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Everything posted by doragonkoroshi
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http://www.twitch.tv/joniosan/b/333400368 Testament play starts at 1:17ish. 2H frc at 1:21:44. I did not know he had this. He also uses new nightmare circular. Seems pretty cool. Comes out no matter what. Basically restricts your opponent from occupying the space it will cover for a certain amount of time, kind of like a Faust bomb, but it only hurts your opponent. Wonder if inputting delayed nightmare circular on knockdown gives you enough time to safe jump or something so you can pressure on wakeup, and cancel into teleport, or jump cancel for iad when the circular comes out.
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http://www.twitch.tv/joniosan/b/333400368 Chipp vs cpu at about the 1 hour mark
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http://www.twitch.tv/joniosan/b/333400368 Kliff trying some stuff vs cpu around the 30 minute mark You guys should start a kliff video thread.
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i-no vs cpu for the 1st half hour of this http://www.twitch.tv/joniosan/b/333400368
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Satu is complaining on twitter about lag at his local arcade, but looking forward to going to mikado, so i guess some cabs have noticeable lag and some don't.
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^just from observing all the black beat combos, my guess is it's closer to ps2 speed, but i could be wrong. Doesn't seem to be any slowdown from effects though, but that stands to reason.
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Collapsed: Notation: General J = Jump DJ = Double Jump SJ = Super Jump CH = Counter Hit FRC = Force Roman Cancel BL = Badlands (214P) BL(1) = 1 Hit Badlands. Only the first hit is supposed to connect. TKBL = Tiger-Knee Badlands (2147P) GD = Grave Digger (214D) Net = Zeinest (214H) P/K-Skull = Phantom Soul (236P/K) NC = H Nightmare Circular (632146H) ][bBasic combos Standing: f.S > 3H(2) > BL Crouching: f.S > 6K > 6H ... > c.S > 5H > NC > P-skull ][bLauncher/Juggle combos Anti-air 2S > Net > (delay) J.H > J.D > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1) Exe Beast > c.S > J.K > J.S > J.H > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1) ][bBadlands Loop Light characters - 2K/6P > c.S > 5H > BL > 6K > BL > 2H > BL > TKBL Medium characters - 2K/6P > c.S > 5H > BL > f.S > 6K > BL > 2H > BL Heavy characters - 2K/6P > c.S > 5H > BL > f.S > 6K > BL ][bChar-specific crouching confirms 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > 2H > Net > J.H > J.D > BL(1) > P-skull (if close enough) Millia, May, Kliff, Slayer, Axl 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > 2H > BL > TKBL Baiken, Bridget, Chipp, Eddie, I-No, Justice, Order-Sol, Sol, Venom, Zappa Omit TKBL on everyone but Baiken and Bridget 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > TKBL Dizzy, Jam ][bSweep Comboing from 2D requires you to be relatively close to opponent 2D > Net > J.H > J.D > Net > J.D > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1) Chipp, Faust, Johnny, May, Millia, Potemkin, Testament 2D > Net > 2K (otg) > K-Skull Anji, Axl, Dizzy, Eddie, I-No, Jam, Justice, Order-Sol, Robo-Ky, Slayer, Sol, Venom, Zappa 2D > HS Exe Beast FRC > c.S > 5H > Net > delay J.H > J.D > Net > J.D > BL(1) Must be close to opponent (at least close enough to get c.S). Exe FRC -> c.S has to be done as fast as possible to avoid OTG'ing. For A.B.A, Baiken, Dizzy, Eddie, Kliff, Ky and Venom, substitute 5H w/ 2H. For Robo-Ky, do c.S > 2S isntead. (Requires 1 doll) 2D > Net > 2K (otg) > Tree > jump over opponent, delay 5H (opponent is hit by tree) > etc WIP, don't have a stable way to continue yet ][bThrow Combos Midscreen Throw > f.S > 6K > BL > 2H > BL Standard throw combo. Against light characters you can add a TKBL at the end. Throw > f.S > 6K > BL > 2H > Net > delay J.H > J.D> BL(1) >P-skull Medium characters Throw > P-skull Venom, Dizzy, Johnny, Robo-Ky (dash before skull) Throw > 6K > BL > TKBL Baiken Throw > f.S > 6K > BL > TKBL Robo-Ky Corner Throw > 5H > Net > dash J.H > J.D > BL(1) > c.S > Net > TKBL Old AC sideswitch combos still work in this version, this is the standard one. Corner, 50% Tension Throw > Net > NC > c.S > Net > etc