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Kaizen

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Everything posted by Kaizen

  1. Rather than continue with the rest of lyrics, I think I'll just leave this here:

  2. Kaizen

    [Xrd] Sol Badguy Gameplay Discussion

    Hey guys I'm probably going to E3. I'll keep some of these requests for testing in mind. On the off chance the build they have is different from the current arcade version, I'll try to make note of those changes, too.
  3. Kaizen

    [Xrd] Sol Badguy Gameplay Discussion

    Something a lot of people seem to have forgotten is that in #R, and now in Xrd, VV has significantly more hitstun, allowing the delay on the followup kick to connect more easily (to be fair I didn't know this until a few months ago). This also enables Sol to relaunch off of a low j.sVV after a dashing jump-in, or near the corner. It's an oddity that requires breaking the habit of going for the 214K after every VV, resulting in, well, more damage. I've also noticed that sVV would only land one hit as well in #R, but it simply knocked down anyway. What I hadn't noticed was single hit SVVs in Xrd; does this mean the followup whiffs, which is why players don't do it? Or does it knock down anyway, like in #R, at which point the only reason is lack of damage?
  4. Kaizen

    [+R] Sol Badguy Gameplay Discussion

    The likeliest reason is that you're getting IAD by rolling into it. Instead of 956, you're probably hitting (3 or 6)956 on the way up. If you're getting VV after j.S, it's because when you dash, the 6 counts as a move input and 623 takes priority over 236. That's why if you dash forward and quickly do 236K/S, you get Wild Throw instead of Bandit Revolver, and why you can dash VV so easily. VR-Raiden's suggestion works as well, since GG seems to also put 41236 in priority over 623, and if you don't have a 41236 move on the button you pressed, you get a 236 instead. As for IAD j.P and j.S, you need to delay your IAD a bit against lighter characters because their clean hitboxes are higher on their bodies. Some characters I've never had any luck with IAD j.P or j.S against, due to a combination of clean hitbox and their falling hitbox orientation. I've never gotten it on Johnny, Ky, or Millia, to name a few. I think it's timing specific. I've gotten it on light/mid/heavyweights when I do it early enough (against, I-no, Pot, etc.), but not against welterweights (Baiken, May, Jam, Bridget), because of the aforementioned timing due to clean hitbox location. Millia's another one of those oddities where it usually doesn't seem to work.
  5. TOOT TOOT DUST LOOP

  6. Kaizen

    [Xrd] Sol Badguy Gameplay Discussion

    Man j.K got buffed up the sky. I love its horizontal hitbox in AC/+R, but always felt it was such a risk to throw out due to a poor vertical range and an inability to combo into much unless you were in optimal spacing. Buffing its crossup potential and giving it a jump cancel is going to guarantee it much more use, as we've already partially seen in BonChan's combo vids and match recordings. Also, don't remember if this was mentioned, but DI Air HVV is now the same as the ground one: ten hits? I keep forgetting to post about this when I see it and then I lose the video link. But I didn't forget the important one, Ch 6H > Bandit Bringer > Dustloop fucking smarts. Christ. http://www.youtube.com/watch?v=nQQOUboMiBc#t=41m30s
  7. Your shit's still full.

  8. Kaizen

    [Xrd] Sol Badguy Gameplay Discussion

    Don't remember which vid, but I distinctly recall seeing a Sol jump cancel j.K. Do we know if Gunflame Feint still has a hitbox on it? Going back to one without it = silly wild throw shenanigans. DI actually looks convincing enough to use. I love it.
  9. It was supposed to be Unit 00 headbutting the wall, but the gif wouldn't load.

  10. Prepare your inbox like you prepare your anus. Empty it.

  11. I seriously doubt I'll have Sunday open. Or the following weekend, but that's more likely. Guitar Center will always price match, as long as you bring in proof (I just printed out the page).

