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Everything posted by WUT
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Spring raid = 28d. The flash kick. Assault through = 214d? Where she dashes through and hits you on the other side.
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That's pretty much it. Using teleport can either allow the d move to hit on the other side (confusing to block) or to avoid the rest of their offense. As an example, you can 5d between ragna's 5c, 5d Gatling. However, you'll get hit out of 5d by the second hit of ragna's own 5d. If you use a teleport at the proper moment you'll avoid the second hit and get a ch. As was stated though, tracking is silly and most of the time they'll simply turn around and hit you if you teleport too early.
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I haven't gotten alot better, or any better for that matter. I just get lucky and I'm able to be consistent every now and then. That just happened to be one of the times, lol. If you really want to see some business going down I'll need to upload some vs. Tager. I don't like uploading replays where I completely dominate though; they aren't particularly interesting and don't showcase anything except that Americans can't guard. Japanese voices were explained in another thread, and Dora color is mostly because I don't want to bother choosing from the list. I normally alternate og bang and Dora color, with some white shadow mixed in. Yay for default button colors.
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http://www.youtube.com/watch?v=p3-tpk31qEs Vid I had up as a replay on XBL. Someone was nice enough to put it on youtube. The end of the second round is super gay but lol, as I knew ice swords were coming but crossed him up, hence death by ice car. Moral of the story: Lol autoguards. http://www.youtube.com/watch?v=wE5Dgxn1kRY Pretty old one of Jiyuna vs. Dora as well. I'd forgotten about this match...
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Inspired by that video. Corner combo, tager/ragna 5a, 5b, 2b, 6c, j.d, v 5c, 6a, 7 jump j.a, j.b, j.623b. 3340 damage. It's a shame the standard 2b, 6c, j.b, j.c, j.623b followup does more on tager. That is one sweet looking combo. Edit: also, just found out you can tack a sj.623b onto the end of the 2d 4-seal combo on tager in place of the sj.c. Adds 62 damage and brings it to 3480 lol.
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+4 is the number of startup frames after the super flash. So Baden Baden lily has 13 frames of startup, then an additional 4 frames after the super flash. 17f total.
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Nerfs or Buffs each character should recieve, GGAC Edition
WUT replied to shinquickman's topic in Archive
He didn't say what it would do. Could revert to pre-^c and still be huge hit stun allowing for a followup. You'd just have to spend tension for the damage rather than get a free loop. It would definitely make fighting may much more interesting. If you were going to buff may, I'd say jackhound is the way to go. Let it deal more damage. Either speed up her 5s(f) or raise the attack level. If she can pick up a decent combo with tension from it that's fine. Mostly just want it to be less h spam and more damage options. -
Delaying your tech is great against bang. He can't cover everything and if you actually manage a roll, he usually doesn't have the range necessary to punish both a forward and back roll at the same time. Ib 2b (the elbow), counter nails. If bang tries to reset pressure via nails you'll catch him. You can also practice ib'ing 5b and countering 2b. If he tries for the j.4c crossup, either 6a or 5d it. Basically just make bang afraid to swing and you'll have a lot more opportunities to escape. Just don't get too crazy with all the counters and the 6a/6b's, because bang does have answers to each of them.
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Nerfs or Buffs each character should recieve, GGAC Edition
WUT replied to shinquickman's topic in Archive
I hated slash hos 5s(f). As a poke it was pretty impractical and it's only use now would be to tack on a little more height/damage in his combos. ^c 5s(f) has alot of potential to be a good poke, assuming they at least fix that stupid hitbox. And his 6hs stun modifier is x0 in ^c, so no worries about combos into dizzy from hos' end. Lvl1 bhb having frame advantage on guard would be a bit much. -2 isn't bad at all considering how fast his normals are, and you can always just ac frc to stuff throw attempts. I'm actually fine with some resource requirement or needing specific hits to gain momentum; I have more of an issue with regaining momentum than anything else. Lvl1 gb being untechable knockdown but unable to combo after without ch or meter wouldn't be that bad. It's what, 40 damage and another oki attempt off of a crossup? Not really that effective in terms of damage. And while I did love trading hits with gb, that would just be crazy with all the boosts he's picked up. -
Nerfs or Buffs each character should recieve, GGAC Edition
WUT replied to shinquickman's topic in Archive
The mental image for a 1f startup 5s(f) is awesome. Lol poor sentence structure ftw. -
My problem with that setup is the resource requirement. 4 nails for 3 way mixup isn't that impressive. If they don't tech you've wasted three nails and your setup. Yes, you still have oki. But you've invested a third of your nails into nothing.
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You're taking a big risk if you opt to reduce damage output in exchange for more mixup from bumpers, especially considering how easy it is to interrupt bumper mixup. I'd rather tack bumpers in during pressure strings than give up damage. Personal choice of course. If you've got them scared to swing then bumpers are nice tools.
