Jump to content

Kaizen

Members
  • Content count

    267
  • Joined

  • Last visited

Everything posted by Kaizen

  1. Thanks. I didn't write the script, but I wrote up most of the information that was covered in the video. Also, hopefully there's more to +R Sol than I've been seeing and that we can really exploit.

  2. Kaizen

    Guilty Bits video series- Official thread

    Actually you'll get 3 orbs. Zappa's FB gives you 2 souls on hit now.
  3. Kaizen

    Guilty Bits video series- Official thread

    Arvoyea already said he'd help with Sol, but if under any circumstances he isn't able to, or you need additional input, I can also help greatly with Sol. I have some knowledge of Order Sol as well, if that helps.
  4. Hey dude, I updated the AC+R wiki for Sol. Mind looking over it and seeing if there's anything I missed or should add?

  5. Koogy I am absolutely in love with this red In Dust We Trust shirt. The only reason I didn't buy from the first printing is because I wasn't too fond of the colors. Another design I've always wanted on a shirt is the one that Circuitous mentioned years ago when Brokentier was just starting up: the XX Skull logo, like the one in my avatar. GOD I would buy it in a heartbeat. I've still got the original pic saved if you'd like to see it.
  6. Kaizen

    I-No Combo Thread (Accent Core)

    No, I think I'll only California Burst just to spite you.
  7. Kaizen

    [+R] Sol Badguy Gameplay Discussion

    Pretty sure I've seen a couple players go for at least one rep after Grand Viper or Fafnir (with 1 rep = 2 j.Ds in a single jump), into j.D Sidewinder. Doesn't look like D-Loop is nearly as dominating as it used to be due to the health increase and j.D's damage nerf, but like it still has its place pre-SW loop.
  8. Kaizen

    [+R] Sol Badguy Gameplay Discussion

    Found something interesting. Since you can clean hit a Fafnir out of an airthrow against lightweights, and since you can cancel into Fafnir now, I tried doing Airthrow > f.S (RC) Fafnir. Sure enough, it clean hits against a bunch of characters. However, a lot of them have height restrictions and the combo is kind of hard, so you might not care. But if you want to tag on an extra 100+ damage out of an airthrow that's not right in the corner, then you'd better practice up! (Sure, this won't work midscreen in +R, but in AC it's all fair game regardless of position). Airthrow, Fafnir (Burst throw height): May, Baiken, Anji, Jam, Bridget. Airthrow, Fafnir (Right off the ground): Chipp, Dizzy, I-no, Zappa...May, Baiken, Anji, Jam, Bridget. Leads to damage ranging from ~160-210. Airthrow, f.S (RC in AC) FB Fafnir (Sol's maximum single-jump-height throw): Sol, Testament, Robo, Order-Sol. Airthrow, f.S (RC in AC) FB Fafnir (Burst Throw height): Axl, Slayer...Sol, Testament, Robo, Order-Sol. Airthrow, f.S (RC in AC) FB Fafnir (Right off the ground): Johnny, Venom, Eddie, ABA, Ky...Axl, Slayer...Sol, Testament, Robo, Order-Sol. Leads to damage ranging from ~150-170. Impossible (from my results): Pot, Millia, Justice. Pot and Justice's clean hitboxes are too high; it'll OTG before you're at the proper height to do it. Millia falls too far away for any of these setups to work. For the f.S [RC] Fafnir, you'll want to have the opponent as close to the ground as possible, or have an extremely minor delay between the f.S and Fafnir.
  9. Kaizen

    [+R] Sol Badguy Gameplay Discussion

    Two more things I noticed. The frame data lists FB Sidewinder as an overhead, though I remember the shitty google translation of the Livedoor wiki stated something along the lines of it not being an overhead. Either that, or it was something relating to Sidewinder not being able to hit crouching opponents anyway. It'd be nice if some Sol players actually went out of their way to test something like that (you know, kinda testing something that Sol might need to actually land a hit). Second, the gatling table says that f.S cancels into 6H? I could have sworn it was c.S only, but f.S actually sounds better. Open with f.S 6H Fafnir. Good stuff.
  10. Yeah, I know a few guys who bought Force. It's basically what Marz was supposed to be the console port of...except they cut more than half of the VRs and had no multitap support. Force was a slower version of Gundam vs Gundam Extreme Vs. before EXVS. You can find it on Ebay for like sixty something. I was planning on buying it eventually.

  11. Holy shit seriously? I was holding off on buying a PS3 because of how terrible AC+'s online is, but knowing that might just seal the deal. It's not VOOT, but hey. At least it ain't Marz.

  12. If my XBL weren't expired I'd totally jump on and play Virtual On right now. Do you guys have any working VOOT machines where you live? We've got one down here in SoCal, but I've never met anybody else who plays it. What a sad world.

  13. I can think of one exception (in terms of level of dedication), but yeah. No, you totally look better without the hair.

  14. Detailing yourself as a cheesecake lover has brought me to the awareness that there are cheesecake haters. : (

  15. 2P 5P 2K is the best fucking mixup.

  16. Congrats on getting SG to EVO and good on you for not a jerk towards SSBM like everybody else. As shitty as Melee is, I still love it. Also you look better without hair.

