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Everything posted by AtTheGates
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edited the second post with walldive stuff.
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i really like that last one you found, will put it in later. as for my combo, you're right, if you are too close then the alpha hits too early. as you already mentioned, since justice is so suscpetible to HS -> iad.j.P, we will either use that combo or confirm a crouch and go for TK alpha. good times.
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the chain before the launch is not the point, i just post the three hits there out of habit and to keep things consistent. it should combo after S©,2D anyway. yeah, will add those later, already in the hardedge wiki.
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use this one: d.S©,6P(1),S©,2D,236S,236K, link HS, j.D,Alpha: 160 DMG, Knockdown. more to come soon, dragon's crown and life interfering right now.
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Combos against Justice We have two very strong combos we can use against her. 1.) if she is hit while standing, go for this combo: gatling into HS, iad.j.P > S > HS(1) > \/ > ... 2.) if she is hit crouching, go for IAA or Alpha > FB combos. Example Combos for the HS > iad.j.P link: S© > S(f) > 2S > HS > iad.j.P > S > HS(1) > \/ > S© > HS > iad.j.P > S > HS(1) > \/ then: S© > 2D: 179 damage, Knockdown. S© > HS, iad.j.P > D: 185 Damage, Knockdown. The combo above is generally better because you have more time for Okizeme. Keep in mind that it's better to have a long chain in the beginning. If it's too short, you might end up crossing up Justice by accident with the air dash. In case you end up with a blockstring into 2D,236S, with the 2D actually hitting, you can go for one of kashou's combos: S© > 2D > 236S > 5HS > j.K(1) > j.K(2) > j.K(2) > j.D > j.236P: 146 damage 0% tension, Knockdown.
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New Alpha Blade > Force Break Combos d.S© > S(f) >HS >Alpha-D > then: delay S,© > HS > iad.j.P > D > Alpha: [25% Tension] 176 (PO(mit s(f) extra)), 172 (AB, RO), 190(HOS, SL),200(SO,TE,ZA), 201 (JU, KY(kein Knockdown)), 207 (AX, ED, JA, IN, KL*, MA*, VE), 211 (BR*), 225 (DI), 239 (MI), 233 (BA*), 255(CH). *=delay the last alpha and/or the Alpha-D followup. against Anji & Faust: max delay S© > HS > j.P > P > K(2) > K(2) > D: 204/200 damage, Knockdown. against Ky: S© > HS > iad.j.P >S > delay tj.K(2) > K(2) > D > delay Alpha: 208 damage, Knockdown. Combos off of the Wall Dive Okizeme It consists of 2 options that you can mix up: Wall Dive (hold 6 fo the more shallow angle), air dash back into your opponent, j.HS(1-2) Wall Dive (steep angle), land, 2K or 2D -> Combo. The first one is a delayed overhead since your opponent will usually go into a low block after he expects your jump-in to connect on his block. The second one is the low option. If you use 2D instead of 2K, the damage is much better since 2D doesn't have any proration. There are several ways of using this okizeme, with the two most common being: use it "dry", meaning timed in a way so that the 2D would hit meaty and the j.HS a little delayed use it after a blocked j.HS(1). Samitto uses this mixup a lot. It only works if your opponent pays you some respect and doesn't try to jump out after the j.HS(1). To get him to this point, apply the usual j.HS (mix between 1 and 2 hits) and j.2K(only hit hit), land, 2K Okizeme. They should fear getting hit crouching since it allows Chipp to get in some sick damage with IAAs. Once they hold still, you can start using the Wall Dive stuff. j.HS(1) on Block > Wall Dive [hold 6], airdash back j.HS(1-2), crouch hit S© > HS > 2369P > \/,then continue with: S© > HS > iad.j.P > D >Alpha: 140(AB,RO),151(HOS,SL),160(JU,KY,SO,ZA),166(AN,KL,VE),192(MI),206(CH) S© > HS > j.D > Alpha: 154(HOS,SL), 163(FA,TE), 169(AN,AX,IN,JA,KL,MA), 175(BR), 189(DI), 196(MI),210(CH) S© > 2S > HS > iad.j.P > D > Alpha: 141(PO) against ED & JO: S© > HS > 2369P > \/ > HS > 2369P > \/ > S© > HS > j.D: ED(179), JO(172) against TE: S© > HS > 2369P > \/ > HS > 2369P > \/ > S© > HS > iad.j.P > D > Alpha: TE(177) 25% Tension S© >HS > 2369P > \/ > S© > HS > 41236K-D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] 184(HOS),194(FA,JU,SO,TE,ZA)/200(AN,AX,IN,JA,KL,MA,VE)/205(BR)/223(DI)/226(BA)/233(MI)/248(CH) against ABA,KY,RO: S© > HS > 2369P > \/ > S© > HS > 41236K-D > \/ > S© > S(f) > HS > iad.j.P > D > Alpha: [25% Tension] ABA(169),KY(196),RO(170) against PO: S© > HS > 2369P > \/ > S© > 2S > HS > 41236K-D > S© > 2S > HS > iad.j.P > D > Alpha: [25% Tension] PO(165) against SL: S© > HS > 2369P > \/ > S© > HS > iad.j.P > D > Alpha FRC > \/ > 6HS > iad.j.P > D > Alpha: [25% Tension] SL(169) against SL: S© > HS > 2369P > \/ > S© > HS > 41236K-D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] SL(184), harder than the one above Wall Dive [steep angle], \/, Combos: against BA, BR, DI, MA, MI: 2D > 236S > d.j.P > K(1) > K(2) > K(2) > D > Alpha: 106(BR*1), 110(IN*2), 113(MA), 120(DI*2), 128(BA), 131(MI). *1=omit the Alpha; *2= omit one j.K(2). against AX, JA, JU, KL: 2D > 236S > (236K) > link HS > j.D > Alpha: 125(AX*1,JA*1+2), 136(JU), 142(KL*2). *1=omit 236K; *2= no Knockdown FRC > while falling j.D > \/ > S© > HS > j.D,Alpha: [25% Tension] 202(KL) 195(AX*) *=omit 236K against CH,FA,HOS,SO: 2D > 236S > d.5P > j.D > Alpha: 89(HOS),94(FA,SO),120(CH) FRC > while falling j.D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] 147(HOS),158(SO),200(CH) FRC > while falling j.D > \/ > S© > HS > j.D > Alpha: [25% Tension] 161(FA) against ED,JU,KY,VE: [*]2D > 236S > 236K > HS > 41236K-D > \/ > delay S© > HS > iad.j.P > D > Alpha: [25% Tension] 193(JU,KY*) 200(ED,VE) *=delay the Alpha [*]2D > 236S > 236K > HS > 41236K-D > \/ > delay S© > S(f) > HS > iad.j.P > D > Alpha: [25% Tension] 168(RO), 197(KY*) *=no Knockdown against AN,ZA: [*]2D > 236S > 236K > link HS > j.D > Alpha: 119(RO), 125(AN*), 136(KY,TE,ZA), 142(ED,VE) *=omit 236K [*]Followup: FRC > while falling j.D > \/ > S© > HS > j.D: [25% Tension] 183(AN*), 186(ZA) *=omit 236K against DI: [*]2D > 236S > d.j.P > P > K(2) > K(2) > D: 104 DAM against JA: [*]2D > 236S > d.HS > 41236K-D > \/ > S© > HS > j.D > Alpha: [25% Tension] 194 DMG against PO: [*]2D > 236S > 236K > link HS, then: [*]iad.j.K(2) > D > Alpha: 122 DAM [*]41236K-D > \/ > S© > 2S > HS > iad.j.K(1) > D > Alpha: '[25% Tension] 170 DAM against TE: [*]2D > 236S > 236K > link HS > 41236K-D > \/ > S© > HS > j.D > Alpha: [25% Tension]'' 193 DAM against AB: [*]2D > 236S > delay HS > iad.j.P > D > Alpha: 102 DAM [*]2D > 236S > HS > 41236K-D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] 159 DAM, no Knockdown
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ok, i found the first bug in the port. when you set the voice volume lower, Slayer,Millia,ABA,Eddie,Venom,Faust, Potemkin are still loud as fuck. really annoying if you can't really change your speakers volume all the time because its hooked to lots of stuff at the same time. edit: apparently the bug is random. ky has been silent for me, but one of the things he says just was loud as fuck.
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here's some info on the alpha force break. it works like a teleport and you can cancel into it before alpha actually hits. if you input 236P~D, you will instantly appear behind the opponent. the forcebreak still has a lot of startup though, so i't not viable to do this often... so consider it a really unsafe ace up your sleeve. if you want to combo into it, you usually cancel into it immediately, but against light characters you have to delay it slighty (for example against may). interestingly, you can almost always combo off of it, nevermind where you are in the screen, except if your opponent has his back exactly in the corner.
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where are the new colors from the arcade version? gold and shadow colors are still where they where in regular AC. also, it seems like the D color of the standard color set has been replaced with the blazblue colors, now my preferred chipp color is gone. WTF.
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GGXXACR changes. facts. no theory fighter plz.
