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Koozebanian Fazoob

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About Koozebanian Fazoob

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  • Birthday 05/22/1983

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  1. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    At midscreen 5D6 is a little touchy since you have to get them to roll into the corner to get the pickup. But from a little closer than starting position you can just do something like: c.S 2S 6K RRC 5D6, 2H 2H 6H Heat Extend, it's a really solid way to get them to the corner with a good knockdown. BTW for anyone wondering about weight/hitboxes for the new characters so far: Character c.S 2S 6K 5P 2P 2K Johnny: Y - Y Y Jacko: - Y Y - Jam: Y Y Y - Johnny has a very jank hitbox/weight combo that makes stuff tricky on him. Jacko is a typical lightweight so all your normal lightweight stuff works on her. Jam is both lightweight and has a terrible hitbox so you can actually do most light AND mid weight combos on her. I need to finish fleshing out my Rev combos still, most of them are the same but the new 5D6 options are a pretty significant change. FAB auto-dizzy combo as an example off CH FDB: CH FDB, HFB, 5D 6, 2H 2H HFB, 6H Trisula, 6K Giganter, 6H HFB ...
  2. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    That combo works on Zato too, but much like May it's extremely fidgety and you have to wait until the last moment to get their hitbox low even. Here's something else clever you can do: CH 6P, f.S/5H Heat(2), sj |> c.S f.S Heat Extend CH 6P, Heat(2), sj |> 5P c.S f.S Heat Extend That gets you 10 hits for a hard knockdown and a fair bit more damage than the other safe version.
  3. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Megafist wiff combos only work on these guys: Faust, Millia, Sol, Chipp, Slayer, Venom Don't know about the new cast members yet. A 'safe' combo that works on everyone and gives hard knockdown is just: CH 6P Heat(1) RRC, sj over, c.S Heat Extend. You can do some ICPM combos instead but they are very character specific.
  4. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Use this variation: 2K f.S 2D RRC, 6K HFB, 6K Trisula, 6K Trisula, j.K jc.H ICPM This combo works on everyone except the superheavy weights and is very reliable. Important notes: - Delay your first 6K to let them fall as much as possible before you continue your combo, this helps keep them low enough to finish the combo with. - j.K hits way the heck higher up than it looks like, so even on character's like I-No where it looks like it won't work, it will. - On 3 or more hit starters (like above) you only get 2 reps of 6K before the first Trisula. On 1 or 2 hits, you get 3 (such as Slidehead or CH FDB). - As with all Trisula loops, you don't want to Trisula ASAP, let Potemkin continue to slide forward a bit before you start Trisula. On Mid Height starts on lightweights you aren't going to be able to do this, like for example off CH FBD on I-No it'll miss because she's too high. You can improvise with just 6K reps instead, or do variations like this: CH FDB, 6K HFB, 6K HFB, 2S 6K Trisula, j.K j.H ICPM or if you are deep enough to connect it: CH FDB, 6K Trisula, 6K Trisula, j.K j.H ICPM Off High Height starts you can just raw 6K loop as hard as possible.
  5. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Yeah those work on everyone, but you have to be pretty deep on most characters to do it. You also have to adjust based on weight so like for example on Elphelt it's easier to do c.s f.S > sjc.P j.K j.S ICPM Couple extras, on Potemkin you can get these extra reps: Corner PB, c.S 2S 6K HFB, 6K Trisula, 6K Trisula, j.K jc.H ICPM Similarly on regular combos you can do dumb stuff like this to him: 2K 2D RRC, 6K HFB, 6K HFB, 6K Trisula, 6K Trisula, 6K Trisula, Heat Extend
  6. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    I have updated the list of corner PB combos in it's post here: http://www.dustloop.com/forums/index.php/topic/9851-xrd-potemkin-combo-thread/#entry873232 Includes 5P starters and who they work on, and also 2P 5P f.S starters. Also a bunch of new routes using Trisula and ICPM. There are a bunch of other metered options I still need to play with though.
  7. Koozebanian Fazoob

