changed it so you get the Fire Slap if you hit them with a coin. broly2012: I think your understanding of jump install is a little off. The easiest way to think of it, is the game simply keeps track of double jump/airdash with a YES/NO (TRUE/FALSE) value. So when you jump install, the value of this variable gets set to true. Doing a jump install again won't do anything, as the variable already reads YES (setting YES to YES = no change). So repeatedly jump installing won't buy you extra airdashes or double jumps. Either you are, or aren't allowed to double jump/airdash.
  20. 6K's throw invincibility was listed in errata and on the wiki. ("6K has throw invincibility, exact amount unknown, but it runs out before the active frames of the move.")
  21. I found the combos to be overall quite entertaining. Jagi's final combo was hilarious with the fake out FKO, Kenshiro's spazz on banishing strikes + exactly 100 hits, use of weird looking normals (Elbows, Raoh's far 5B, etc.), Heart building up enough hit count to repeatedly AA grab + ends with butt drop death. Simply put, it was fun to watch.
  22. Teyah: If you have nothing better to do, go translate something, you spoony bard!
  23. I'll do a proper writeup later, but the biggest change was UDP hole punching is now supported. Hopefully, this will allow some of the people who had NoRes before, to play each other.
  24. Not much Version 1.14 -Some code changed to help with EX synchro issues -In the lobby, here is now a count column right after the win column next to your opponents name. # total games they've played.
  25. Version 1.13 -.ini file now opens with the default Windows Editor. -Replays now support fast forward (hold down O while watching a replay) [Ed. note: Woohoo! Skip straight to the parts you want] -F rank, S rank point limits established. -Changed the way EX character option is supported: *If both sides have EX characters enabled, EX characters are allowed. *If only one player has EX enabled, or neither do, you can still challenge them, just EX characters will be disabled. *However, against versions 1.12-3 and older, you must have the same EX setting, otherwise you can't challenge them (their status will show as EX enable/disable) -Fixed a bug that allowed for invisible characters (Hope y'all enjoyed it while you could). -Expanded the denial code.
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