POscrub
Members-
Posts
176 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by POscrub
-
Xenophobian posted this. http://ggxx.jugem.jp/?eid=155#sequel I listed some of the fixes that should've been done and posted them in as an errata.txt attachment. ・P256 (聖騎士団ソルフレームデータ欄) 2HSに投げ無敵の記述がない >/から健在のはずで、P226下段にも表記されてます P256 (Order Sol Frame Data) 2HS throw invincibility isn't listed. > Property should still be there from Slash, lower column (table?) on page 226 lists it.
-
Just for the record 2HS should still be throw invincible. They simply forgot to include it in the guide book. See errata.
-
20% tension gain for 1 second. Stupid question thread 2 has more information, if you're curious about DAA, RC's, etc.
-
Kobayashi: It was just a rumor, the person who initially posted it found it wasn't true after further testing. Some of the new voice sets sound very similar to the old voice sets for certain moves. So no, you can't get the old voices. Really too bad. On the other hand, I do enjoy Smoker's cough Potemkin very much.
-
Nekichi: My guesses on the system changes: (I don't play Akatsuki, so test it) -You can no longer block during jump startup. Used to be if you were holding up back to jump, if they hit you with a non low attack during your jump startup, you'd just block their attack anyways. Either that or you were in the air, and air blocked it. This makes jumping out of tight pressure a little more risky. -Normally when you get up after being knocked down, you have a small window during which you're invincible to throws. If you try to parry during this window, you forfeit your invincibility to throws. More forgiving than CvS2, where waking up with anything forfeits your throw window, and harsher than Guilty Gear, where you can't lose your invincible to throws window.
-
To add to what Baglunch said, it's not just down that lets you turn off the stand quick. Walking forward or back will have the exact same effect. So it seems that at some point, you can cancel the animation with crouch, walk forward/back, and immediately cancel any of those into unsummon. Lever/Stick cancel now makes sense to me, you basically want to cancel move recovery with either standing up, crouching, or walking left or right and immediately cancel that into your intended move. Which explains the whole thing about not seeing yourself crouch. Like you could do 236S, tap duck, S~LP it'll look like you cancelled the stand attack into that knee without ever crouching or moving forwards/back.
-
tki: If you look at the system data, one of the lines is like 12~ Follow up attacks possible. Baku startup is 11. So anytime after the Baku (214D) connects, then press P, K or S to get the next attack. After any of the above, you'll notice you can do button sealing part from frame 25-36. Recovery starts on frame 18. So after they get clocked by the 2nd counter, wait a tad, then press a button to seal theirs. Try it out in training mode.
-
To avoid confusion: The new version (1.11) can watch replays from versions after 1.08b. So there's no need to downgrade (for now).
-
Ver 1.11: -Fixed issue with story mode voices and others becoming meaningless noise. -Fixed various issues from 1.10 -Fixed a font display problem -Fixed the problem with the selection cursor highlight issue (go ahead and turn pixel shaders back on) -Replays from versions later than 1.08b can now be played again -Fixed the issue with the Rank score system -Fixed the issue where if the replay directory was moved, the hightlight cursor would disappear -(unsure of this part) Fixed an issue where the ping would sometimes rise -Fixed some lag spikes during gameplay (Note, only fixed some of the more suspicious spikes, expect gradual/further improvement of lag issues) -Made the total # of games played private
-
Cactus Guy: That's a Dead Angle Attack (abbreviated DAA). Guilty Gear's version of Street fighter's alpha counter. DAA's are performed by blocking a move, then pressing forward + any 2 non dust buttons. To do a slashback, don't tap forwards. Make sure you're holding back or downback, before pressing S and HS. As for what a slashback is, it's basicially a parry from Streetfighter 3, CvS2, etc, except you can do it in blockstun (think red parry).
