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Maho

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Everything posted by Maho

  1. So I had this problem of replays not appearing in the replay theater after online matches, I play on ps3 and my opponent on ps4, what is really strange is that sometimes when I play him, I'll get the replays and some other times like today I won't. Is there some kind of glitch I'm not aware of regarding replays the crossplay?
  2. Maho

    [BBCF] Azrael Combo Thread

    From the vid, we can see that BHS minimum damage is 1050, OD version didn't change at 1480.
  3. It's a bit early to say that CF is centered around loops I think, those are usually found pretty fast so we'll have to wait to see if any are really optimal.
  4. Does any of those "easy mode overpowered loops" can be used as bnbs or even just doesn't need conditions that would happen in like one match out of a hundred? If that's just for things like a corner punish with a low life raw od plus AF and some supers, then it's not really a problem.
  5. Yes, when a character stand up after being stunned, the damage scaling is reset so you can get your best combo there. One thing to remember is that you can't burst while you're dizzy, so if the opponent doesn't have much life left and his burst ready to use, you might want not to reset the combo and get as much guaranteed damage as you can.
  6. They actually didn't translate anything for the EU version of Xrd, the game is the same as the US of JP version, also PAL is color coding system that's managed by the hardware and don't need any extra coding.
  7. Maho

    [CPEX] Azrael - Combo Thread

    It should hit crouch so jA > 5B > 3C then an ender depending on your screen position.
  8. Negative edge was in the arcade version of AC, it was removed only in +R. There's one thing I don't like that negative edge would create, allowing characters that have a reversal command ending with back to go for it more safely on wakeup, for exemple Axl's 2363214H, you would just do it with negative edge, and if you miss the timing, you just end up blocking. But well there's not a lot of reversals like this in Xrd, only Axl and May I think, and both are supers so that wouldn't be too bad.
  9. Maho

    [CP 2.0] Iron Tager Combo Thread

    I've worked a bit on fatal combos and found something that can be used in to get more damage in the 5B corner combos, first is with no mag and second with it. - 5B > 5C > 6A > 3C > short delay 236A > 6A > 6C > delay 5D > 236B > 6A > 6C > j63214A : 3659dmg - 5B > 5C > 6A > 3C > AC whiff > 6A > 6C > jD > 5B > 5C > 5D > 236A > 6A > 6C > j63214A : 3845dmg. FC combos, notations are in the video description : https://youtu.be/6FCSzzrxNFo
  10. Maho

    [CP 2.0] Iron Tager Combo Thread

    To keep them in corner you can do those : - 5B > 5C > 6A > 3C > 236A > 5B > 5C > 5D > 236B > 5C > 6B > 2D : 3120dmg - 5B > 5C > 6A > 3C > 236A > 5C > 5D > 236B > 6A > 6C > hj2C > 2B > 22D : 3404dmg. - 5B > 5C > 6A > 3C > short delay 236A > 6A > 6C > hj2C > 5B > 5C > 5D > 236B > 5C > 6B > 2D : 3553dmg
  11. In this combo, SG-H hits on the ground far enough that it leaves the opponent on the ground, so with a RC, you can go into 5D from it and get the wallstick. Note that you need to be quite far when the fS hits, that's probably why you couldn't make it work.
  12. Well we have to work with that but that doesn't delete the slot and it will still be active in the random replay, it will just replay "nothing" when that slot is selected. Actually we wouldn't really need the delete function if we were able to select the active slots for the random replay like we can in BB.
  13. Maybe if you want to randomize only two slots? BTW the replay feature could use more slots, also having choice of which slots get included in the random replay, and replay as a reversal like there is in Skullgirls would be nice.
  14. There's only 6 character with 4f normals, 2 of which have a 3f one, we can also add Potemkin with his 3f PB, but that's far from the majority of the cast.
  15. That remembers me the Raoh draw glitch I saw a few times on the arcade version, when you had Raoh on match point and there was a time out draw, at the post-match screen, the character that just lost by rounds count would actually be credited for the win.
  16. This is actually in every Arc Sys game, it was really bad in BBCS because as you technically didn't lost a round, you didn't get your second burst while your opponent got his from the first round loss.
  17. We do agree on that, I don't have a problem with doing reads for mixups, actually, it's just I think it's a bit too much with Leo. Thanks, just done that, for those two things I know you can bt.K then OS YRC when the meter is between 25-49%, and that will give bt.K > bt.P on block or hit, but maybe he has other things.
  18. If bt.K gets IBd, the opponent can YRC and block in time for another bt.K, yes you can delay bt.K to beat that OS, but it beats every other option Leo has, it's not really RPS because when you know what to do, you almost never have to worry about bt.H and bt.D, which are the damaging starters in stance, bt.K doesn't lead to much damage outside of very specific situations (corner with 50% meter). Like Zidane said in his overview video, it's a guessing game that doesn't favor Leo at all, once you opponent knows what to do, you have to hard read everytime. You too? Honestly he does more than average midscreen from 5H and CH fS/2S thanks to rekkas, but that's nowhere near things like Ram's CH fS damage, outside of that and the BT super, he does decent to good damage overall, but it doesn't strike me as really high.
  19. Well you can bait the delay 2P one with counter like I said, but low block delay neutral YRC pretty much beats everything you can do from stance if not done after a throw knockdown, I think he would just need a bit longer knockdowns overall to set decent stance mixups that couldn't be OSed too easely, but I really doubt we'll get that.
  20. And what would that offensive OS be? I never saw anyone talk about that in the Leo forums and I can't think of one myself.
  21. You can't have a solid gameplan when your almost all your mixups can be OSd through (which to be honest most people don't seem to realise for now), outside of after a throw knockdown you don't have the time to do any real semi-safe mixup with Leo, in all other situations (like rekkas into 236H whiff for exemple) bt.D is pretty much the only thing that beats low block delay 2P. Actually I would have seen more something like higher float and longer corner wall splat on bt.D instead of the 90 dmg idea, as the latter would lead to stupid damage on light characters, higher float would give better combos on mid and heavy weights so the payoff for a successful counter would be more balanced.
  22. Don't know about others characters but Leo's charge moves are 40f in 1.0 already.
  23. Like it says in my profile, I'm currently living in Dax, a small town in the south west of the country, about 150km south from Bordeaux.
  24. I agree with the fact that immediate burst is better in CP than in Xrd, but that's pretty obvious as the defensive burst is better overall, as for the fact that you have to hard read the burst in BB most times, I don't see the problem with that, it's just mindgames. But well Xrd burst is as the game is, it favors the attacker a lot more, I can understand that people like that, because that's probably why most GG players like the game. As for Leo, I know he isn't a typical GG character, I have been playing from GG from X, but still for exemple I played a bit of Sol in Xrd at first, and for exemple take his RC bnb into bandit bringer then fafnir into the usual corner stuff, how do you make this burst safe outside of YRC OS?
  25. Yeah that and also really few people will try to bait immediate burst unless you know the opponent does it everytime, near death bursts are clearly something you'll want to bait more often. Ok I misunderstood, must be character specific though because with Leo outside of YRC OS, I have to give up on the combo to bait the burst, and I don't remember having so much burst safe combos in old GGs also.
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