AtTheGates replied to MacArthur Blunts's topic in Slayer
R is out on japanese psn: - 2K,2HS,HS,2D -> 94 damage on testa. works up to and including slip recovery 2 (you need 3, AND you need to block in time) - 2K,2HS,236D -> works up to and including slip recovery 3, but the damage off of it isn't all that great: 2K,2HS, link 236D, link 6HS iad. delay j.K,\/,S©, j.K,2K,K, dj.K,2K,D,2K,D: [25% Tension] 148 damage & knockdown against Testa, less against chars where you can't add the second 2K,D loop (not tested yet). - 2P,2P,5K, D.O.T, FRC,\/,6HS, link HS,632146P, j. or sj.K,2K,D: [75% Tension] 220 dmg & knockdown on Testa. seems like a reasonable BnB. -
+R is out on japanese psn. - Wall Dive has exactly 2 Angles, nothing in between. You get the steep one if you don't hold anything and the flat one if you hold 6/3 while you touch the wall. - edit: Normals can actually be Kara-Cancelled into Wall Dive. - you sometimes have to delay instant airdash combos after a 6HS juggle to give the opponent some time to rise after the ground bounce, depending on their weight. - midscreen d.S©,S(f),HS,Alpha-D, delay S,©,HS, iad.j.P,D,Alpha: [25% Tension] 200 DMG, knockdown against medium defense chars. lol. - edit: 22S has auto jump install.
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nitpicking. besides, i'd argue that even his longer combos are relatively short compared to other characters (though probably harder than most). as dream maker said, only the most important stuff was covered. important as in: stuff that actually matters on high level play. alpha has almost no place outside of combos, except for some setups after a particularly high j.HS -> alpha FRC to frame trap, which is gimmicky. gamma is a staple, but drops off in importance in high level play, same for invisibility. the other stuff was frankly just more important to cover. i had some more stuff in the script that i thought was important, such as some talk about 2D and how it evades certain lows, but it was cut.
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all FRCs that have their timing shift significantly because of situations, especially ky stun edge FRC (the hit stop & distance to the opponent makes it hard). chipp teleport frcs off of random chains can be very hard as well. ..and also, all the FRCs where you need to hit a specific frame DURING the FRC for stuff to happen, like jam puffball frc (first frame).
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hypest gg finals since years. top 8 results: finals:
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yeah the 25on25 was awesome :D the top 8 for the arc revo cup will start soon, GG bracket so far (spoilers ofc): http://i.imgur.com/mQRQ35G.jpg edit: top 8 persona & gg picture of the players: http://i.imgur.com/xBIQ93v.jpg edit2: bb top 8: http://i.imgur.com/uoldT1v.png
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25on25
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mikado 5on5 done, results: up next: 25on25 http://live.nicovideo.jp/watch/lv138259529
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last i heard from ogawa was that he sold his soul to aquapazza. that was before last tougeki, mind you.
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some OT gossip: for those of you wondering what shounen is up to these days, here's some footage of him playing kof 13: http://www.youtube.com/watch?v=xu4SzxSRXTk
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GGXXACR changes. facts. no theory fighter plz.
AtTheGates replied to MacArthur Blunts's topic in Slayer
got some numbers backwards in my old post (6hs frames, 2hs damage, 6k feint startup), thanks for double checking robobo. -
http://www.youtube.com/watch?v=53yU8GZGeN8 newest mikado tournament footage says version 1.11 of the game. does anybody have any information about that?
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edited the vs. slayer bnbs a bit. expect a major combo update once R is out, with more streamlining / explanations. i might even write a little article, but i can't promise anything.
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could help with chipp (and slayer if you can't find any volunteers). irc or skype, whatever you prefer, but i'm on irc 24/7, so that might be better.
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1. yes, midscreen iad. into stuff is usually correct. IF you launch with HS, you can go into this combo: (launch with HS,), j.HS, link j.K, dj.K, link j.D,2k,K,\/, relaunch. the damage on this is quite good, and it's relatively easy. 2. as for iad.j.D,2K,K: it's character specific. there isn't even a general guideline as to what hit is best (enemy as high as possible or as low as possible), because of the hitboxes. generally, higher is better though (more time for j.2K to hit after j.D). you can try the following stuff to land the combo: 1. time your j.D perfectly after the air dash, 2. delay the air dash, 3. jump, then delay the air dash, 4. superjump iad or 5. a mix of all of that 3. it's generally best if they are as low as possible after 2D, RC 5HS, but only really if you want to go into iad.j.HS,\/, relaunch (which is hard).
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depends on the character. against light characters you can screw up your instant air alpha a bit and still land in time to relaunch with S© or even S(f), against normal or heavyweights, not so much.