-
Titan44: Looking at the cancel column, it doesn't look cancelable at all. It does have a long enough untechable time (30F with 16F of recovery => 14F to do stuff, CL has startup of 11 -> 4F link or so) that you can link the CL after it though. Out of curiosity, does I-no chain into her f. S often for combos? It looks like it got slower (I assume I-no used the 1st hit of f. S in old combos, I don't play I-no)
-
http://www.dustloop.com/data/ac/baiken.html Other than speed data, most of the moves have their special properties recorded here. If you take a look at her FB counters, if you connect with a Baku (tension counter) followup, you can seal their jump/dash, make them unable to block your next hit, or all hits are CH for a short period of time. Pressing an additional button after this seals one of their 5 buttons. If you look at the cancel column for Kabari (the chain pull), it's listed as R. So it can only be RC'd, not FRC'd. However, the followup sword slash to it (Tetsuzansen) can be both FRC'd and RC'd. Punch counter, Youshijin only causes that nice untechable float on counter hit. As for air dashing after air dust, I think it's just timing, but I don't personally play Baiken myself. After she's done recovering from the air dust, air dash again. Probably just a timing issue. A real Baiken player would be better suited to answering this question.
-
Lol. Ok, this is probably my fault for using bad notation. Dizzy/stun modifier x0 only applies to that specific move. Just like how May's 6P doesn't make the rest of the combo do 3x stun damage. Dizzy/stun modifier x0 means that particular move does NO stun damage. So the actual shadow hole hit does no dizzy, but you can still whack away at them after as normal. The real problem with Eddie is his best dizzying move 6P is two hits, and given how badly stun damage falls off with # of hits, yeah. Even on CH, you only get the CH bonus for one hit.
-
v110: [May not be accurate] -Can now refuse challenges from players. -Can now change the number of rounds (between 3 and 5). See ggxxnetconfig options. -Names can now include Japanese characters [Change in font] -Players can write a small message other players will see when their name is selected. -L1 and R1 can now be used to page up and down in the lobby. (Faster traversing) -Don't mind the new lobby font (ugly new font is the half size font which allows for japanese characters) -Added a feature to help with thread synchronization issues -Fixed a bug where going from mission mode to replay didn't work -Game now saves half complete replays [Ed note: I'll check this one, but *gasp* dropper proof!?*] -Lobby now remembers the cursor position [Ed note: when u come back after a game, easy selection of your previous opponent?] -Colour edits are now updated realtime [Ed note: So if you're playing GG, make some edits to your colour, and hit save, you'll see the changes immediately in game.] -New option in config, to display FPS and Version number. -Stats are now logged. [Ed note: previously was only win streak, my guess is it now would be # wins and total # of games?]
-
The Good, the Bad, and Ugly as Hell Baiken Matchups
POscrub replied to THE SERAPHIC 1's topic in Baiken
Iruka = Dolphin. V-Iruka = Mr. dolphin Vertical (Upper Dolphin) -
Fishy Monkey: Sorry, but it's not there. Most of the people remember it from either forum posts, another page on the mook, or the old GCC site. Gamecombos site is down, but you can still look at the webarchive version of it. From history21: All characters not listed below: 3F jump Faust, Johnny, Axl, Venom, Testament, Slayer: 4F jump Potemkin, Robo-Ky: 5F jump
-
bolt: On page 16, there's a listing (use the 2nd one, it's more accurate, but read both for the notes) for which combo to use on which character. Supposedly, Ky, Robo-Ky and A.B.A. are easy to hit with PB FRC 2S, 2H -> Heat. According to the wiki notes, you'd want to hit with the 2S as soon as possible though. See wiki notes for details. Venom also gets hit by this combo. According to the wiki entry, you need to hit Venom as soon as possible with the 2S, then delay until 2S has pulled them in fully before you 2HS. Johnny, Jam, Baiken, and Dizzy are all listed under PB FRC, f. S, 2S -> Heat. So make sure you're using the right combo. Eddie and Testament are listed under PB FRC, 2S -> Heat.