  12. Speaking of, wait til you get to the last panel. http://blazen.thecomicseries.com/comics/14

  13. I hope to Jeebus this stupid rumor is true.

  14. It says exactly what it says in that manga panel. "Do you remember how many breads you have eaten in your life?"

  15. Kaizen

    [+R] Sol Badguy Gameplay Discussion

    Are you dashing into the j.K > j.D? A lack of a dash is likely what's causing the knockdown to whiff, as you get pushed out too far from the opponent to score it. Are you close to the opponent when you do your VV? Because you should be right next to them. Dashing into each rep of Dustloop not only makes the reps connect, it also works off of an important delay which lets certain characters float lower so they can actually get hit by the second part of the second rep. This is important on characters like I-no, Millia, and Dizzy (and less so, Chipp), who float high enough after the first rep that the second becomes almost frame tight. Remember that j.D's increased untechable will give you the leeway to score Dustloop in the first place, so you need to utilize that to do DL properly. The way that works best for me is like this, regardless of weight class (of course, as long as DLoop actually works on them): dash 5K/c.S > 6P (long delay) 5H > j.D, j.D |> dash j.D, j.D |> dash (j.K/j.S) j.D > dj.D (or dj.S > j.D) > VV. The dashes put in the necessary amount of delay, but sometimes might require that you wait a few frames more. There are exceptions like Johnny, Ky, and Robo-Ky (heavy, lower delay), and welterweights (May, Baiken, Bridget, Jam), but otherwise is pretty generalized. This is obviously easier to screw up, so if you feel more comfortable sacrificing potential damage to guarantee KD, then go for it.
  16. Kaizen

    [+R] Sol Badguy Gameplay Discussion

    Dang, forgot to post what I was going to say. If you land 2D CH from close enough midscreen and do Gunflame, you don't need to FRC to continue the combo. You can link GF straight into 2H > j.S/j.H Sidewinder from anywhere midscreen, or dash up 5K from further out (though this is much harder). I usually do 2D (CH), 2H > j.S/j.H > SW |> (j.S) SW |> [dash 2H > SW |> BR] or [(j.S) SW |> j.S SW |> dash j.D sVV] . I'm pretty sure the second combo route still works, but it's been a while since I tried it. Does ~ 250 or something. Can't remember. At midscreen or near the corner on lightweights, you can do 2D (CH) Gunflame FRC, empty jump Sidewinder x 3 on lightweights and some midweights and then do j.S SW + land Bandit Revolver for like 280+ damage. You guys already got something similar, but you can sacrifice knockdown and do: 2D (CH) > GF(FRC) > j.SW |> j.SW |> 8j.SW |> j.S SW |> 8j.S SW |> j.S SW |> sj.P * 5 > sVV. Does ~320 damage. On Baiken this scores ~335 damage, so it's good if you want the kill or don't care about knockdown
  17. Kaizen

    [+R] Sol Badguy Wiki Discussion Thread

    This brings up an issue that a friend of mine pointed out, where he saw Pot vs Chipp (FAB vs Sammito), and the same instance occurred: Chipp's DP started, but he was PB'd out of it. Similar to HVV, Beta Blade is 1-8 fully invincible, and 9-12 strike invincible, while being airborne on frame 9. Either this is a glitch, the frame data is wrong, or there's something going on that makes sense.
  18. Kaizen

    [AC+R] News & Gameplay Discussion

    http://www.dustloop.com/forums/showthread.php?16987-Importing-101
  19. Kaizen

    [+R] Sol Badguy Q&A Thread

    Pretty much. Written frame advantage is always based on the assumption that the move is blocked on the first frame of active time. So if you hit as the active window is ending, the window of Static Difference is always going to move towards the positive side. BR will be + on block if you space it properly because they're blocking it near the end of the active window, and you'll start your recovery just as they get put into blockstun. Remember that you're going to have to space it properly. If BR lands right in their face, you're going to get thrown if they don't FD or crouch block it. This is actually the reason one of my favorite mixups works. Most players block BR standing not because it's an overhead (it obviously isn't), but there's less blockstun if you block high, and it's easier to punish. This can work in your favor if you do it in their face because you can RC the second hit and airdash if they blocked it standing. So fuzzy guards and airdash pressure if you have 50% meter to blow. It's kind of gimmicky and kind of stupid. Which is why I love it. Lastly, good choice on Sol. I hope you enjoy your getting ridiculously high damage for free when you land a hit!
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