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Kurokun

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  1. Kurokun

    AC+R: Okizeme

    Following Nehle's example in finding universal okizeme setups for Bubble Loop stuffs in AC, I decided to do some research and see what I could find/come up with in +R. AC+R version of AC universal Bubble Loop corner okizeme setup (HP Fish Summon): 214H~P > IAD j.2S > (H Laser) > AD j.2S > j.H > land > (P Fish bite, 1) > (short dash) 6P > (P Fish bite, 2) > 421 > Bubble Loop - This setup functions similar to previous version, despite the changes to P Fish Summon. universal Bubble Loop corner okizeme setup (HK Fish Summon): 214H~K > IAD j.2S > (H Laser) > AD j.2S > j.H > land > (K Fish bite) > (short dash) 6P > 421 > Bubble Loop - K Fish Summon 'bite' minimizes 6P wallbounce, allowing for more vertical 'lift' of the opponent to aid 421 launch stuffs. 214H~K > IAD j.2S > (H Laser) > AD j.2S > j.H > land > (K Fish bite) > 2H > 421 > Bubble Loop - K Fish Summon 'bite' assists the 2H launch, allowing for more vertical 'lift' of the opponent to aid 421 launch stuffs. ground-based corner okizeme setups: 214H~P > dash 2K > (H Laser) > dash 2K/c.S > 6P > (P Fish bite) > 421 > Bubble Loop - This setup is a bit quirky, due to some timing issues in regards to 6P > (P Fish bite) synchronization to 421 launch stuffs. 214H~K > dash 2K > (H Laser) > dash 2K/c.S > 6P > (K Fish bite) > 421 > Bubble Loop - This setup is a bit more forgiving, due to K Fish Summon 'bite' allowing for more vertical 'lift' of the opponent to aid 421 launch stuffs. Notes: - All setups were performed on the opponent in the corner after: throw, throw > H Ice Spike, throw > post-throw followup combo variants (dash 2K/2P, dash f.S), corner combo into H Ice Spike. This is to set a baseline for distance, relative to Fish Summon stuffs. - CPU opponent was set to tech (neutral) and guard against first attack, though you can manually record opponent block stuffs. - aerial-based okizeme setups hit-confirmed from AD j.2S, while ground-based okizeme setups could hit-confirm from the first dash 2K, or from (H Laser). - The short dash isn't always necessary, but it can help out, in regards to positioning for follow-up stuffs. - +R P Fish Summon doesn't appear to cause as much lift, when compared to AC P Fish Summon, due to the timing/positioning of the bite attacks. - In regards to the ground-based HP Fish Summon okizeme setup, I had more success with dash c.S > 6P than dash 2K > 6P stuffs. - P/K 'bite' stuffs register from behind the opponent with the right distancing (from throw stuff variants). It isn't much of an issue with K Fish, but with P Fish, the 2nd bite will have to cover a longer distance after 6P wallbounce, in order to assist with the 'lift' to 421 launch Summary: - universal Bubble Loop corner okizeme setups still exist in +R. - HP Fish Summon (aerial-based setup) still works on everyone. - HK Fish Summon (aerial-based setup) is a good alternate version, mainly due to K Fish Summon 'bite' attributes that help with vertical 'lift' stuffs. - HP Fish Summon (ground-based setup), though it still works, it will require some practice to get down consistently, in regards to some timing stuffs. - HK Fish Summon (ground-based setup) is a good alternate version, mainly due to K Fish Summon 'bite' attributes that help with vertical 'lift' stuffs.
  2. Kurokun