A.B.A Throw > Net > NC > c.S > Net > dash J.P J.K J.S BL(1) or dash J.H J.D > BL(1) (sideswitch) > c.S > Net > BL Anji, Chipp, Eddie, I-No, Johnny, Ky, Slayer, Sol, Testament, Zappa Throw > NC > c.S > Net > dash J.P > J.K > J.S > BL(1) (sideswitch) > c.S > Net > BL Baiken Throw > Net > NC > c.S > Net > dash J.P > J.K > J.D > BL(1) (sideswitch) > c.S > Net > BL Bridget Throw > Net > NC > c.S > Net > dash J.H > J.D > BL(1) (sideswitch) > c.S > Net > BL Dizzy, Jam, Kliff, Millia For Kliff, delay inital Net, J.H and last c.S as much as possible Throw > Net > NC > c.S > J.K > J.D > BL(1) > c.S > Net > dash > J.P > J.K > J.S > Net > BL(1) > (c.S > Net > BL) Faust Throw > Net > NC > c.S > Net > dash J.P > J.P > J.K > J.S > Net > BL(1) (sideswitch) > c.S > Net > BL Potemkin, Robo-Ky ][bDust 5D > J.D > BL(1) > c.S > Net > J.H > J.D > BL(1) > c.S > Net > J.H > J.D > Net > BL(1) If you did 5D close to opponent, use this. 5D > J.D > BL(1) > f.S > 6K > BL > 2H > BL Should be used if you hit 5D from further away. (Corner) 5D > J.D > BL(1) > NC > c.S > Net > dash J.H > J.D > BL(1) (sideswitch) > c.S > Net > TKBL (Corner) 5D > J.D > BL(1) > 5H > Net > dash J.H > J.D > BL(1) > c.S > Net > TKBL (Corner) 5D > J.D > BL(1) > 5H > Net > J.H > J.D > Net > BL(1) Less damage than above, but easier/more stable. ][bMisc. CH J.D > c.S > J.K > J.S > J.H > BL(1) > c.S > J.H > J.D > Net > BL(1) > land, J.H > J.D > BL(1) > c.S > J.H > J.D > Net > BL(1) > dash H-Nightmare Circular > c.S > J.K > J.S > dJ.S > dj.H > BL(1) May be easier or harder depending on how high you hit them. (Near Corner) > 5H > GD (sideswitch) > 5H > BL OR J.H > J.D > BL(1) > GD (sideswitch) > 5H > BL CH NC > c.S > J.K > J.S > J.H > BL(1) > c.S > Net > J.H > J.D > Net > BL(1) CH 2H > 5D > J.D > Net > J.D > BL (opponent flies into net) > dash SJ.D > BL(1)
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[GGAC+R] Robo-Ky Changes and Discussion!
doragonkoroshi replied to Dr. Stormlocke's topic in Robo-Ky
http://www.twitch.tv/joniosan/b/333269401 air shoryu seems to have a great hitbox behind robo-ky. robo-ky does air missile, chipp does d teleport to get behind him, robo-ky does air shoryu, chipp eats it. -
Elvenshadow's impressions: I fought 2 Justice players. One of them was Mike (the famous Jam player). He had like a 30 win streak with Justice against various random people. I only fought him once and came within like a hit of beating him on my only try. Mike says that he thinks Justice isn't that good but is having fun messing with him and will probably stick with Jam. Mugen told me he thinks Justice looks strong. I asked Mike about his thoughts on the 100% tension "install" super and he says he never even used it once. He thinks its a waste of meter and that Justice's other supers are way more useful. I would agree. Fighting him just feels like running through a big obstacle course of slow moving missiles. Kind of like playing a bullet hell shooter but not really. Once you can get past the bit wall of missiles, the match didn't seem so bad. Justice can convert big damage off of random missile hits and he can also combo into existing missiles already on screen pretty easily. He has a lot of solid looking normals. His sweep is especially a good poke. Fast and long range. The other Justice player wasn't as good as Mike but he seems to be enjoying the character. Overall I think Faust will do fairly well against Justice because he has a lot of tools to get in with teleport variations, air force break pogo, and the right items at the right time. Faust can't really poke justice through all of those missiles though. I really want to fight this character more since I only had 2 matches total. Maybe just jumping into his missiles and slash backing them to get rid of them like I often do against Testament's old phantom soul would work, but I think they are multiple hits so it would probably be difficult. Once again, it is too early to tell how good Justice is, but I don't think he will completely suck.
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sup http://www.twitch.tv/joniosan/b/333284358 http://www.twitch.tv/joniosan/b/333290810
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joniosan twitch.tv live again. not much action though. his twitter says not many people are there tonight. He's also uploaded some more videos to this account since last night.