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Nerfs or Buffs each character should recieve, GGAC Edition
WUT replied to shinquickman's topic in Archive
5hs autoguard that stuffs crossups and is an awesome option select? No thanks. I'll take crazy slash 6hs anyday. -
Nerfs or Buffs each character should recieve, GGAC Edition
WUT replied to shinquickman's topic in Archive
Why you psyduck? 9f 5s(f) puts it on par with venom/axl and faster than ky's. That's about all I'd want out of it. Or to just not eat a ch 6p from may from 1/3 of the screen away just cause she hit the tip of it. That'd be nice too. -
Nerfs or Buffs each character should recieve, GGAC Edition
WUT replied to shinquickman's topic in Archive
Oh I love this thread. Hos: - lvl1 gb Floats lower on normal hit, same float it has now for normal hit as a ch. Gb attack level is increased. Makes lvl1 gb weaker and cost meter to follow up without a ch (needed), and let's gb serve as a better tool for meaty oki with more frame advantage (more options). - ch 6p completely untechable wall bounce on ground or air hit. Can't even use that upper body invincibility when they can just tech as soon as they hit the wall. - the third hit of lvl3 bhb has faster startup or a bigger hitbox. The escapable gap between those hits is a nuisance - 5s(f) has faster startup (maybe 1f), and a smaller hittable box. Giving hos a better tool at midrange rather than a joke for a normal. - 6hs is an untechable ground bounce on ground or air hit, lower damage. I really dislike having useless normals, and 6hs needs a revamp to compete with all of the other tools hos has. Being able to pick up a chargeless, tensionless launch won't be too overpowering, and if it is they could always just tack a forced prorate on. And throwing a 6hs in between dust loop reps just sounds too badass. That's about it really. Nerf lvl1 gb's damage potential and boost some normals. Hos doesn't need too many changes. -
Yeah I've ran into a few litchi that have decided they still want to reversal even though they're lacking a staff. I generally try for jumping oki whenever litchi starts using her rekkas on wakeup. It's not as solid as meaty 5/2a, but it's better than giving up initiative to bait a reversal low/high (like Noel), or risking litchi escaping via 3f jump or backdash. Of course, you can always just throw a nail and make her sit down.
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2a beats out everything. Doesn't matter if it's low or not. The only way bang is going to outpoke you is if he was already swinging prior to you doing so. As a bang player I hate this fight. Tao's movement is huge and it necessitates one of two things for bang to gain momentum: 1.) bang punishes Tao for being offensive 2.) bang manages to force Tao to guard a d nail. Option 1 is difficult if Tao resorts to spacing with c moves rather than trying to get in or mix up with drives. This is actually where most of my damage comes from, as landing a j.d with 50% heat means 5k damage. Option 2 is quite limited. Bang can use a full set of d nails only 4 times a match, and he'll generally need to use another d nail just to score a successful mixup. He's blown half his nails for You to eat at most 4k damage, but usually it's more like 3k.
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Every tk'd bumper is placed at the same height, so they'll all appear in a row provided you do them all with the same timing. I've been using tk c and a bumpers with successful results, but I really prefer to save my c bumper for more on the fly positioning, such as getting a corner knockdown. That said, I sometimes use b and d bumper sets, then run directly under b bumper and tk an a bumper. Gives you the same 3 bumper setup, but saves c bumper for later use.
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You actually get that same loop midscreen, except you can omit the last 5a. I'd mentioned it earlier in the combo thread if I'm not mistaken. The midscreen variation deals 3281 damage. Adding the 5a in the corner Version bumps it up to 3300.
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God this fight is gay. You can die from Carl bursting. How stupid.
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In response to epicdamage's corner Rachel loop: midscreen: 5d, 9-dash, j.d, 3-j.d, 4-j.d, 6-j.d, v 2b, 6c, 9-dash, j.b, 3-j.d, 2-dash, j.d, v 2c. 5095 damage. Start with 2d and the damage is 5179. With 6d, 4639 damage. In the corner you can even get more than 4 j.d. If you alternate between 6-j.d and 7-j.d you can keep yourself from touching the ground. Starting from a 9-dash, j.d I was able to get 8 before screwing it up. Again, another reason why Rachel is my favorite character to combo in bang install. Awesome find. EDIT: it seems that what I posted isn't entirely true. You don't stay in the air perpetually, you simply land and go right back into a j.d, while restoring your dashes. I would assume it works on the same principle as being able to land and combo a 5d. EDIT EDIT: throw, 6-dash, j.b, 6-j.d, v 5d, 9-dash, j.d, 3-j.d, 4-j.d, 6-j.d, v 2c. 3891 damage.
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5a, 5b, 2b, 6c, j.d, v 6a, 623b, d.6c, j.623b, v 2c. 3725 damage. If you aren't going for 2-seal or combo into super you should be doing that on tager/ragna/hakumen.
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Alright this is bugging me. Set training mode dummy to block first hit and do a dashing 5b into either 6a or 5c, 623b, then try to do the d.2b followup. I cannot get that d.2b for the life of me, even though I can do it from a plain 6a/5c or gatling'd from an A normal into said mixup. I can do it from j.4c too, or from a 5a, 5b, 2b Gatling. I just can't get it from 5b, mixup. Tried it on both litchi and Noel. Just wanting to know if anyone else can do it or if the pushback is too much.
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At first I was excited because I thought that would be a more damaging way to get three seals on tager after a 6b. Sadly it isn't. 6b, rc J.236c into tager 6c, j.d loop nets you 3 seals for 3792 damage. It does give you 4k damage though. 6b, rc j.d, v, 2b, 623b, d.2b, 6c, dj.b, dj.c, j.623b deals 4088 damage. The triple fire punch combo can only muster ~3600. Pretty neat overall.
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AA ch 6c, (jc ad) j.d, v, 2b, 623b, dashing super. 5279 damage. The air dash is generally universal, but if you're closer to the category 1 chars you can omit it and go for either a dj.d or j.d. Now if only 6c was a reliable aa.