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Gale Glory Sama

Uses for Tyrant Rave Ver@

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Alright this my first thread bear with me. Anyway I found 2 or 3 way to use my favorite Tyrant rave TR Ver@ 1st is as a finisher for my Sidewinder Loops. 2nd way is for Anti Air purposes 3rd way which is sorta stupid but you use Wild Throw as setup then BAM! right in the kisser! TR Ver@ as a going away persent. Now made this Thread cauz I like TR Ver@ so much I wanna make it useful, I want to see if some people in GG community felt the same way about the move, I wanted to see if my uses for it were good uses, and I want to see if anyone had any ideas or use for TR Ver@ besides mine. Yeah I know it's a waste of tension but when you land it on someone you feel like you've accomplished something, especially when you finish someone off with it.

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WT > TR@ is actually unburstable, iirc. So, that's actually not a bad idea if they're about dead, with a burst ready. Other then that, I don't really use it. Chips and jacks guard gauge pretty well though.

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TR Ver@ RC 2HS jS clSW

best damage

WT > TR@ is actually unburstable, iirc. So, that's actually not a bad idea if they're about dead, with a burst ready. Other then that, I don't really use it. Chips and jacks guard gauge pretty well though.

Keep it buffered and wait for them to attack!

Good Idea didn't know you could RC out of TR Ver@

Yeah the Wild Throw setup seemed stupid to me cauz its not the best of damage its like 115 points. your right its unburstable and does great chip damage though.

Keep it buffered and wait an attack? Hmmm it might work but I don't think the Fanfir part of TR Ver@ has any invincible frames. I'll have to play around with it. like the idea though

Good ones keep it coming.

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Hellmonkey is kidding. :P

Fefnir has throw invulnerability from frames 1-7, iirc, but that's it (I just double checked. I believe we found out that the Frame Data is wrong and that invul is really throw invul). Fefnir definitely has it's uses, but there aren't many things out there you can safely react using Fefnir.

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Congratulations! You just brought up my favorite move (For Sol). I'll tell you about the wonders of FB Fafnir -> FB Tyrant Rave, but first it's important that you understand how chip damage works:

Chip damage is 1/8th of a move's base damage, rounded down (minimum of 1, unless the move does not deal chip damage). Some moves have a chip damage bonus/penalty which gets applied to this.

Chip damage ignores defense, guts, and all other forms of scaling. In other words, a move will deal the same block damage against Chipp as it will against Potemkin, at all life values.

Chip damage CANNOT KILL YOU . . . unless you only have 1 HP remaining. If blocking any particular hit would reduce your HP from (above 1) to zero(or less), your HP is instead set to 1. This gives multihit moves an advantage.

OK, back to the main topic! Here are the keypoints:

The combination of FB Fafnir -> FB Tyrant Rave deals 58 chip damage on block! FB Fafnir does 7, and FB Tyrant Rave does 51.

For comparison, Dark Angel does 56 chip damage.

It costs about 25% tension for the opponent to FD your TyrantRave

FB Fafnir -> Tyrant Rave gives you frame advantage on block. +8 on normal block,

Fafnir is 11f startup

So from those points, it's easy to see Tyrant Rave's real power is not for comboing, but for dealing chip damage. During matches at the end of your combo, look at their lifebar and their meter. You'll find there are many situations you can get a guaranteed kill (short of the opponent slashbacking the entire thing) via chip damage. Even if they have enough meter to FD, you can force them to use it for that, making them less able to stage a comeback. Most importantly, any time the opponent doesn't have enough life left to live through it, and are forced to FD... the blockstun of Tyrant Rave is increased to a total of +11. So anytime they FD one, a second Fafnir x Tyrant Rave becomes guaranteed (They don't even get out of blockstun).

Some other notes about the move: There is a silly combo you can do midscreen off the command throw, which is unburstable. Command throw -> whiff Fafnir -> Tyrant Rave -> TK Bandit Revolver. If you time it right the Bandit Revolver hits twice, knocks down, and is at such an angle that bursting at any time will completely whiff. There are probably some better unburstable combos out there, but this one is pretty easy to do.

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TR Forcebreak, even Fafnir FB is a good followup on a successful Bandit Bringer ground slide as it hits low for relaunch! If I'm being Flashy, sometimes I do this: *land successful Grand Viper* 8 Hit Clean Hit...FAFNIR..TR FB in the corner, j.S Sidewinder Clean Hit, let them bounce back, j.S Sidewinder Cleanhit again...forgot how to finish this combo but it does nasty damage.

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i think that it's used as a basic combo against Robo ky since you can't do 2D>br>RC>CLSW on him. here's the combo 5k>2D>tyrant wave>(if in the corner) 5k>2HS>j.HS>CLSW> continue also it can be used to finish someone off OTG. on OTG just 2k>5S>tyrant wave(1 hit)>RC(if you got the meter)> 5S. learned that one from kusoru :keke: other wise i just us it as a finisher off wild throw so they can't burst.

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1st. 3/4 screen Riot Stomp ch>fafnir(cl)>TR@ ... on some char u can GV after fafnir and cl them without need to mash it, note: nearly impossible setup in real match lol 2nd. iad j.s>j.d>fafnir(cl)>TR@ ... the most practical one to use as far as i know

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I would say if you just happened to use fanfir when your opponent is at little health but this just happened no to kill him/her, then going into tyrant rave is always a good way to finish things off, but other wise it just leaves your opponent too many opportunities if blocked. Sticking with BnN into a sidewinder loop is a lot less punishable.

Though this is a some what viable combo, it can still be severely punished if blocked but it is unburstable;BnN, whiff Fafnir>>FB Tyrant Rave >> Bandit Revolver.

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