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Circuitous

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Posts posted by Circuitous


  1. Some Forward Dust ICPM combos by Consomme

    Corner:
    2H > 6H > Trishula > 6K > Trishula > j.K > jc.H > ICPM
    SO KY AX VE ZA CH SL SI LE JO

    2H > delay 6H > Trishula > 6K > Trishula > j.K > jc.H > ICPM
    FA

    Other characters:
    2H > 6H > Trishula...

    May: sj.K > ICPM
    Millia: sj.K > j.S > ICPM
    Potemkin: j.K > j.S > ICPM
    I-No: j.K > ICPM
    Jack-O: sj.K > j.S > j.H > ICPM

    Midscreen:
    2H > 6H > Trishula...

    Sol, I-No: j.K > ICPM
    May: sj.K > ICPM
    Millia, Elphelt: sj.K > j.S > ICPM
    Potemkin: j.K > j.S > ICPM
    Faust, Axl, Slayer, Jack-O: sj.K > j.S > j.H > ICPM

    https://twitter.com/consomme0914/status/636410244424339456
    https://twitter.com/consomme0914/status/636410819970904064
    https://twitter.com/consomme0914/status/636411524291031040
    https://twitter.com/consomme0914/status/636411844786126848


  2. Naoto's guardbreaks -> distorsion = spam

    -_-

    The only spam we should be worried about in the Year of Our Lord Two Thousand Fifteen is what this thread is experiencing. I'm not sure what Naoto's DD does that constitutes spam to you, but rest assured you look like a scrub for calling it that.

    As for everyone else, please jot down your thoughts somewhere, and then share them with the world when the stream's over, maybe? Just a thought. At least you're all discussing visible gameplay instead of speculating, so I'm alright with it. I'd just like to see it more organized.


  3. idk how many times I have to ban this dipshit but I'm getting real tired of it.

     

    He's not entirely wrong, though. It's possible to get better matches with someone farther away geographically than you do with someone up close. Unfortunately the "distance" in question re: netplay is the distance your packet travels, not your distance as the crow flies. My connection routes from my house, to Cincinnati, to Indianapolis, then to Chicago, then back that same way. Therefore I have a better ping to Chicago than Cincinnati, or even my own hometown.

     

    Don't be a dipshit. Think real hard before you make a claim.


  4. Yeah you're right, #33 (i;ve got to #30).

     

    Stupid question, I do apologise. It is pretty hard though.

     

    EDIT: Wow as soon as I typed this I got it multiple times in a row :D

     

    :k:

    :d:  :s:

    :f:  :k:

    Hammerfall

     

    Only tip I can give to those struggling is input the  :f:  :k:  as soon as it is possible while still allowing the move to come out, and charge back. A split second after  :f:  :k: connects press  :f:  :h: . Takes a few goes, but it does get easier.

     

    Yeah, this is actually the general advice for most combos involving charge moves. Gatlings are very lenient in timing and can be input quite early, giving you plenty of time to charge. 6K > Hammerfall can combo raw, but the timing is very strict.


  5. About the playstation plus colors, i have them both purchased online, but does the stupid "limited availability" until 2/10 mean that eventually you won't be able to download them at all anymore?

    How stupid that would be. If one of my playstations die they won't be able to download it anymore...

     

    They're available for "purchase" during that time, they'll be re-downloadable even after the window.


  6. Makes sense to me. S-sort of.

    Anyway, Consomme posted an evernote full of Potemkin combos with video examples. I took the liberty of (somewhat poorly) translating them. Original is here: https://www.evernote.com/shard/s525/sh/5904ada9-dd6f-4519-9592-3b6fe8e9999b/0c7bcedb61d3964b5573910c710806bf I'll get these up on the wiki eventually, I swear.