    AC+R: Dizzy Changes

    How to perform a Glitch Fish Summon: An example of a Glitch Fish Summon in AC: Glitch Fish Summon is a scenario that switches up the attack order of the inputted Fish Summon command combination/sequence. The technique utilizes the startup/pre-activation movement animation of Laser Fish Summon stuffs (H/S Fish Summon) to have the follow-up 'bite' Fish Summon stuffs (P/K/D Fish Summon) activate first, then follows-up with the (completed) Laser Fish Summon afterwards. The 'bite' Fish Summons used in this manner gain extra distance (via the Laser Fish Summon start-up activation distance) that increases their effective activity range, in regards to spacing/zoning. The reason why the Glitch Fish Summons are named as thus, is because the 'glitch' variants are based off of pre-existing Fish Summon input commands, though relative to the Laser Fish Summon utilized. Even though the 'bite' Fish Summon fully activates first in the sequence, it isn't the first input command, which the Laser Fish Summon is. Using the above quoted example of the Glitch HK Fish Summon, though K Fish acts before the completed H Laser, you don't input the command for K Fish Summon first, but do so within the start-up activation movement animation of H Fish Summon. Though notation isn't really used often to describe Glitch Fish Summon stuffs, Glitch (insert combination here) Fish Summon easily conveys the concept, relative to the input method, though the visual of the sequence suggests otherwise. Overall, Glitch Fish Summon stuffs are a YMMV scenario. Utilization of the technique will depend on your experience level, relative to the match-ups you play. Some people like the distance gain for 'bite' Fish Summon stuffs at longer ranges, in regards to spacing/zoning. One example of Glitch Fish Summon usage was using it against Robo Ky's delayed wake-up in AC.
  3. Kurokun

    AC+R: Dizzy Changes

    Glitch HP Fish Summon: P Fish > H Laser 1st P Fish bite will act at around D Ice Spike range (approximately 3/4 screen from Dizzy). 2nd P Fish bite will act at the edge of full-sceen distance. H Laser will then sweep down toward the ground. Glitch HK Fish Summon: K Fish > H Laser K Fish bite will act at around half-screen distance. H Laser will then act at half-screen distance, sweep downward, and fire at around the ground level. Glitch HD Fish Summon: D Fish > H Laser D Fish bite will act at a range, just inside that of D Ice Spike range (approximately 2/3 screen from Dizzy). H Laser will then act and move backward toward/in front of Dizzy, then sweep down toward the ground. Glitch SP Fish Summon: P Fish > S Laser 1st P Fish bite will act at around D Ice Spike range (approximately 3/4 screen from Dizzy). 2nd P Fish bite will act at the edge of full-screen distance. S Laser will then sweep upward at a height less than a normal S Laser. Glitch SK Fish Summon: K Fish > S Laser K Fish bite will act at around half-screen distance. S Laser will then act at half-screen distance, sweep upward, and fire from around the upper body region to just above the head level. Glitch SD Fish Summon: D Fish > S Laser D Fish bite will act at a range, just inside that of D Ice Spike range (approximately 2/3 screen from Dizzy). S Laser will then act and move backward toward/in front of Dizzy, then sweep upward from head level. Notes: All setups were tested at full-screen and zoomed-out distance. The distance gain for 'bite' fish stuffs is quite substantial. 'bite' Fish Summons usually tend to move back, then forward, before acting. In dynamic movement/positioning scenarios, the 'bite'/'laser' Fish Summons can potentially attack an opponent from behind. Glitch Fish Summon: Corner Okizeme stuffs Notes: All setups were tested in the corner, after a throw. Glitch Fish Summon stuffs hit from the front, with follow-ups tending to hit at the edge of the screen distance. The exceptions are Glitch HD and Glitch SD, in which the follow-up 'laser' Fish Summon will attack from a position that is relatively near/close to Dizzy's proximity. Glitch HD Fish Summon and Glitch SD Fish Summon could potentially lead to wallstick scenarios, depending on the gatling to the 'launch' move (2H, 2D, 6P).
  4. Kurokun

    AC+R: Dizzy Changes

    Prior to AC, P Fish Summon was 3-bite and had good range stuffs, so it's nice to have it back to somewhat familiar status; though it seems to channel pre-AC K Fish Summon stuffs now. FB Spear seems limited right now since it barely gets some shine outside of long-range reprisal stuffs. Same as bubble auto-pop; how do you integrate that aspect of the move into your gameplan stuffs?
  5. Kurokun

