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  1. CH 6K>delay>c.S>Coin>5P>High MF lvl 2>Coin>Dash Jump>j.P>j.K>j.S>dj.K>j.S>j.D>Zwei. Depending on screen position I found doing j.K after the dash jump to be more reliable as j.P puts her too high. if it looks like she is too high then I go dj.K>j.D>Zwei. Seems like it work everywhere except Millia in the corner, but there are better combos there anyways. And I liked brett's advice on airdash after mist cancel. It has worked the best for me
  2. What part of the Millia combo isn't working for you? If the Zwei isn't landing at the end you probably just need to adjust when you jump out of the dash. The Chipp throw combo is difficult. Make sure you are doing Throw>Coin>Dash jump cancel j.D>air High MF lvl2. If you just do j.D>Air High MF lvl2 then most of the time the Mist finer will miss and even if it connects Chipp will be too low on the bounce back and the coin will just OTG Chipp. The rest is just timing the coin, dash, coin, 5P Zwei. But I find I hit the first coin too early and then Chipp is too high for after the second coin to land 5P Zwei.
  3. Standard combo off air throw would be like: Throw>Dash Jump>j.P>j.K>j.S>dj.K>j.S>j.D>Zweihander. There are other variations depending on character but that is the basic setup. To get a level 2 mist ready then it would be: Throw>Coin>High MF lvl2>Coin>Dash Jump>j.P>j.K>j.S>dj.K>j.S>j.D>Zwei. There is more optimal combos based on character and screen position though. Edit: Also 'stuff' just means whatever gatling before it. Instead of listing every gatling that works they just wrote 'stuff' to mean any gatling that works into it. Same with Etc. after lvl 2 high since there are many followups and most are character and positioning specific.
  4. I have been using 5S>Low MF lvl2>Dash>f.S>Coin>f.S>2H>air high MF lvl2>Coin>6K>j.D>mist cancel>j.D>Zwei if I am midscreen against Pot. I have a video of it here. https://youtu.be/NVnrWn4JAL4 If Johnny's back is near the corner then using the same combo after 6K>dash jump cancel>j.P>j.K>j.S>dj.K>j.S>j.D>Zwei Also have been working on a corner swap combo.With Johnny's back against the corner against Axel 5K>c.S>2D>Coin>f.S>High MF lvl2>Dash>6K>j.K>j.S>dj.K>j.S>j.H>j.D>Zweihander. https://youtu.be/HH4UTKK_9fQ
  5. I have been getting locked more in the "Waiting for the opponent" since the patch. Also only the host shows in lobby now and none of the other players in lobby. Not sure if others have been getting any of these lobby issues since the patch, but it seems like it did more harm than good for me.
  6. 1.1 is the current patch, we just didn't have the full frame data for it. The changes I remember were all little. Extend gives less tension. 5P attack lvl to 1 and became +1 on block. ICPM went from like 16 to 13 frame startup. c.S goes from -1 on block to 0 on block. Potemkin Buster got 10 points of damage but lost its YRC OS. Giganter gained like 10 active frames and Heavenly lost a few frames of invincibility. A couple risc changes.
  7. 1.1 frame data out for the characters at http://wiki.4gamer.net/ggxrd/%E3%83%95%E3%83%AC%E3%83%BC%E3%83%A0%E3%83%87%E3%83%BC%E3%82%BF I adjusted the numbers to match on the wiki for Potemkin, but if someone could go through and make sure all adjustments have been made and the numbers are all correct that would be appreciated.
  8. It would, and should be considered. But blocking seems so much safer, especially if they are going straight to 2K>2D since there is no way to pressure after a 2D. Where a blitz risks getting baited for a counter hit and with Millia that is basically death. No change is going to make this game not suck in 4-5 frame delay, the game is just not meant to be played that way. Your best bet is to try to play offline more, or to block more online since their isn't really timing to block.
  9. Just block. If someone does the same oki to you ten times in a row and you don't just faultless defense your way out of it no amount of input buffer will help you. And safejump S oki as Potemkin does work offline against Millia, if she backdashes then she eats a Potemkin Buster.
  10. Looks the same to me and he has the exact same combo in the current Xrd. Maybe the combination of RC + the new fire lighting effects make it look different but I'm pretty sure it is the same speed wise.
  11. For Gigantor Bullet I suggest just doing the two half circles at a decent speed. Usually the issue is people try to do it too fast and mess up the half circles or hit Punch too quickly. If you start doing the two half circles right after you input the super then you can do them pretty slow and still get them done in time to activate the follow up. For Heat Extend there is pretty much no timing at all. If you input the half circle back H anywhere from the very beginning of Heat up until the third hit of Heat then it will activate Extend. Again make sure to input the half circle smoothly, so long as you input at least of the diagonals it should read it as an Extend.
  12. Props to dot_Nova for taking 4th at CEO. Great to see Potemkin making top 8. Sucks that you had to fight blacksnake's Venom and elvenshadow's Faust but the whole top 8 was pretty stacked against Potemkin outside of the lone Leo. Hope the top 8 is up on youtube soon.
  13. Command grabs don't cause your character to guard so the OS does not work against them.
  14. Leo's post Siegesparade mixups seem like they would get hurt a lot by this OS against anyone with a DP. All attacks will trigger the OS and his counter does not. Basically Leo will have to either delay his attacks or hope they screw up the OS.
  15. People didn't realize the limitations of SF4's proximity OS. They had to be crouching moves or specials that caused crouching, that also had to have enough frames where they transition back to crouching that you can actually reliably hit your OS. So you had to basically whiff or make them block a certain crouching move, have them attack, and have a special that actually beat the attack. With all those considered it still has applications for some characters. This OS in Xrd is so much easier to pull off and universal as far as I can see. I don't think it is game breaking but it certainly has potential. I don't think it will be a serious problem unless you start seeing matches where both players are just walking forward and then crouch FD blocking over and over in neutral.
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