    Potemkin Basic Combos (with videos!)
    Courtesy of Consomme, @consomme0914


    [No Tension]

    5K > (c.S >) 2S > 2D
    Basic combo. c.S works if you're already close enough.
    http://youtu.be/ru9HwFTFsNw

    5K > (c.S >) f.S > 2D
    Alternative version of the basic combo.
    http://youtu.be/8rkCp77ute4

    Corner: Potemkin Buster > 5P/2P > c.S > Heat Knuckle > Extend
    Basic combo for a Potemkin Buster deep in the corner. Works on everyone, but if you're too far out you'll get f.S which does not properly combo. Learn the spacing and you'll be fine.
    http://youtu.be/XnvRhdWkMAw

    Corner: Potemkin Buster > 2K > c.S/f.S > Heat Knuckle > Extend
    Basic character-specific combo for a Potemkin Buster. More reliable than the above, but only works against: Faust, Zato, Potemkin, Axl, Ramlethal, and Elphelt.
    http://youtu.be/g6yz5vNr_Pc

    CH 6P > Heat Knuckle > Extend
    Basic combo from a counter hit 6P. If the opponent is fairly close and you hit them deep, you can fit in a 5H or f.S before the Heat Knuckle. However, if they're far away, you might not even be able to land Heat! Learn to judge the distance and try some different timings in training mode until you're comfortable.
    http://youtu.be/NNOTNKtnZIg

    CH 5H > Slidehead or Hammerfall
    Basic combo for counter hit 5H. Hammerfall will work if you're close, and you should be charging it by default, but if you're at a distance you can use Slide Head and get in.
    http://youtu.be/zpdc7ngHSZ8

    CH 2H > 5H > Heat Knuckle > Extend
    Basic combo for counter hit 2H, works on any height, distance, character.
    http://youtu.be/v00qpYXOz_w

    Corner: CH close 6H > Hammerfall Break > 6H
    Good combo if you manage to land a 6H counter in the corner, pretty likely to cause Dizzy just by itself.
    http://youtu.be/xwY_XhJOQOM

    5D > Up Homing > j.H > j.H > j.S > j.H > ICPM
    Basic Dust combo. Doesn't work on Faust! Contrary to popular belief, you no longer have to hold Up for Dust combos to work, the first two hits are automatically cancelled for you.
    http://youtu.be/g6VCX8BLTK4

    5D > Up Homing > j.H > j.D > j.S > j.H > ICPM
    Basic Dust combo for Faust, only works at about midrange and closer.

    [Tension]

    Potemkin Buster > RC > 5H/6H > Heat Knuckle > Extend
    Basic combo from Potemkin Buster RC. Use 5H at midscreen, 6H in the corner.
    http://youtu.be/QBsu7HdwKmQ

    Corner: Potemkin Buster > 5P/2P > c.S > 2H > Heavenly
    Option for more damage off a corner Buster. Pretty easy for the damage it adds, just make sure you're deep in the corner.
    http://youtu.be/x2Ncai8A6Zs

    Hammerfall > RC > c.S > f.S/2S > Heat Knuckle > Extend
    Basic combo after landing Hammerfall. If you get a f.S instead of c.S after the RC, 2S won't hit after it! Just do Heat Knuckle in that case. Learn to judge the distance once you RC.
    http://youtu.be/yYSQx9mBBCw

    Forward Mega Fist > RC > (2K >) f.S > 2D
    At a distance, leave out the 2K.
    http://youtu.be/rQOUck02wOE

    Corner: Heat Knuckle > Extend > RC > forward jump > 6H > Heat Knuckle > Extend
    Decent combo after an Extended Heat Knuckle, good for securing the kill.
    http://youtu.be/tP9rqf_AaXs

    CH 2H > 5H > Giganter > Bullet/6H
    Basic metered answer after counter hit 2H. Using 6H will dizzy most characters, but Bullet gets you more outright damage.
    http://youtu.be/c-07_B67DmQ

    Potemkin Buster > RC > 2H > Heavenly
    100% Tension for crummy damage, but at least you Bustered them twice.
    http://youtu.be/L9ETjYsVzts

    Heavenly > RC > 5H/6H > Heat Knuckle > Extend
    Good follow-up off a raw Heavenly if you have 100 Tension. Use 5H midscreen, 6H in the corner.
    http://youtu.be/2dCtwp3UTK8