-
Wicked Cricket: If they IB 6H, they can jump out normally. Backdash, FD jump, etc. should escape slide head after blocking normally.
-
From the Ky Basic FAQ thread: Q: How do I get the CSE (Charge Stun Edge) go higher than usual? A: Jump immediately after FRCing it. If you run immediately after FRCing or do SD (Stun dipper) the CSE will move forward with you. If you backdash it will move back, good tactic when you see a reversal uppercut move coming. Is cool to ask here though. We can quickly point you to the right thread. That's the whole point of this thread, right? Hehe
-
From the Good Games Thread:
-
Slavi: Robo-Ky: Just to add to what the guy above said, if the opponent stands on Robo-Ky's mat, they do gain tension. However, unless the opponent is another Robo-Ky, you'll find Robo-Ky hits max tension a lot faster than they do. So not so useful for them. Robo-Ky's meter is divided up into blocks. If you look at his special moves, most of them are divided into lvl 1, 2, and 3. If you have meter, Robo-Ky uses up one block of meter, to do a powered up version of the move. So Robo-Ky can end up using up a lot of meter quick, which is why they gave him the mat. Johnny: Mistfiner (Sword slash) is actually 236 P/K/S. Getting hit by 1 coin is actually what most Johnny's want, as the level 2 version of mistfiner is generally what lets him combo well. Mid and low versions pop you up for a combo, high version you can repeatedly loop it in the corner. Potemkin: 1) If Potemkin actually hits the opponent with his body, it's [Edit]blockable. The earthquake effect is not blockable. Yes slide head does have some high invincibility, but it runs out before he does the ground pound. If you do the move yourself, you'll notice he kinda stands still a bit, before falling over. While he's still standing, he's got high invincibility (Good enough to go through most fireballs and some predicted pokes). Doesn't make a good antiair since if you dodge their attack with the invincibility, Potemkin still has to complete falling over before he hits them, so they can hit him first. If Potemkin actually hits them with his body, and they block it, they get to move quite a bit before Potemkin can, so it's punishable. 2) Potemkin has a fireball reflector, listed as F.D.B., HCB+S (63214S). Potemkin kinda crouches down and flicks his finger. If he gets hit by a fireball near the start of the move, he'll send back the yellow projectile you see. Yellow projectile will eat up normal fireballs, but stuff that ignores/ goes through other projectiles, like Venom's Dark Angel, Eddie's Amorphous, Dizzy's Laser from Fish etc. will make it through. Testament's Nightmare Circular will make it through.
-
Slavi: Jump Install Full explanation: http://web.archive.org/web/20050309014653/www.gamecombos.com/games/ggxx/tech/ji.html Quick and dirty explanation: Let's examine a specific string that does work, then a string that doesn't. Ky: running 5K, 8, 2S xx Vapour Thrust RC air dash So Ky is running, and he does a 5K. After the 5K, tap 8, then immediately press 2S. Normally, if you tap up after standing K, it should cause Ky to jump after it. The game thinks so, so it gives Ky his airdash/double jump options. However, if you're quick at pressing crouching S after tapping up, the game will instead allow you to gatling/chain into 2S. Then you tack on the HS vapour thrust, RC it, and air dash. Yay. So most jump cancels follow this pattern: 1) Do a normal that can be cancelled into a jump. 2) Tap up after that normal, game thinks you're jumping. 3) "Cancel" your jump by immediately pressing the next move in your chain. Now, can we use 2K in the above string? Like Ky: running 2K, 8, 2S xx Vapour Thrust RC air dash This doesn't work. Why? Because 2K cannot be canceled into a jump. Here's what happens. Ky does 2K. You tap up. Game thinks and says, wait a minute, this move can't be cancelled by a jump! So it doesn't give you your air dash/double jump. So remember, the move you do the jump install off of, must be jump cancelable.