    AC+R: Okizeme

    PK Fish Summon (corner okizeme) http://www.youtube.com/watch?v=JPc61bljvvM&t=9m39s short dash 214P~K > 2P > (P Fish bite, 1) > dash 2K > (P Fish bite, 2) > dash 5P > 2K > 421S > (K Fish bite) > IAD > H/L Mixup KK Fish Summon (corner okizeme) http://www.youtube.com/watch?v=WNvBW0dqxHk&t=14m21s dash 214K~K > forward jump > rising j.2S (whiff) > (K Fish bite) > fall > late AD j.2S > j.H > (K Fish bite) > land > IAD > H/L Mixup KK Fish Summon (corner okizeme, Dust Combo scenario) http://www.youtube.com/watch?v=WNvBW0dqxHk&t=18m1s dash 214K~K > IAD > (K Fish bite) > land > 2K > c.S > (K Fish bite) > 5D > ... HK Fish Summon (corner okizeme, hit-confirm scenario) http://www.youtube.com/watch?v=WNvBW0dqxHk&t=16m36s 214H~K > IAD j.2S > (H Laser) > AD j.K > j.2S > j.H > (K Fish bite) > land > IAD > AD j.K > j.2S > j.H > land > 5K > 5H > 236H DH Fish Summon (corner okizeme) http://www.youtube.com/watch?v=6egeltCzljc&t=11m44s 214D~H > dash 5K > (D Fish bite) > 2147K > falling j.H (bubble pop) > (H Laser) > ... DH Fish Summon (corner okizeme) http://www.youtube.com/watch?v=6egeltCzljc&t=12m21s 214D~H > dash 5K > (D Fish bite) > 2147K > land > throw DH Fish Summon (corner okizeme) http://www.youtube.com/watch?v=D8KxOtb49TM&t=4m22s dash 214D~H > dash 5K > forward jump > (D Fish bite) > (late) falling j.H > land > ... (on hit) ... > 2K > (H Laser) > dash 2K > 2D > 236H DH Fish Summon (mid-screen okizeme, hit-confirm scenario) http://www.youtube.com/watch?v=WNvBW0dqxHk&t=17m24s air throw KD > 214D~H > 421S > (D Fish bite 'stagger') > !AD j.2S > falling j.K > land > c.S > (H Laser) > 2H > ...
  6. Kurokun

    AC+R: Strategy Talk

    Good stuff, man. If you have a chance, check out the 2nd post in the AC+R: Okizeme thread, which has a listing of various okizeme stuffs from match vids, besides the highlighted stuffs already in the thread. IDK if the Fish Summon okizeme you posted up is already listed, but if it isn't, I'll add it in later. Maybe try out some of the listed okizeme stuffs and let us Dizzy players know what's good? lol.
  7. Kurokun

    AC+R: Okizeme

    HD Fish Summon (corner okizeme) http://www.youtube.com/watch?v=jVQOnWhWTEg&t=5m15s 214H~D > IAD j.2S > j.H > (H Laser) > land > 5K > (D Fish bite) > 2147K > AD j.2S > j.H > land > ... HD Fish Summon (corner okizeme) http://www.youtube.com/watch?v=jVQOnWhWTEg&t=6m22s 214H~D > IAD j.2S > j.H > (H Laser) > land > 5K > 2D > (D Fish bite) > IAD > H/L Mixup (on hit) ... > land > 2K > ... HD Fish Summon (corner okizeme, D Fish Summon variant; behind/offscreen) http://www.youtube.com/watch?v=jVQOnWhWTEg&t=6m32s 214H~D > IAD j.2S > j.H > (H Laser) > land > 5K > IAD > (D Fish bite) > land > 2K > ... HD Fish Summon (corner okizeme) http://www.youtube.com/watch?v=6egeltCzljc&t=6m30s 214H~D > dash 2K > (H Laser) > dash 2K > c.S > 2D > (D Fish bite) > forward jump > H/L Mixup
  8. Kurokun

