Jump to content

zaeris

Members
  • Content count

    936
  • Joined

  • Last visited

Everything posted by zaeris

  1. Im thinking the disc was never meaty to begin with, its still high and low meaty attacks. Besides that projectiles blitz shield pretty muchs make most set up suffer although im not going to be dissapointed since it effects eddie and ramlethal oki as well, now you can spend spend 50% meter to blitz shi3ld trances. Now i wonder what that would mean for ino no more vcl yrc meaty
  2. good super exist i dont think it matters as much since there are a few good super, Someone will have a dark angel lvl at some point.
  3. its probaby due to its ability to be safe on block even with -2 your 4 frame 5p does add extra pressure, combo wise i dont think it would make much difference.
  4. Not necessarily, it can achieve balance since everyone has access to same bullshit you cant really complain and gg in generally has always been an okizeme game meaning getting that kd was the game itself. Besides that in the name of fun having ridiculous stuff does make things more enjoyable if its avaible to every one only characters that has suffer overtime is bridget. On yrc matter i dont like its free style approach where it can be a tool for fixing mistakes by the player meaning turning a bad guess into a better situation isnt healthy.
  5. zaeris

    [CP 2.0] Changes Discussion

    I'm probably thinking if crescent has any blind spot, so a prefect read could just be a simple forward dash. As for 4b I kinda liked it as combo option rather than its overhead property.
  6. zaeris

    [CP 2.0] Changes Discussion

    I did remember 214d does not combo directly into ct unless under fc, although I'm not sure if you needed mode change. Lambda could probablY go 2c 2dd ct. the other way is 214d into 6dd 2dd ct although adding unnecessary proration. On another note, as expected the split is a unhappy divorce. One is going to be better than the other, let's see how this pans out.
  7. zaeris

    [CP 2.0] Changes Discussion

    I was think that since 4b is gone how would you combo into ct?
  8. You probably need to feel less excited about new combo since they are falling into a general pattern atm.
  9. zaeris

    [CP 2.0] Changes Discussion

    was there rumour about losing crescent cancel? i havent seen crescent cancel into air dash yet which was what was post long ago.
  10. Sounds like she has all of dizzy match up issues lol
  11. maybe she's a BB character that only gains tension via hit or block and loses free tension from movement ^^, lol.
  12. zaeris

    AC+R: Dizzy Changes

    for me anyway, you can use Fb spears in D bite combo extender to end your combo into 2hs set up. e.g. 2k 5hs -> 421 -> D bite -> stagger 2k 5hs ]s[ 421D -> dash 2hs, of course you can try linking releasr pike into IAD jp j2s JHS ^^, why do this? to set up a 2hs kd in corner into D/HS fish meaty since in regular okizeme, your summons will be on cool down and thus you must use ice spike. Other uses as seen by kazuki is to set up k fish safely using 421 s and 421 D together. Bubble auto pop? well its just additional threat just having it on the screen makes your opponent more cautions.
  13. I'm just curious, Having repeat input, does that mean I can buffer frc-> special cancel on frame 1-2 instantly or does it only works for special, then in that circumstance it wouldn't affect frc points since you will still need to time the frc.
  14. zaeris

    AC+R: Dizzy Changes

    well 2d delay special cancel via jump cancel is an added layer or technique at least we have that option, thanks for reminding me. Although I do like having access to 2d-> air pike (421s) again it feels really good, furthermore, 2d-> 421s is actually meaty vs some character e.g slayer. The problem with K fish is it has no range hence at mid screen it is only viable with throws or ice spike frc set up, however does give you access to your better mix up. I've spent a lot of time playing with fuzzy guard but in general it will be land k fish 3 hit -> falling j.hs-> raising j.p. With Ac+r it does feeling like I'm learning dizzy over again but properly given her better set ups and mix up. Another thing I notice watching kazuki is her Ad/IAD back j,hs mix up. It is something like throw-> dash KD fish jump forward S bubble now the mix up is after S bubble to go into IAD jhs-> D fish stagger, what I didn't know is that you can FD to correct your air position so you can AD forward and J.hs the other side, because I've always wonder how people do the double AD forward into j.hs from mid-screen in reload. More things to learn~~ P.S anyone have some hidden dizzy technique they want to share.
  15. zaeris

    AC+R: Strategy Talk

    Another fuzzy guard set up using a combination of 2hs KD on character specific on the list, and its not jump-able at any point. Characters used on Millia/Slayer 2hs kd (c.S 5.hs 2hs corner) => HD fish -> tk K bubble -> AD -> lazer fish-> j.p j.p j.hs -> land -> rising j.p (fuzzy guard) -> D bite/k bubble pop -> land -> 421 -> (bubble loop/ 6hs/f.s ender). this one uses the HD fish for fuzzy-> I havent tested it on ice spike kd, setting with having the computer on jump state. usually with all KD set up the opponent is unlikely to jump on wake up and will block a lazer fish however just having that option of a solid mix up does help. Note -> j.p J.hs doesn't combo hence the damage will reset even if you combo before hand leaving the fuzzy into D bite being the start of a new combo (or j.hs landing). A good return I would say. EDIT: With regards to KD fish, you can always reset your okizeme with a throw (e.g HK fish-> 2k-> lazer-> throw)-> and just run up and set KD fish without having to worry about timing, while you do lose out on extra throw damage, it does set it up easily.
  16. zaeris

