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Everything posted by Kaizen
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Nope, it's pretty much just, "delayed until further notice. Deal."
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GG's Rip2ya, shoutout to 3 hour sets.
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[November 2, 2013] Rebel Up Super Arcade Blazblue CP Ranbats (GG/BB/P4/EXVS/ETC) - Walnut, CA
Kaizen replied to TlocCPU's topic in Archive
Yeah dude I've really been aching for some GG, but things got really busy in the last few weeks. I'm really hoping to hit the next one, where I can do ass-backwards retarded mixups on you guys, and where I can play Psyblade and Stormlocke in settings that don't involve lag and controller throwing. Bobman's schedule is starting to free up a bit, too, Jason, so I'm hoping to bring him along, too. -
Some people write out move names, others use abbreviations, and others still write out the actual command. You could see a Tiger Knee'd Bandit Revolver written as 2369K or as tk.BR.
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What do you mean you don't understand the notes? Which combo doesn't make sense? If you don't understand the notation, like the difference between 5K and 2K, then read this: http://www.dustloop.com/wiki/index.php?title=Notation. The first section explains notation, while the following terms explain how most combos are generally written, though there's usually a bit of leeway between how different players write them out. An extremely simple combo, then is something like this: 5K, c.S, 2D, BR/VV. If that doesn't make sense, then it's like this: Since the number pad indicates direction, and the letter denotes which button, you combine them to get the move you're looking for. -5K = neutral Kick. Sol's fastest normal. You start a lot of combos with it. -c.S = close Slash. In GG, every character has a close and far version of their standing Slash. The distance that the two activate varies between characters. -2D = crouching Dust. Universal sweep. One of Sol's best moves. -BR/VV = Bandit Revolver or Volcanic Viper, whichever is best for the situation. Sol can combo into both out of his 2D/sweep, and go into a knockdown. Sol's generally pretty good at getting combos that knock down the opponent. Extremely basic combo that works anywhere on screen, as long as Sol is relatively close to the opponent. Does about 100 damage, give or take. You see this pretty often when Sol's not in much of a position to do anything better. You can also omit one of the moves before 2D or do a lot of other things instead: this combo has a lot of leeway.
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[November 2, 2013] Rebel Up Super Arcade Blazblue CP Ranbats (GG/BB/P4/EXVS/ETC) - Walnut, CA
Kaizen replied to TlocCPU's topic in Archive
So how many showed up for GG? Sucks that I missed this but shit happens. -
Definite contenders: I-no's FB note & FB Dive, Dizzy's FB Spike, Testament's FB Skull, Kliff's FB Chop, and Robo Ky's Bike (still). I-no's FB note actually raises guard bar, meaning that if you don't faultless, I-no's probably going to get in, she's probably going to get a hit, and she's probably going to kick in your shit. Her FB Dive is also amazing because of how much of a combo extender it works as. Dizzy's FB spikes just eats through everything and keep you sitting there. Same with Testament's skull, because either A. you get hit by 6P/5D, or B. you stand up and commit yourself to more block pressure. Wonderful dilemma. Why wouldn't you count a move with a 119x dizzy modifier that can be used mid combo? 100-200 damage on a free reset. (Actually not sure if this is possible post-patch, can somebody clarify?) Robo Ky has the shittiest high/low mixup, and then you get 25% meter and holy shit restored air options and overheads everywhere. As a Sol player, FB sidewinder is definitely welcome, but it has no use as an overhead or in pressure because of the minimum height requirement on Sidewinder. Yes, I can get SW loops from the dumbest combos and start stuff, but Sol's air-to-air is honestly pretty shitty. Most of the cast have air normals that outrange j.P and j.H, or moves that outspeed or flat-out beat j.S and j.D. And we don't talk about j.K because it kind of sucks. I think it's better suited to random 5K/6P/6H(HAH) aerial counter hits into whatever. It's not bad at all, and is probably among the better half of FBs in the game, but I wouldn't call it the best. It's definitely no AC Exhaustion (Eddie), though. EDIT: I actually just realized that j.K, while itself is generally poor and has trouble effectively comboing into j.S reliably after air-to-air, it lends itself to something much better now. Sol can easily do j.K j.D dj.FB SW. It doesn't save j.K from its clutch hitbox, but that alone should make going into FB SW extremely rewarding. Sol can probably go into empty jump SW loops following with how high that starting string would launch the opponent. So maybe shitty isn't the right word. It's just that almost all of his aerials are extremely situational as air-to-airs and generally suffer since a lot of characters have aerials with better reach and hitboxes. J.P is still ridiculously amazing up close though, and j.H's hitbox is so wonky that it works when thrown out early.
