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BagLunch

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Everything posted by BagLunch

  1. He can also reflect Mamiya helmets, bouncing or not (in the arcade).
  2. Except for eddie; there's not much on him here aside from the advice to block right and sj out, and the standard advice of don't blindly DAA because little eddie will absorb it and big eddie will punish you.
  3. Question: when you hit people in the air/ground with FB air pogo, how much time do they have to tech? Do you have enough time to hit them without doing an RC?
  4. Usually j.HS will do it, but if he's already on top of you doing it, none of Faust's air normals will do it reliably AFAIK. 6P will do it. 5K I get CH a lot.... though maybe I'm just doing it wrong :/ 2S hasn't worked well for me, either.
  5. You can do a very similar combo in Slash if you follow the command grab with 5P, c.5S jc... which leads to about 50 or so extra dmg on the average character. You can even omit the 5P, but I think it's easier if you start with 5P. However, I've tried but have had little success with (5P,) c.5S, 2S jc... something about the lick just seems to make it harder for me to make the combo a combo (as opposed to a techable juggle). Now, what I think would be cool is if you could end the air combo with the air pogo so that you can knock the person back down to the ground (I don't know if the pogo does this guaranteed... does it?) I never go for the juggle simply because even if I don't fail the combo, they can tech afterwards and get out of the corner (if I could cancel the j.HS at the end of the combo for a jc and airthrow....), whereas doing nothing after the command throw leaves them knocked down.
  6. It was comboable in Slash if you were either close to a crouching opponent, or on CH...
  7. Kintaro, when and how should air brakes be used? Right now I'm using it for dumb tricks and I throw it out from time to time when I'm running away or creeping in, but I don't REALLY know what I'm doing or ought to be doing with it.
  8. That may be, but what about mirror match then? I wish Raoh had some kind of flying DP move... his 2A seems to clash with everything it can touch...
  9. Does this glitch also apply to moves that clash? That would allow for such silliness as infinite Nanto Gokutoken x Hokuto Hieiken...
  10. Well, Yuda was a good character to begin with: back when the game wasn't so well understood, he had tons of lame tricks that worked shockingly well while nowadays he has tons of nasty tricks that work shockingly well. Well, around here, anyway.
  11. But can't Rei do the same? Some of the vids posted on white's site show players consistently landing >70% combos with Rei off a jump-in/crossup against Toki. I'm not saying that Raoh can't do it, but what makes Raoh better at it than Rei?
  12. I never said I wanted to do it because it was at all practical. I'm not sure how it is that Raoh has such a good matchup with Toki. A long time ago, we just thought it was because Raoh had such an easy time building up meter with blocked multipunches that he could almost always have an alpha counter in stock... but blocked multipunches are not safe, and nobody wants to get hit by Toki. On top of that, without charged DP or musou tensei, Raoh has no way to get Toki off him... if Toki manages to get in early, I have no idea what Raoh can do to get him off. How is it that Rei matches up worse against Toki than Raoh? Is it just because Raoh really can take that much more punishment (which is irrelevant when Toki does the FKO beam), and Rei's increased crouching hitstun screws him that badly?
  13. My thoughts exactly. The real question, though, is can you do a combo with FIVE or more supers... ... possibly the dam will be useful for this?
  14. Now, you can "jump install" special moves with useful results (like for Souther)... can you do the same with command normals? Because "jump install" f+A boost would be a hilarious superman punch that I would probably use all the damn time.
  15. btw, has anyone figured out a good use for Raoh's f+A yet? It seems useless even with boost assistance.
  16. Could anyone give me some info on doing reliable relaunching combos with Souther (without boost/banishing strike). I find that I tend to do too many hits before or during the first launch such that the opponent falls too fast or gets pushed too far away for the second launch to be effective. Swedish HnK: nobody will see it coming!
  17. So in ranked order: Toki, Raoh, Rei, Yuda, Shin, Ken, Heart, Mamiya, Souther, Jagi The overall point differential between Toki and Raoh is surprisingly small, significantly smaller than the difference between Raoh and Rei (the next place). Shocking! It's weird how that suddenly goes nuts after Rei, with a 10-point drop. I'm also surprised that the matchup between Ken and Raoh is that lopsided in Raoh's favour. Interesting that Ken moved down and Shin moved up since the last ranking. Souther's star just keeps falling. At this rate, he's going to be beneath Jagi's boots in no time. Cute that one of Jagi's best matchups is against Shin.
  18. Yeah. Game is way too fun to be worried about tiers and junk. If two Yuda's hit each other with their FKO projectiles, what should be their plan of attack since neither can block for a while?
  19. Aside from the undisputed fact that Toki is #1, the tiers for this game have been in such a state of flux since the game's release that I'm not certain how the game is unbalanced among all those who's names aren't Toki. Raoh, Ken, Heart, Yuda, Souther and Shin have all moved up and down the tier list, and even Mamiya and Jagi don't suck nearly as much as their bottom rank would make you think. Rei's star is falling, too. It is not out for PS2, btw, and no date has been announced for it.
  20. I'd imagine so, too. But the runaway thing came up, so we may as well discuss it. I love Mariah. She's great. She can give the tick throwdown, spam the other guy, and she has some good supers. Be aware that the electric socket can be destroyed by ORAORA.
  21. Sure, but since Hol Horse freezes for awhile before the bullet gets going, I wonder if Pet Shop could do his teleport move or that move where shoots forward quickly and then hit Hol Horse. Hmm... Pet Shop might even just try shooting Hol Horse, since if you hit him the regular guided bullet will just disappear. Some could probably just try double jumping at him, but I have no idea how well that would work. Middler could try popping cars out of the ground, I guess.
  22. My buddy tells me that the matchup charts are of dubious value. The only thing that is agreed on between the few that he's seen are that Petshop and Kakyoin are the tops, and the barber is the bottom. There's one chart that puts Shadow Dio very low, and I find that hard to believe. Polnareff could probably use the silver chariot dive attack and hit him. Alessi could probably machine gun him. Hol Horse could try doing the upward shot... but I dunno how well that would work. While not very useful, regular Dio can steamroller petshop while he's in the air, and Petshop can't block it.
  23. Has anybody tried doing that "jump install" for FKO moves? A friend of mine once said that he saw Yuda spinning upwards, and seeing as how you can make Souther do a sort of hop when he releases the cross projectile on the ground.....
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