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HolyOrderChipp

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Posts posted by HolyOrderChipp


  1. Well, I'm back to assuming Xrd will be out in arcades before US PSN gets the patch. And forget about Europe and Australia. Oh well. At least Order-Sol hasn't changed too much so if I get to play +R in person it shouldn't be too much adjustment. (And it's not like I knew matchups anyway having so few opponents, so that won't really get worse.)


  2. Well, no news on the American PS3 patch. PS3 patch is out in Japan, so we know that it can't be a PS3 issue, and X360 has it over here, so it can't be a translation issue... Not that there'd be much to translate, so... It's just an ArcSys being dicks issue? At least I don't live in Europe or Australia. You would think digital releases could be simultaneous worldwide. At least maybe in the age of discs companies could disingenuously blame the fact they have to ship the damn things.

    At least we'll probably get it before Xrd hits arcades...

    On the other hand, I'm pretty hype for +R and once we get the patch all will be forgiven. Then I can go back to waiting for Xrd. And hoping it has all the characters I like.


  3. ...I feel so small, posting such a basic combo, but here goes.

    My corner combo:

    (5A) 5B 2B 2C 623B 5B 6C j.4C j.623B 5B j.A j.B j.4C dj.4C dj.C (3700, or 3500 with 5A at the start)

    You can also start it from j.C, which adds 200 damage, and you can leave out or put in the 5A at that point. Works vs. both stand and crouch, probably on everyone? I haven't been super thorough about testing it.

    Oh, and I dunno if you can dash under before the last 5B to keep them in the corner, but I'm not nearly good enough to try. So... Anyone got a better combo? And can anyone get dash under 5B to work in this combo?

    Messed around with 5B 2B 6C stuff, but I thought it was a dead end 'cos I was using multiple j.623B. Somehow I doubt vs. stand will give a better combo though. j.D also scales the hell out of it.


  4. So I was messing around with 5B > 6A in the corner and came up with:

    5B 6A sj.C j.D dj.C dj.D Belial Edge 5D (1) Dead Spike 5D Hell's Fang > Tsuika for ~3200 damage plus builds meter. Maybe you could replace the Hell's Fang with CID dash under 3C nonsense? You might still be able to get Hell's Fang then. Or 22C for loads of damage.

    Tested on Lambda, BTW.


  5. So when I hit with 5B, I should pretty much be doing either 5C, Hell's Fang, or 6A GH et cetera, right?

    That is, unless I hit a crouching opponent decently close, in which case I should go 5C 6C dash cancel blah blah... Right? Or maybe 2C 6C? Does 2C have less pushback?

    Sorry, I don't have my console right now, so I'm just sort of... Trying to get as much info as I can while I'm away.


  6. So why not just make it automatically grab when they get in range, like Genesic Emerald &co. do? That'd surely be better than just making it slower. You could have your slow and eat it too! Er, have your fast and slow it too? Have your cake and fast it slow? Anyway! You get the idea.


  7. C means it cancels into itself, even on whiff.

    Thanks. Weird that it would be notated with C, though. And I'll take it from the silence I've gotten that of course Fatal Counter hit stun is not affected by proration and why would I even be silly enough to ask such a question?

    Other question on damage scaling :

    How does damage scaling work on multi hit moves ? (where P2 is "(once)" in frame data).

    Does it mean every hit of this move have the same prorate ? Or after the first hit, every move has the same prorate adding first hit's ?

    (I don't have the game at home so I can't test directly to verify)

    E.G: Lambda's 6C is 125x8 dmg and P2 is 92(once).

    Thus all 6C(n) = 125 x prorate ? or 6C(1) = 125 x prorate and 6C(n>1) = 125 x prorate x P2 ?

    I'd think it would mean that it only applies the proration once, whether one of those hits hits or all of them. So the first hit of that move that hits applies the proration, and then the next ones don't. (Unless you use the move again, obviously.)


  8. Yeah, 'course I'd try to buffer it.

    So if I'm in range to do 5B > 6A, then is a GH > 5A or j.214B > 5B combo giving me more damage than a 5B 6A > j.C j.D j.C j.D D Inferno Divider combo? Midscreen, I mean. And if I'm choosing between them, it's better to learn the harder tk GH combos, right?

    On a final note, if I just do it as 2147B, does that work? Or do I want a forward or neutral jump? Or does it have to be delayed enough that by the time I've hit B the 214 has expired?

    Man, when I get back to my console, I am gonna learn such sick combos...


  9. So I'm seeing a bunch of combos use 5B > 6A > GH > land, whatever, and some of them have just been notated as 214B... Now, do you always need to make it a tk GH? 'Cos looking at the frame data, seems like only air GH should work... Or do you end up hitting late enough with the ground version that you can link the 5B or 5A afterwards?


  10. Ah, right. Yeah, don't do throw commands haphazardly if you want to avoid throws.

    Man, there was this one time, when I predicted my opponent's blue Tager Buster, and in anticipation I mashed B+C a bit... Good times, good times. Hey, I never liked that 3700 life anyway.

    And 'course Atomic Collider is just plain unblockable. Damn that move. Only time when you have to tech late or you get hit. Otherwise, good blocking/Barrier/throw escapes get you out.


  11. So I've been reading the frame data, specifically the cancels bit, and I get that S is special/super, J is jump, and R is Rapid, but... What's C mean?

    Also, just to confirm, if we're allowed to ask daft questions, the 2F extra hit stun from a fatal counter isn't modified by proration, is it? Seems like it can't be, but I'm not sure I've ever heard a definitive yes or no, so I thought I'd ask.


  12. I do get both hits of the ID. That's why I threw the last j.B in there. Gives enough height. Also more damage.

    j.C after 6DD? I didn't think it was possible. But maybe it's 'cos your combo has less proration. And huh, no idea you could dash cancel Belial Edge. That makes it even better than I'd thought.

    My god, Ragna does too much damage. I love it. And to think I used to do 5B 5C Hell's Fang nonsense...


  13. So I've been working on combos from a life steal point of view recently. My current 5B combo is:

    5B 6A j.C j.D j.D j.214C 6DD j.B j.623D 236C 214D

    This does about 3.2k. I'm aware ~3.8k is possible with 5B 3C 5D dash cancel shenanigans.

    But anyway. Is there a meterless midscreen 5B combo that steals more life than the one I posted? Preferably one that doesn't do awful damage.

    Also, feels like after the 6DD I should be able to get another j.D in somehow, but I don't seem to have the untechable time left. j.B j.D or whatever makes the j.D whiff. Thoughts?

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