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I was screwing around in training mode and just realized that j.P cancels to j.K on whiff. I can't think of anything it'd really be useful for outside of mashing j.P and going for the air-to-air as a kind of pointless fake out, but I felt like throwing it out here.
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If we're going for DI and guaranteed dizzy combos, we're probably going to have to use at least one 6H (faster and more damage in DI, has a 1.5x dizzy modifier), and go for HVV a little earlier. Maybe more Dustloop in between the two? I mean, Dizzy is pretty easy to stun. Maybe xx 6P DI c.S/2H D-Loop (1 rep, maybe 2), dj.TO, dash 6H(1) HVV, if it's possible? Just speculation. It'd be better if the 6H was earlier because of stun decay, but it being only special cancellable is kind of a pain in the ass. Then again, you could just do Bandit Revolver because DI BR is so crazy. Hell, you might also be able to go into 6P > DI > 6H because DI 6H starts 5 frames faster (frame 8). 5K c.S 6P (push yourself back a bit) DI > f.S 6H BR, xx... c.S/2H/6H hVV? God I wish I wasn't busy so I could go steal my friend's Vita. 6P GF loop sounds hilarious.
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If you're going to try some DI combos, you might want to start with something other than DITO (god this feels weird to type) because it has an 80% prorate. Surprisingly, DI 5D is FASTER than tk.TO (18f startup vs 20f). I mean, it's cool that we have a new, safer overhead (+3 on TO while +/- 0 on DI5D), and while I think the prorate is justified, I'd like to think that maybe we can get something cooler/stronger by leading into it. Say, corner 5K/c.S > 6P > DI > dash 2H > j.D > j.D > dj.TO > dash tk.TO > dash tk.TO > dash 2H > hVV. Or maybe screw around with Dustloop if you can. Oh right that other thing that was mentioned: does DI HVV automatically go into Knockdown afterwards, or do you still have to input it? I remember reading something along the lines of that being a thing from one of the loketests. Still waiting on the chance to try it on my friend's Vita sometime soon. Got a bunch of stuff I wanna try, like this: -Combos that started with j.S in Accent Core do how much more damage now that j.S is unprorated? How does this compare with everybody's health buff from 420 to 460? -2H counter hit has 8 additional frames of hitstun on counter hit. Can we dash into j.D > Dustloop or Sidewinder Loop? Does it knock down? etc. -Grand Viper's active frames were altered, does this cause any noticeable differences? -Is the game still stupid with GV/VV RC? I don't know how many times I have a blocked VV, I mash RC while airborne, and nothing happens and I eat shit for it. -How many reps can we get going solely for Dustloop? -What's the optimal way to end with Tyrant Rave (like VR-Raiden is doing)? -How many times can we rep BB into itself? From what I've seen, getting clean hits on it is harder than I initially assumed. -What gatlings to 6H: c.S or f.S or both? Is c/f.S 6H Fafnir Tyrant Rave optimal over c/f.S 5H Fafnir TR? -Since 6H is now down to level 4 (the only level 4 move among Sol's grounded arsenal), and without stagger, can it still go into Grand Viper at certain ranges? -What can we do with 6P's increased hitstun on both ground/air, and ground/air counter hit? -What's the best combo to do out of Fafnir RC? (I wouldn't be able to try full GV combos on Vita either, though. ) -How big is FB Sidewinder's hitbox? Can we use it against crouching opponents, people poking out of pressure, or as a fuzzy guard? Does it fastfall like normal FB and make itself unusable as a jump in tool? -What's the best we can do out of Tyrant Rave B's wallstick while in the corner? While a bit further out? -"FB Sidewinder: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value." Wanna try to figure out what the fuck this means. -DI 5P does more damage. Is this anything aside from completely asinine? -Is Super Dragon Install still a completely worthless piece of shit? Does it drain health at the same rate? I would assume so, there's no listed changes for it (and there go my hopes of DI combos locking the opponent's burst. Fuck that would be amazing). Note that this is all stuff I plan on doing soon enough, but feel free to test any of these if they pique your interest enough. Hell, add to this list if there's anything else that hasn't been considered or tested yet. I mean, you're the one with the game .