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^from jonio twitter I think he also says jk crossup hitbox is better, like cody jumping mk. http://www.twitch.tv/joniosan/b/333284358 ^all kinds of jo vs br
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too tired to type out translation on my phone right now, but this is a placeholder to remind myself to do that tomorrow. Some johnny combos. The ch one is chipp. Not counter hit. vs JO, lvl 1: sweep>MC>2P>K>HS>coin>mf(p) vs CH, near corner: K>sweep>MC>K>HS>lvl 2 mf(p)>【coin>5H>lvl 2 mf(p)】>×2>coin>step airdash>KSD>1hit ensenga vs SO, near corner: throw>coin>lvl 2 mf(p)>up coin>bacchus edit: he actually does these combos at around the 31 minute mark here: http://www.twitch.tv/joniosan/b/333269401
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[Dec 29, 2012] Frosty Faustings V - Chicago, IL
doragonkoroshi replied to ElvenShadow's topic in Archive
I'll be heading to Chicago for the Final Fantasy orchestra thing earlier in December, so I doubt I'll be able to make a second trip, and then I think the NEC folk want that to be the premier "anime game" event, which is also a little close to FF I guess. I don't know. BUT I thought it might be worthwhile to discuss which console to run AC on provided +R isn't out yet. Obviously the the equipment side of the debate is weighted in the favor of ps3/360, but we also already know that ps2 AC runs pretty well. Maybe it'd be best to wait and see how the ps3 AC is, but it's probably a discussion that needs to take place. -
You guys. The dustloop is in this game. I saw it on stream yesterday off of corner 6p. 3 reps.
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Am I the only one that saw the dustloop? It was on the stream yesterday after the 3 on 3, but it's not in any of the archives that are up. disappointing, but I've seen it now, so video evidence is only a matter of time.
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http://www.twitch.tv/joniosan/b/332829099 about an hour in on this one.
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^you're missong out bro. You've missed like 3 matches with testament in them
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^turns out it's set 1 hs and d for the new colors. Wiki said so.
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I'm too super excited about a new gg. I'll be around even though i no play anji. Of course there's no way to tell how usa will receive this game, so be prepared for little response, but having resources available will certainly help the game's chances. Might even transfer the info that comes through here to the wiki or something. Also speaking for the cincy community, if i want to hype this game up, it'll be nice to have something to refer some people to. I'll post up if any anji stuff catches my eye too. He seems cool from what I've seen so far though.
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Can we edit first post now that the game is out? Some observations from mikado videos: still possible to 1hit, land, relaunch. still possible to loop a little but it's different. #r, / p skull returns, so sweep into otg skull, or into beast for oki can't seem to combo into beast at all. opponents are blocking when beast starts because they're used to the old game and then when they see that it's not hitting them right away, they press a button and then get hit, but this will change as soon as people get used to it and just learn to punish when he tries to pressure beast saw counter 5h combo into forward beast. saw 5h not combo into bl while 6k does... maybe spacing? no way 6k is the same lvl attack as 5h is there? throw, 5s, 6k, bl, 2h, bl confirmed on potemkin 5s, 6k seems like a useful gatling. Still have yet to see luft warrant applied. Also trying to see what the recrecovery on beast is, and if it's possible to delay still (whoever that is on the video doesn't ever seem to delay the beast release)
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Yo guys. divine blade jump gets invul startup looks like... that's my contribution
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You guys should get things going in here. Lots of new ABA here http://www.twitch.tv/joniosan/b/332937159 Some things I noticed as a non-ABA player -5h hits twice and pulls in on the second hit. not sure if it has the over-her-head hitbox that it used to, or if that hitbox was replaced with this new second hit in the region of the first hit. -i've seen her get knocked down 3 times in a row, and still have enough moroha left to get out of trouble, so no free hits at least if you're knocked down 3 consecutive times without having used much meter beforehand. maybe it's even something like she comes back with a minimum amount of moroha or something. i don't think i've seen a wakeup "suka" animation yet. -double key grab is still possible if the first one is used against a grounded opponent. I think this happened somewhere in the day 1 mikado tournament. is key grab no longer an actual grab? i don't think i've seen it used as a regular grab yet. Also, saw a normal throw, slide, key grab attempt whiff on dizzy. not sure what this means, but i saw it attempted and whiffed. -lots of goku moroha activation. i guess it's really good now or something.
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Is it possible to do an smp combo with chie? I was messing with her today and figured that if she had a move or pair of moves she could loop that i would be able to just stack 10 moves and an omb in front of the loop and have an smp. The best i could do was a couple reps of 5c, 236b, 236b, but the smp never seems to really kick in.
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Yeah I'm pretty sure things like second a, charged 2c, and omb count as different moves. Also, i don't remember the combo i was doing, but aoa starter after 214d in an smp combo looks pretty sweet. Something about bouncing people off the floor with the heel of your shoe that just feels right. Downside is recovery time, but there's still enough time to combo afterwards.