-
zerokage: http://www.sendspace.com/file/53gohk Some Millia replays I have lying around my hard drive. Things you want to keep in mind when watching these: Watch their gameplan. If they run in, what attacks/strings are they using. If they're up in the air, do they normal jump in? Air dash in? Look for height dependent air strings. For setups, pay attention to what they do, but also to what they don't do. Like you'll see a lot of disks being layed on opponent's while they get up, but most of these have a specific setup. Outside of these setups, you may not be able to lay a disk safely. After a thrown pin, how do they move in? Combos off CH j. D? Antiairs? Punishing certain moves? Escaping from pressure? Basically, I think you need to change up the strings you're using. When you score a ground hit, you often want to chain into something that ends in 2D, so you can setup run up disk and mixup. A bit blunt, but basically you're not 100% on what strings you should, shouldn't be using. Like you do actually hit with something, and have the opportunity to knockdown and set the mixup, but you end up chaining into 6K instead, which uncombos and let's them off the hook. So what help is watch some other Millia players, and try to copy their strings/how they move, and then practice. Like for example, you don't look experienced with setting up the disk on downed opponents. Often you were either you were late running in to set it up (and thus they get up in time to hit/throw u), you didn't run in and did it out of range, or you tried to set a disk when there wasn't enough time to (they're gonna get up while you're still placing the disk and whack you.) This actually goes hand in hand with learning proper setups. If you land more gatlings into 2D, you'll feel really comfortable doing run up disk, because you KNOW it's safe. TK badmoon, air combos ending in j.H, etc. all give you a safe setup for the disk. If you only set the disk after those combos, then you won't have to worry about placing the disk wrong. Bottom line is: Anyways, again I don't play Millia. But here's a couple things you might wanna look out for: 1) Gatling's ending in 2D. Shrugs, I think it's fairly important. If you watch the replays, you'll see most ground hits end in 2D, run up disk and mixup. Get used to this, and you'll be getting lots of chances to practice her mixup options. 1a) On the same note, you don't look that comfortable in the air. I know Millia isn't like Potemkin, where you can hit j. HS once and be confident you'll land in time to easily combo. Yeah I know you have to string together some j. P's,K's, S's, so that you can land and combo. But if you're going to play Millia, this is stuff you need to know. For example, a lot of the times, you were normal jumping in with j. K, jump cancel K. Or you have trouble following up the pin. Watch what the other players are doing. Most people have this little airdash string they use after tossing the pin, and most Millia's seem to prefer starting their jump string off an airdash. Again, I play Potemkin, so this might not hold true for other characters, but take a look around and really find out exactly what other people are using. 2) Setting up the trap, and using all the different options. Practice. Like after a 2D knockdown, smooth run up into disk. Or after a j. D in the air. Be ready to follow it up if it hits. Once you're comfortable setting up, learn to use all her options. TK bad moon, jump turbofall (crosses up), air dash over (crossup), 2K (catch jumpers/fidgeters), etc. The more options you learn and are comfortable with, the harder it is for your opponent to block and escape, and the more damage you'll get off your setup. 3) Learn what you can and can't punish. Potemkin was a doing a lot of hammerfalls, and some of them were getting blocked. That's a free run up S, H, 2D into mixups for you, every time. Or you could run up and throw him if you're feeling cute. But yeah, if you don't punish him for using it, there's not a whole lot of reason to stop using it. Hammerfall does great damage, easily RCable for chunks of damage, flies through some stuff. Gotta start making him pay for using it.