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    I think you are fundamentally misunderstanding how YRC works or something. As soon as you input the RC motion, you immediately stop whatever you were doing. So any physical hit (like 2P > 2H example) the hitbox never comes out at all because the 2H was canceled. It isn't 'without the 6F of startup', the YRC startup is it's own animation with no hitbox so there's no way anything could hit. The reason you get weird stuff like having hit people with a projectile and still gotten a YRC is because the color of the RC is determined at the time you start it, and on top of that some projectiles will continue to spawn/exist regardless of if you YRC the startup or not. So in the VCL case, you are inputting the YRC before the projectile connects at all, but it continues to exist and go active and hits the other person during the YRC startup time. Ky's CSE is one of the easiest places to see this in action. How projectiles behave during a YRC is on a per-move basis. Sometimes you get funny stuff like "you can YRC before the projectile exists and it still comes out" and sometimes you get stuff like Trisula where "The projectile doesn't come out unless you cancel the move after the projectile is already active."
  8. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    That's what I was afraid of. It's likely that 6K (or maybe the wallsplat specifically?) causes more tech scaling than other normals. It might make a small difference, but at some hitcounts it's a deciding factor. I'm guessing the cause behind all of this is simply a balance between Gravity scaling (more hits = better) and hitstun decay (more hits = worse) along with some moves causing more tech scaling than others. Here's another example, on Millia: 5K c.S 2S 2D RRC, 6K HFB, 6K HFB, 6K HFB, 2S Heat Extend (12 hits) 5K c.S 2S 2D RRC, 6K HFB, 2S 6K HFB, 2S Heat Extend (12 hits) First one doesn't knock down, second one does. The only difference there is one extra 6K in the first combo. Okay, I seriously can't figure out why some combos knockdown SOMETIMES and others they don't. What the hell is going on. On Sol: 2P 2K 2D RRC, 6K HFB, 6K HFB, 2S 6K HFB, 5H Heat Try picking Sol vs Potemkin, record Potemkin doing this combo. Now just reset position into the corner, and try playing with the positioning of Sol and Potemkin, and see how sometimes you can tech and sometimes you can't. The best I can tell? Seems to be if Sol is too close to Potemkin, it won't cause a hard knockdown. Corner doesn't seem to matter, can't determine anything else that matters. As Potemkin try doing this combo in the corner on Sol: 2H Heat Extend Then try doing 2H RRC, pause, Heat Extend If you adjust the timing on the Heat in the second one, eventually it will no longer cause a hard knockdown. What the hell is going on here?
  9. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    I can't find the info in the Wiki, do certain moves alter the amount of hitstun decay that happens in a combo? Or is it always just raw hit-count that determines it?
  10. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    The challenge mode combo doesn't work on Faust, he floats up too high. Rejected state counts as a form of hitstun as far as I know, so no, you can't throw them during it. You can Heat and HPB though, because those aren't grabs. But Heat can be counter BSed.
  11. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Oh, you can sneak in an extra hit between Double Heat combos on the extra fat characters (Faust, Sol, Slayer, Potemkin, Axl): Heat, 2S Heat Extend And on the fattest of the fat you can even do this after an initial hit (Faust, Potemkin, Axl): 6K Heat, 2S Heat Extend Hammerfall RRC, Heat, 2S Heat Extend etc. You don't have to be super close for these but you do have to be a little bit closer than normal. Worth knowing that Double Heat is mostly just useful for building meter, if you want to go for high damage you should just RRC a Heat Extend. Didn't mention it before but you can get extra damage in the corner using 6H instead: Corner .. Heat(1) RRC, 6, 6H HFB, 6K HFB, 6K HFB, 6K HFB, 2S Heat Extend Gets you like 30+ more damage. Since there's basically no scaling, it's still worth it to end with a super if you need to finish up the round.
  12. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Kinda useful double-heat combo on Faust: Corner PB, 2K f.S Heat, Heat Extend Thanks to his gigantro large hitbox you can land this on him from pretty far away, and it gives you a hard knockdown and 55% meter. It won't work from the absolute max range, but it'll cover a decent part of the midrange. You can double heat anyone from PB who you'd normally be able to, but it's usually not useful because you are either too far or you are too close and thus could get a better combo.
  13. Koozebanian Fazoob

    [Xrd] Match Finder/GG Thread

    I played against some very good Sol and Chipp players today, I have no idea if you guys post here but GG if you do.
  14. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    That first one is useful, I guess without the second 6K there's less pushback to make this work on more characters? It also works on: Ky, Venom, Bedman, Leo And it should work on Slayer, Chipp, and Faust too but you can use the longer version on them. Second one, it's actually better to do the combo I listed above: PB, c.S 2S 6K HFB, 6K Giganter, 6H Heat Extend For some reason this gives a hard knockdown where only using one 6K doesn't?? I don't know, combos are weird. Fun fact, this combo builds about 45% meter so it only costs you 5% to do, awesome. It's probably worth noting though, that doing this combo: .. c.S 2S 6K Giganter -> Blit, 5K 2H Heat Only does about ~10 more damage than doing this one: .. c.S 2S 6K HFB, 6K Giganter, 6H Heat And that second one 1) Gives you about ~5% more Tension, 2) Gives you a hard knockdown, 3) Is easier, 4) Works on more characters So I'll probably stick with the second one for the most part myself. On the other hand, on the three characters that this version works on (Faust, Slayer, Chipp): .. c.S 2S 6K HFB, 6K Giganter -> Blit, 5K 2H Heat This does about ~20 more damage, and gives the same tension gain. So it's pretty good! Alright, here's a few more juicy bits I missed earlier. Too far from the corner to get free PB combos but got meter burning a hole in your pocket? Well good news, you can do these bad boys from far away: Far: .. RRC, 6, 6H HFB, 2S 6K HFB, 6K HFB, 6K HFB, 6K Heat Even Farther: .. RRC, 6, 6K HFB, 2S 6K HFB, 6K HFB, 6K Heat .. RRC, 6, (6K HFB)*5, 2S Heat Adjust number of 6K reps to your taste.
  15. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    It seems to be pretty worthless this time around, due to how strong RRC after Heat Extend is, that seems like the way to go, it's easier and you build a lot more meter, and the damage is almost exactly the same. If you DID cancel it on the first hit (Heat OS attempt or something), best I know of is: Mid .. Heat(1) RRC, j.S j.H j.41236H Mid .. Heat(1), 6, 6H Heat Extend (this is character specific I think?) Corner .. Heat(1) RRC, 4, 6K HFB, 6K HFB, 2S 6K HFB, 6K HFB, 2S Heat Extend Corner .. Heat(1) RRC, 6, 6H HFB, 6K HFB, 6K HFB, 6K HFB, 2S Heat Extend The trick to those second two ones there is the same as other combos of this nature, you MUST wait until right before they hit the ground to hit them, otherwise RC proration will effect your combo and you'll lose 20-25% of your damage total. But if you just want to spend bar for extra damage, you're better off doing these: Mid .. Heat Extend RRC, sj, j.41236H Corner .. Heat Extend RRC, 6H Heat Extend RRC These will build you more meter first, before kicking in tension gain reduction.
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