    [Advanced - No Tension]

    5K > 2S > 6K > Hammerfall
    If you hit with 5K up close, this is your best damage. Input 6K slightly early and begin charging back immediately. Slightly easier on crouching opponents.
    http://youtu.be/dk1XVi6Bl8Q

    Corner: Potemkin Buster > c.S > 2S > Heat Knuckle > Extend
    Works on pretty much everyone, but much trickier timing than any above combo. More damage as well.
    http://youtu.be/d8n0Yec-1hw

    Corner: Potemkin Buster > c.S > 2S > 6K > Heat Knuckle > Extend
    More damage, but doesn't work on Zato, Millia, I-No, Ramlethal, or Elphelt.

    http://youtu.be/_bodAEDxUEw

    CH 2H > (Hammerfall > Break >) j.S > j.H > ICPM
    Because of how ICPM hits, you'll have to quickly judge whether to neutral or forward jump to get the confirm.
    http://youtu.be/c9t5y_xFFuQ

    [Advanced - Tension]

    5K > 2S > 6K > Giganter > Bullet
    Useful for pushing the opponent farther towards the corner, or as a big damage confirm.
    http://youtu.be/2OsOnSDj9oA

    Potemkin Buster > RC > forward jump j.H > c.S/f.S > Heat Knuckle > Extend
    Another common Potemkin Buster confirm, land the j.H late in the jump to give yourself time to land and follow-up.
    http://youtu.be/bFFucUmJfBQ

    Corner: Potemkin Buster > RC > 6H > Hammerfall > Break > c.S > f.S/2S > Heat Knuckle > Extend
    Strong corner Buster combo. c.S > 2S works more consistently, so you should probably go for that.
    http://youtu.be/r4bAT7PF_XA

    Corner: Potemkin Buster > 6H > Giganter > walk forward 6H > Heat Knuckle > Extend
    Massive stun.
    http://youtu.be/oB2Zlbl-u20

    Corner: Potemkin Buster > c.S > 2S > 6K > Giganter > walk forward 6H > Giganter > 6H > Hammerfall
    More massive stun, this one's a bit harder than the above. Doesn't work on all characters.
    http://youtu.be/PAoKSSjutrw

    Corner: 5K > 2S > 2D > RC > 6K > Break > 2S > 6K > Break > 5H > Heat Knuckle > Extend
    6K loop off a deep corner confirm. The 2S > 6K needs to be fairly deep as well to confirm properly.
    http://youtu.be/rPQAgZNHofs

    Corner: 5K > 2S > 2D > RC > 6K > Break > 6K > Break > 2S > 6K > Heat Knuckle > Extend
    More difficult but more consistent version of the above. The extra 6K ensures that you're deep enough to hit the 2S properly, allowing you to start from further out of the corner.
    http://youtu.be/GLYlHBoeNXI

    Corner: 2D > 2D > RC > 6K > Break > 6K > Break > 2S > 6K > Break > 5H > Heat Knuckle > Extend
    A more "complete" version, merging the two above combos.
    http://youtu.be/vpDWB1ErDhE


  7. This thread is ultimately a general one; full blown tangents deserve their own threads because they're too specific. It'd be otherwise okay if the netcode discussion only lasted a few posts.

    Thank you. I'm glad people are getting the idea.

    Also, as for complaining potentially scaring people away... maybe? But you're free to discuss the game as you see fit (in the proper threads pls). There are plenty of sites heaping praise upon the game to balance us out.

    For my part, netplay since 1.03 has been plenty smooth in my experience. 3F delay to locals without slowdown. Need to play more in general, but it seems fine.

    Bear in mind that no netcode will magically make every connection playable. Wireless, packet loss, distance, routing are all still real problems. The game seems to do a better job of setting an appropriate delay, but ping jitter can still cause issues if the game doesn't adapt to it fast enough. And of course there are still desynch issues, but even "the god tier" GGPO has those. For what it is, the netplay is solid.

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