-
Rtl42 found it on history 21. After blocking, getting hit, or after getting up, opponent is invincible to throws for the first x frames they can be hit. As follows: On block: 5 frames. On hit: 6 frames. Getting up: 9 frames. Tick buster leaves a smaller gap than straight up wakeup buster. But hey, you can catch people cheating sometimes
-
From Zepp [ttp://zepp.fc2web.com/combo.htm] Fudged a couple of the notes. Meh, like anyone will ever notice :P. Full credit goes to カヰン, awesome Potemkin player, it's his site and he put it the work to compile the list. I'm just copying out what's on his site. Here's to hoping I didn't make too many mistakes on the notes. Character specific combos: ================================ Follow ups for a midscreen Potbuster FRC: ================================ ・Potemkin Buster FRC >2S>2HS>Heat Knuckle Works on: Ky ・May・Potemkin・Axel・Chipp・Venom・Slayer・I-no・Zappa・Bridget・Robo-Ky ・Order Sol・ABA For most characters, you need to wait before pressing 2S。Bridget and Order Sol you need to wait. May is wait quite a bit 2S>wait, 2HS. Against Potemkin, you need to gatling immediately into the 2HS after the 2S or he'll be able to tech it. Ky, I-no, Robo-Ky, and ABA are easy to land this combo on, no need for explanation。 ・Potemkin Buster FRC>f. S>2S > Heat Knuckle Works on: Millia・Faust・Jam・Anji・Baiken・Johnny・Dizzy(Slayer・May・Potemkin・Bridget) For most, you need to walk forward a bit before pressing f.S。Against Johnny, you need to do the f.S immediately. Against Anji and Millia, you'll get c.S instead, which makes the combo easy. ・Potemkin Buster FRC>2S>Heat Knuckle Works on: Sol・Eddie・Testament Presently, no other follow ups are known for these characters. But it does set-up Pot's wakeup game loop well, so it's ok. ========================== Follow ups off a Midscreen Throw ========================== ・Throw FRC>HS>Heat Knuckle Works on: Sol ・Faust・Slayer ・Throw FRC>2HS>Heat Knuckle Use this combo on Millia This combo can work on Anji, but the timing is too hard for it to be practical。This combo can work on Johnny, but it's not reliable. ・Throw FRC>f.S>2S>Heat Knuckle Works on: Anji・Jam・Johnny・Dizzy ・Throw FRC>2S>2HS>Heat Knuckle Works on: Everyone else =========================== Follow ups off of 5K>2S>2D RC: =========================== Up till now, all the listed gatling have been something into 2HS -> Heat Knuckle. However in some cases, the distance is too far (2HS wont' reach), so you're forced to use 2D instead。Use 2D mainly as a kill combo, or if you want to do that extra bit of damage. ・2S>2HS > Heat Knuckle Eddy・Potemkin・Axl・Chipp・Venom・Testament・Zappa・I-no・Order Sol・ABA ・5K>f.S>2S>Heat Knuckle Ky・Millia・Johnny・Anji・Jam・Bridget・Robo-Ky ・5K>2S>Heat Knuckle Dizzy ・f.S>2S>Heat Knuckle Sol・May・Faust・Baiken・Slayer ===================================== Ground Gatlings into Air Potemkin Buster Combos: ===================================== ・5K>2S>2HS>Hammerfall Break>Back High (super) Jump>Air Potemkin Buster(>c.S>2HS>Heat Knuckle) Jumping back before the Air Potemkin Buster causes Potemkin to jump forward while doing the move, which allows for follow ups. The trick to getting this combo to work is to break the Hammerfall as soon as possible, and during the break, starting with stick at forward, swing the stick a full 360. (ED note: clockwise, assuming you're facing right. This completes the hcb motion for the potbuster, the going from 1 to 7 quickly causes the super jump, and finishing the motion at 6 completes the potbuster motion.) You need to make sure you start the motion exactly at forward, and end it on forward, or you'll fail。