    AC: General Discussion

    You could probably use the AC+R: Strategy Talk thread instead, since it's more of a specific scenario than a change, as you said. Then again, it could go into AC+R: Okizeme thread cause it's a okizeme-related scenario... Yeah... go with the former to discuss the specific scenario and use the latter for specific okizeme pattern stuffs... I figured that thread (+R: Strategy Talk) was the +R: 'General Discussion' thread, lol.
  9. Kurokun

    AC: General Discussion

    Hmm... 2H > H Fish Summon > ... shouldn't be too different from AC, right? What other stuff have you had the chance to test out? Also, post up +R stuffs in the respective threads, lol. Maybe in the AC+R: Dizzy Changes thread.
  10. Kurokun

    AC: General Discussion

    http://www.dustloop.com/wiki/index.php?title=Dizzy_Frame_Data_%28GGACR%29
  11. Kurokun

    AC+R: Videos

    2013/8/1 GGXX AC+R Mikado 3on3 Part 2 http://www.youtube.com/watch?v=8zB9K9D9YVA&t=31s Satou vs Kisshi http://www.youtube.com/watch?v=8zB9K9D9YVA&t=2m46s AGF vs Kisshi http://www.youtube.com/watch?v=8zB9K9D9YVA&t=5m32s Kiisha vs Kisshi
  12. Kurokun

    AC+R: Videos

    2013/7/6 GGXX AC+R Mikado stream - Nakamura(MI) matches http://www.youtube.com/watch?v=KgFV6IQCaHk&t=3m3s Kazuki vs Nakamura http://www.youtube.com/watch?v=KgFV6IQCaHk&t=29m57s Nakamura vs Kazuki 2013/7/20 GGXX AC+R Mikado stream - Inoue(OR) matches http://www.youtube.com/watch?v=hyPbl6acUsk&t=13s Kazuki vs Inoue
  13. Kurokun

    AC+R: Videos

    GGXX AC+R Mikado Masters Cup 3on3 B Block Part 1 http://www.youtube.com/watch?v=5TFVKZ1f0Ho&t=6m45s NONAME vs Tsucchi GGXX AC+R Mikado Masters Cup 3on3 B Block Part 2 http://www.youtube.com/watch?v=yt6CU2_AZmA&t=8m34s 2rio vs Natsume GGXX AC+R Mikado Masters Cup 3on3 B Block Part 3 http://www.youtube.com/watch?v=cKhrm54gItc&t=8m17s Manyou vs En GGXX AC+R Mikado Masters Cup 3on3 B Block Part 4 http://www.youtube.com/watch?v=Lqk7UCpn4HA&t=8m8s Kitamura vs GAKU http://www.youtube.com/watch?v=Lqk7UCpn4HA&t=12m10s Kitamura vs Fino
  14. Kurokun

    AC+R: Videos

    GGXX AC+R Mikado Masters Cup Same Character 3on3 B Block Part 7 http://www.youtube.com/watch?v=ogq8eSsQUoY&t=12s Rin vs Uki http://www.youtube.com/watch?v=ogq8eSsQUoY&t=2m46s Kitamura vs Uki http://www.youtube.com/watch?v=ogq8eSsQUoY&t=5m5s Manyou vs Uki http://www.youtube.com/watch?v=ogq8eSsQUoY&t=7m25s Makkii vs Uki GGXX AC+R Mikado Masters Cup Same Character 3on3 B Block Part 9 http://www.youtube.com/watch?v=2ydIwPUdXdI&t=15s Kisshi vs Machaboo :KY: http://www.youtube.com/watch?v=2ydIwPUdXdI&t=2m44s Natsume vs Machaboo :KY: http://www.youtube.com/watch?v=2ydIwPUdXdI&t=5m54s Kazuki vs Machaboo :KY:
  15. Kurokun

    AC+R: Videos

    GGXX AC+R Mikado Masters Cup Haisha Kyuushu Tourney Part 3 http://www.youtube.com/watch?v=D8KxOtb49TM&t=3m47s Jonio vs Makkii GGXX AC+R Mikado Masters Cup Haisha Kyuushu Tourney Part 4 http://www.youtube.com/watch?v=epU02Va64mo&t=13m13s Manyou vs 2rio
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