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GGs to Osuna, OneSanitarium, Krono_1999, and Goldenrody. God it feels good to play people again. If there's anybody still dealing with this murky netcode on or near the West Coast, I'm more than willing to go for a big set when I have the time. PSN: DQRF Main: Sol Subs: O-Sol, Zappa. When I get some time to dedicate I'll have a pocket Eddie. Area: SoCal Times available: Most weekday nights excluding Tuesdays. Most of the day on weekends.
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Yo.
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Maybe we can do 5K/S 2H Dustloop if you're near the corner but not in it by the time you reach them after the slide. That'd probably give use enough time to land and relaunch into SW loop. Hell, you could probably pull off that sick 1-rep DLoop dj. SW that I'm kind of fond of, that Kishitaka does here: http://www.youtube.com/watch?v=T4f_Ssr4xN0#t=46s. I actually do something similar in AC already against lightweights in meterless corner combos: 5K/S 6P, Gunflame, 2H j.D dj.SW |> dash j.S SW |> j.S dj.D VV. Usually does at least 230 or so. Surprisingly, the frame data says CH Fafnir slides longer than CL/CH FB Fafnir (40F for normal, 28F for FB), but FB recovers in 17f while normal recovers in 27f. Also, the hitstop from CL FB Fafnir might make it easier to confirm and work off of. That's stuff I'd like to try when I get the chance. Jam is a lightweight, so you should actually be able to get a CL FB Fafnir out of airthrow without a f.S if you're close enough to the ground when you throw her. If you're in the corner you could easily get a nice combo out of it. Speaking of which, I started doing corner Airthrow to Tyrant Rave B in AC. It's not much, but you can add like 40 damage to normal corner throw combos if you link 5K j.K SW out of the super and follow with dash 5K/S 2H tk.9SW |> 5K/S Bandit Revolver. Puts them back in the corner and does like ~150+. Oh yeah, Corner Throw/Airthrow 6P Combos! Fuck yes. Sick.
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Oh. If you have access to it right now, can you tell me what FB Fafnir does on Counter Hit? The frame data doesn't say, it only states KD on normal hit and Slide on Clean Hit. If it slides, see if you can get any good followups like out of CL Fafnir.
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Holy shit 194 on Pot out of WILD THROW? Yes please. I'd wish that ending combos with normal Fafnir > Tyrant Rave instead of FB Fafnir worked, but the Tyrant Rave followup is 8 frames slower on the normal Fafnir.
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YES. Pot can eat it for having the ability to combo Sol out of PBuster midscreen. I don't know why I don't see any Sol players ending SW loops in Fafnir > Tyrant Rave. Even if it doesn't knock down except on those two, the damage buff it gets from Clean Hits should have been more than enough to kill in several situations I saw players going for j.P x Whatever trying to score a kill.
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PSN: DQRF Main/Subs: Sol, Justice / Order Sol, Zappa Location: SoCal Been playing for about 5 years, borrowed a friend's Vita and played +R into the ground. Borrowed somebody's PS3 for a few weeks, returned it, buying a PS3 sometime next week (August 12th). Looking forward to playing against somebody other than the same five people in my circle of friends a matchup other than I-no. Should be available most weekday nights past 6 p.m. Pacific, and all day on some weekends. Send me a PM if you're up for something.
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I also have a friend who got it on his Vita. Lemme know if there's anything you'd like me to test (as long as it doesn't involve sj.IAD j.P/K BR. I NEVER land that shit).
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Free Live Gold this weekend. Jumping on for the few hours that I'll hopefully be able to enjoy GT: DQRF Location: SoCal Chars: Sol, OS, Zappa
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Free Live Gold this weekend. Jumping on for the few hours that I'll hopefully be able to enjoy GT: DQRF Location: SoCal Chars: Sol, OS, Zappa
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I just realized that you have it stated that you live in Canoga Park. Since you go to Rebel Up at a rate that, I assume, is fairly regularly, think you could pick me up for GG along the way? I reside in Glendale, which is basically the same distance between you and FFA in the other direction, and it's kind of in the same direction of Walnut/Super E. I'd be willing to chip in for gas if that's a problem. Bobman would be willing to join in too, assuming he has any time off, as he lives about five minutes from my house.
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I was never able to get clean hit GVs consistently when I played pad, but I remember reading somewhere that mashing the diagonals yields better results. Apparently, going for 1/9 or 3/7 will result in the game reading the inputs better or just reading more of them, and giving you the hits you need. Of course, once I switched to stick, the whole affair became a cakewalk (where 4/6 and S/H or K/S are the best methods), but it's worth a shot.
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Dead Angles = Guaranteed Online Reversal Attempting Sidewinder Loop online is not fun.