If you did it right, you can only barely see Potemkin's jump, before he grabs the opponent with the air buster. ・6K>2HS>Hammerfall break>Back high jump>Air Potemkin Buster(>c.S>2HS>Heat Knuckle) The previous combo starting from an overhead. ・5K>2S>2HS>Hammerfall Break>JP>JK>JC back jump Air Potemkin Buster(>c.S>2HS>Heat Knuckle) Including the JP and JK makes for an easier combo、builds a little more gauge, and covers a little more ground (ED note: get them closer to corner!)。However, this combo will not work on light weights (except Millia and Dizzy)。The damage also suffers (since j. P and K remove a chunk of guard bar, for little damage)。 If the previous combo is too hard, then use this one instead。The trick to doing this combo is to do everything as fast as possible。 ・6K>2HS>Hammerfall Break>JP>JK>JC>back jump air buster(>c.S>2HS>Heat Knuckle) The previous combo starting from an overhead. The listed follow up to the Air buster (c. S ...) is character dependent. See below for details. ※All of the above listed APB combos work on the following: Eddie・Axl・Chipp・Testament・Slayer ※If it's the back high jump (combos 1 and 2), then both the 5K and 6K versions of the combo will work Sol・Ky・Potemkin・Baiken・Anji(6K starter APB follow up is K>2HS>Heat Knuckle)・Venom・Zappa・Bridget・Robo-Ky・Order Sol ※Heat Knuckle finisher will not combo on these characters Millia・Faust・Johnny・Jam ※No follow up exists for 6K>2HS>Back High jump Air potbuster ABA, Dizzy ※Only 6K>2HS >Back High jump Air potbuster can be followed up. May, I-no Even when you land an air buster outside of the above listed combos, this list is still useful for deciding what follow up is appropriate for a given character. For some characters, the above follow-ups work just fine、but against some characters the follow up is difficult, you may wish to use a few j.P's to adjust the positioning of the characters・・・sometimes, you just have to wing it (ad lib). [Ed. note: check this note for accuracy] ・6K>Hammerfall FRC>2S>2HS>Hammerfall Break>Back High jump Air Potemkin Buster>c.S>2HS > Heat Knuckle A fairly useful combo. Works on, Eddie・Axl・Chipp・Testament・Dizzy (need to delay the back high jump Air Potbuster a bit)・Slayer・Zappa(walk a bit c.S). ======================= Follow ups after a Slide Head ======================= ※Far range, reliable followups compilation ・Slide Head>5K>f.S>2S>Heat Knuckle Works on: Ky・Millia・Baiken・Jam・Anji・Johnny・Testament・Dizzy・Bridget・Robo-Ky。 Depending on the character and distance, the beat counter might turn black。You want to get as close as possible before doing the 5K. ・Slide Head>2K>f.S>2S>Heat Knuckle Works on: Ky・Millia・Baiken・Anji・Johnny・Testament・Dizzy・I-no・Bridget・Robo-Ky。 Use this combo for I-no。Again, if you did the 2K from too far away, the beat counter will turn black。 ・Slide Head>JS>c.S>f.S>Heat Knuckle Works on: Sol・Ky・Potemkin・Faust・Baiken・Dizzy・Slayer・Robo-Ky。 For Sol, do c.S -> Heat Knuckle instead。Ky・Potemkin・Baiken・Robo-Ky, you shoul do c.S>2S>Heat Knuckle for slightly more damage。 (※2S lowers the guard bar quite a bit。Does f.S actually lower the guard barmore?) [Ed. Note: no it doesn't. 2S removes 9, f.S removes 7. Both do 36 damage. f.S produces better damage I think]. ================================================= ※Close range・Max damage compilation [Ed note: No tension used] ================================================= ・Slide Head>Jump forward>c.S>2HS>Heat Knuckle After the Heat Knuckle, the opponent will be in range for the actual Slide Head hit。