    AC+R: Strategy Talk

    well it is easier using h fish but the damage can be lack luster compare to anything using the d fish ender set up. however it is preference but the D fish helps with easier fuzzy guard. my favourite will be mid screen kd fish since it allows for iad back cross over jhs mix up, a better starter and mix up. in general kd fish does require more precision probably one of the challenges.
  17. zaeris

    AC+R: Strategy Talk

    Another thing I was testing was the old AC corner 6p-> wall bounce into bubble loop if people remember, this time seeing if you can do it from a longer combo into D fish then into 6P ender for slight more damage but no KD ^^. e.g. dash 214K~D > 5K > (K Fish bite) > forward jump > falling j.H > ... ... > jump > rising j.P > (D Fish bite 'stagger') > land> dash 6P> 421> 9j.hs> 421]s[> j.214k/s> j.k> bubble pop> land> j.s j.d/j.hs. testing results~ Characters where you can use 6p (e.g. 2k>6p/c.s>6p) as starters and extension to D fish stagger (D fish stagger > dash 6p) ender: Bridget, Chipp, Faust, May, Millia, Potenkim, Testament, Zappa and Kiliff characters where you can use 6p as starters but not as combo ender extension. Baiken, Jam, Justice
  18. zaeris

    AC+R: Strategy Talk

    ic, I've already gone through most of them I will let people judge for themselves later but I do recommend these one your fuzzy guard set up will be your best friend on kd since its the best mix up we have as dizzy and new D dish adds ton of damage and stagger which leads to 200~ damage on the cast into KD. In general KD fish mid screen and corner is the most solid with KK fish in corner being another solid and easy set up for lesser damage. issue with kd fish is being too close can lead to people to use DP or potenkim buster on you if you didn't have perfect timing with dash kd fkish on ice spike kd. All throws give you the perfect set up for KD fish if you choose not to do a follow up throw combo (which I recommend, unless you you want to use HD or dash kd) dash 214K~D > forward jump > (K Fish bite) > falling j.2S > falling j.H > ... ... > jump > rising j.P > (D Fish bite 'stagger') > falling j.H > land > c.S > A variant of the 3rd okizeme in case you want to achieve the same outcome but using it slightly different so your opponent doesn't remember its the same set up. Fuzzy guard doesnt work on zappa, kilff, may, baiken,
  19. zaeris

    AC+R: Strategy Talk

    my test as stated earlier lol Combo trying to achieve 2hs kd -> fish D/HS -> IAD > S bubble> D bite (stagger)> land 2hs> air pike hold > bubble/HS beam hit -> wall stick > IAD j.hs> ]s[ > K/S bubble pop> land jump j.k j.s j.d. for one your opponent is expecting a cross over iad set up, in general on characters that can jump the set up will be caught by a lazer or d bite on air hit, what you want is a ground hit that catches jump start up frames or being very meaty. characters that works with HS/D fish after 2hs anji, axl, dizzy, i-no, jam, justice, may, slayer, testament characters where HS doesnt work but D fish can (D fish as a lesser start up by 3 frames or something) faust, baiken, kliff, millia, characters where 2hs kd can be jump ( but will still be air hit or air blocked) by HS and D fish: eddie, johnny, ky, order sol, potenkim, sol, venom and zappa. unique character that has a very late wake up (HS fish works without delay, D fish needs Delay special cancel) Chipp and ABA character excluded due to special wake up (delay wake up) property: Robo-ky and bridget ^^.
  20. zaeris

    AC+R: Dizzy Changes

    since there hasn't been much discussion of dizzy lately, I feel that AC+R dizzy is the same on neutral excluding here far ice spike which changes certainly zoning match up for better e.g venom, zappa, Eddie ectera. Her KD in AC+R is probably the because game changer with fish been several times stronger given her solid mix up with little to no holes, a perfect block string almost, new fuzzy guard and IAD backwards jhs into D fish. Anyway after testing. 2D KD is not a meaty and can be jump out, which 2hs KD is based on character weight + wake up + jump frames, so it not something you can read off from data, atm it works on most of the female characters. I'm sure some people already know but its helpful for me at least to know which match up and set ups I need to know ^^,
  21. zaeris

    AC: General Discussion

    I was hoping for MOD to make a AC+R general thread, since its not really a change lol. Okay i will migrate.
  22. zaeris

    AC: General Discussion

    think im missing something when I put it into training mode. the wake up data + jump frames don't seem to add up for me. My experiement is 2hs KD -> HS fish or D fish, on some character it would be a complete meaty where jumping out is impossible. guess I will post trial and error list instead, and get people to confirm yes or no. setting computer on jump state, and KD with c.s>5hs>2hs, unless there strange timing with setting computer on jump state being different.
  23. zaeris

    AC: General Discussion

    Anyone know where I can find AC+R frame data, trying to figure out where 2hs KD-> HS/D fish is meaty vs which character.
  24. zaeris

    AC: Okizeme

    i think a good way to test is to put the cpu in crouch block and do a ice spike frx into iad j2s since that will usually needs to be perfect and will have the lowest iad
  25. zaeris

    AC: Okizeme

    I'm not sure about others but my preference has always been double HH fish into dash jump j.s if they jump and it hits confirm into j.p j.s double jump j.s j.d/j.hs. If it's block instead I go for j.s .jp AD j2d on ground. Of course that is me expecting people to jump from oki from full screen and thats usually the case. However if I get someone who doesn't jump and wake up I would go for double AD land and 2k.
×