  17. It felt so great to mash VV in molasses and have it become a more effective tactic than actually playing intelligently. I want +R already so I can practice shit I'll never use.

  18. Kaizen

    [Accent Core] Sol Badguy General Discussion

    That seems about right. Good work. I ended up getting c.S to work on Slayer, too. I haven't been testing BR loops much lately (been busy with transfer applications), but I have been screwing around with some odd confirms for the last two days. For example, if you Bandit Revolver mid pressure and the second hit lands while they're crouching and right in your face, you have a modestly easy confirm into 5k2d HSVV/Tyrant Rave/GV RC launch (lightweights)/ and 5k5h Fafnir in +R. If you dash into the Bandit Revolver or carry enough momentum, you can generally confirm into 5k5h Grand Viper, which means 200+ on pretty much everybody. Since Bandit Revolver goes over a lot of stuff, it's a good opener if you know the opponent is going to start with a laggy, lower poke (like I-no's 2H, for instance), or if they're going to try to instant block Gunflame. It's rare, but it's worth knowing. On standing hit, however, the move is unsafe (what). Hopefully the 1 frame faster recovery in +R is worth something! Another thing I've noticed is that no notable Sol players I watch open with 6P. It beats a bunch of common opening moves, like Ky's f.S, Pot's f.S, and Sol's 5H, and can combo meterless from midscreen with finesse. It even beats some moves you might not expect, like Baiken's 2S and Pot's 2P. If you delay it a bit, you can go into Bandit Bringer on counter hit (this works anywhere, unlike GF IAD j.H SW, or 2S(whiff) dash, relaunch, which only work near the corner). In order to properly combo, you should input your dash the moment you land and hold it (6[6]). You've also got some more optimal, character specific followups. Examples: Lightweights, Anji: CH 6P 2S (whiff), dash 5K/c.S 2H j.S/H SW, 7.SW, dash 2H 8.SW, BR. ~190-210 damage. Dash 5k is recommended for ease of use. C.S is only slightly more difficult to land and gives a minor damage increase. Almost universal (lightweight recommended): CH 6P (moderate delay) Bandit Bringer, dash 5k 2h j.S/H SW, dash j.S SW, nj.S SW, BR. ~180-220 damage. The third sidewinder requires you jump straight up. Middleweights: CH 6P (moderate delay) Bandit Bringer, dash 5k 2h j.S/H SW, c.S BR. ~160-200 damage. Does less, but puts them in the corner. Substitute the dash 5K with dash c.S against Slayer, Axl, and other characters characters with low profile slides that make 5K whiff. Faust and Pot: CH 6P (slight delay) Bandit Bringer, GV, j.D SW, 7SW, c.S 5H jSK SW, c.S(2H) BR. ~ 200 on Pot, ~240 on Faust. For the Grand Viper, mash enough that you would normally get 4 or 5 hits. Sol and Ky recommended (BB is extremely difficult to land due to their falling animations): CH 6P (major delay), GV, dash j.D SW, dash c.S 2H tk.9SW, 5K/c.S BR. ~200-230 damage. Delay inputting Grand Viper until they're about to bounce off the wall. Mash GV like you would in the combo listed above. Stronger variation of the above: CH 6P (major delay), GV, dash j.D SW, dash j.S SW, nj.S SW, BR. ~220-260 damage. Still gotta do some more testing, but even though 6P isn't the best in AC, it just keeps getting closer to one of my favorite pokes. With BB causing floor bounce again and 6P having the hitstun buff, these are probably going to become better in +R. Also, a note about CH 6P 2S (whiff). Since 2S recovers so quickly (same recovery speed as 2K), you can input your dash near the end of it and run almost immediately. Then you dash in and 5K/c.S 2H j.S SW loop. This will work when you space 6P against everybody, but against some characters, 2S will hit and end up ruining your combo. Thus, when 2S whiffs up close, this will work well when you land a CH 6P amid a frame trap. 2S will whiff up close against: Millia, Eddie, Axl, Chipp, Testament, Bridget, Faust, I-no, Slayer, Anji, Jam, Dizzy, Zappa, and ABA.
  19. Goddammit I keep forgetting to tell you. The GG cab that used to be at FFA is now in Japan Arcade. You said you lived close/in the LA area, and Japan Arcade is right in the Little Tokyo Galleria. There's a casuals meetup every Friday night if you're interested (though I might not be there tomorrow: college transfer applications to finish).

  20. Kaizen

    [+R] Sol Badguy Gameplay Discussion

    Dragon Install used to gain a duration increase once you dropped below half (210 health). Is there any word on whether that has changed, since everybody's health has been bumped up to 460? Seems like it might be significant, seeing as how more and more Sol players are starting to experiment with it seriously. Furthermore, is the duration gain static based on how much health you had when you used the move, or does it change based on taking damage mid-DI? In other words, the formula for DI duration is 360 frames + (210 - Current HP if health is < 210)frames. If I use DI at exactly 210 health, and then proceeded to take 50 points of damage during DI, would the duration increase to 410 frames, or remain at 360? It seems silly and would be entirely impractical to rely on if the latter were the case, but hey, you never know.
  21. Your signature is bullshit and you fucking know it. You do not main May. You main Dolphins/Hidolfir/Anchor/Mr. Yamada. Take your pick.

×