With practice, you can insert a forward jump in between. [Ed. note: Head Knuckle, jump forward, Slide Head again, timed well so that the actual hit misses them, but the earthquake gets them as they wake up. Point blank Slide Head hit allows you to land some stupid good stuff) Works on: Ky・Potemkin・Axl・Baiken・Testament・Dizzy・I-no・Zappa・Bridget・Robo-Ky・Order Sol・ABA This is the best damage you can do with no gauge。People you need to do jump forward against at close range: Eddie・Venom・Chipp。 ・Slide Head>Jump forward>5K>2HS>Heat Knuckle Works on everyone except Millia。Use this on characters that the previous combo doesn't work on。 ・Slide Head>Jump forward>c.S>f.S>2S>Heat Knuckle Works on: Ky・Millia・Potemkin・Jam・Testament・Zappa・Robo-Ky。 Use this combo on Millia。 ・Slide Head>6K>2HS>Heat Knuckle Works on Potemkin・Slayer。 Best damage on people who you can't jump forward against。 By the way、before the Slide Head, you can do 5K>2S>Giganter or FDB, and all the above combos will still apply、 except due to increased gravity from adding the extra hits, sometimes the Heat will not combo. In that case, use K>2S>Giganter>Slide Head >Jump Forward>c.S>2HS>Heat Knuckle, works on people like May and such。 ====================== ※Follow ups that use tension ====================== Basic idea is to hit them with a Giganter and follow it up。Needs to be a relatively close hit with the Slide Head in order for these combos to work、 Mix-up on their wakeup between 6K combos、and point blank Slide Head [Ed note: hit with earthquake? will check this lane later] in order to land the follow-ups listed below。 ・Slide Head>Giganter>2S>2HS>Heat Knuckle Works on: Ky・Zappa・Robo-Ky・ABA。 ・Slide Head>Giganter>Walk a bit c.S>2HS>Heat Knuckle Works on: Potemkin・Order Sol。 ・Slide Head>Giganter>Walk a bit 2HS>Heat Knuckle Works on: Sol・May・Millia・Baiken・Anji・Johnny・Slayer。 ・Slide Head>Giganter (appears)>5K(Giganter hits)>Hammerfall break~ [Ed note: see ~ follow ups below] After the Slide head, the giganter won't hit them while they're down but、5K(2K) will kick them up into the Giganter and you can combo from there。 Everything must be done as quickly as possible in order for this combo to work, so it takes practice. ~2S>2HS>Heat Knuckle Works on: Eddie・Venom。 ~Walk a bit c.S>2HS>Heat Knuckle Works on: Chipp・Axl・Testament・I-no・Bridget。 ~2HS>Heat Knuckle Works on Jam。 ・Slide Head>5HS>Giganter >Bullet~ Use this on Faust。Faust is pretty wide, so you can even land stuff like 5H -> Heat Knuckle on him. However after the bullet, getting the Heat out quickly enough to connect is a problem. ・Slide Head>HS>Giganter>2HS>Heat Knuckle Again, Faust only。Use this if you landed the Slide Head really close to him。 [Ed. note: for example, hit with the earthquake of Slidehead right on top of Faust while he's getting up] ・Slide Head>6K>Giganter>Bullet>5K>2HS>Heat Knuckle Use on: Potemkin・Dizzy・Slayer。This combo is limited by the reach of 5K [Ed note: depends on how they wallbounce]. ・Slide Head>HJS>6P>Giganter>Bullet>Something>Heat Knuckle [Ed note: HJS = high jump S, sj. S] 「Something」 is whatever it takes to combo。Normally 5HS fits the bill nicely。 Works on: Ky・Potemkin・Faust・Baiken・Dizzy・Slayer・Robo-Ky。 Hitting with the Giganter while the opponent is high up allows for a combo。This combo does the most damage for using 50% tension。 However、getting the JS>6P to combo is quite difficult。Probably should avoid using this in tournament play unless you're just that manly. ・Slide Head>2S>2HS>Hammerfall Break>Back super jump Air Potemkin Buster. Omake。 Faust only。25% tension used for half life。 ・Slide Head>c.S>2HS>Hammerfall Break>Neutral or Forward High jump Air Buster Works on Dizzy and other characters like her。Probably works on a fair number of the other characters in the cast, but needs further testing.