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doragonkoroshi

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Everything posted by doragonkoroshi

  1. doragonkoroshi

    (AC+R) Testament Combos

    Collapsed: Notation: General J = Jump DJ = Double Jump SJ = Super Jump CH = Counter Hit FRC = Force Roman Cancel BL = Badlands (214P) BL(1) = 1 Hit Badlands. Only the first hit is supposed to connect. TKBL = Tiger-Knee Badlands (2147P) GD = Grave Digger (214D) Net = Zeinest (214H) P/K-Skull = Phantom Soul (236P/K) NC = H Nightmare Circular (632146H) ][bBasic combos Standing: f.S > 3H(2) > BL Crouching: f.S > 6K > 6H ... > c.S > 5H > NC > P-skull ][bLauncher/Juggle combos Anti-air 2S > Net > (delay) J.H > J.D > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1) Exe Beast > c.S > J.K > J.S > J.H > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1) ][bBadlands Loop Light characters - 2K/6P > c.S > 5H > BL > 6K > BL > 2H > BL > TKBL Medium characters - 2K/6P > c.S > 5H > BL > f.S > 6K > BL > 2H > BL Heavy characters - 2K/6P > c.S > 5H > BL > f.S > 6K > BL ][bChar-specific crouching confirms 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > 2H > Net > J.H > J.D > BL(1) > P-skull (if close enough) Millia, May, Kliff, Slayer, Axl 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > 2H > BL > TKBL Baiken, Bridget, Chipp, Eddie, I-No, Justice, Order-Sol, Sol, Venom, Zappa Omit TKBL on everyone but Baiken and Bridget 6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > BL > TKBL Dizzy, Jam ][bSweep Comboing from 2D requires you to be relatively close to opponent 2D > Net > J.H > J.D > Net > J.D > BL(1) > (dash) c.S > Net > J.H > J.D > Net > BL(1) Chipp, Faust, Johnny, May, Millia, Potemkin, Testament 2D > Net > 2K (otg) > K-Skull Anji, Axl, Dizzy, Eddie, I-No, Jam, Justice, Order-Sol, Robo-Ky, Slayer, Sol, Venom, Zappa 2D > HS Exe Beast FRC > c.S > 5H > Net > delay J.H > J.D > Net > J.D > BL(1) Must be close to opponent (at least close enough to get c.S). Exe FRC -> c.S has to be done as fast as possible to avoid OTG'ing. For A.B.A, Baiken, Dizzy, Eddie, Kliff, Ky and Venom, substitute 5H w/ 2H. For Robo-Ky, do c.S > 2S isntead. (Requires 1 doll) 2D > Net > 2K (otg) > Tree > jump over opponent, delay 5H (opponent is hit by tree) > etc WIP, don't have a stable way to continue yet ][bThrow Combos Midscreen Throw > f.S > 6K > BL > 2H > BL Standard throw combo. Against light characters you can add a TKBL at the end. Throw > f.S > 6K > BL > 2H > Net > delay J.H > J.D> BL(1) >P-skull Medium characters Throw > P-skull Venom, Dizzy, Johnny, Robo-Ky (dash before skull) Throw > 6K > BL > TKBL Baiken Throw > f.S > 6K > BL > TKBL Robo-Ky Corner Throw > 5H > Net > dash J.H > J.D > BL(1) > c.S > Net > TKBL Old AC sideswitch combos still work in this version, this is the standard one. Corner, 50% Tension Throw > Net > NC > c.S > Net > etc A.B.A Throw > Net > NC > c.S > Net > dash J.P J.K J.S BL(1) or dash J.H J.D > BL(1) (sideswitch) > c.S > Net > BL Anji, Chipp, Eddie, I-No, Johnny, Ky, Slayer, Sol, Testament, Zappa Throw > NC > c.S > Net > dash J.P > J.K > J.S > BL(1) (sideswitch) > c.S > Net > BL Baiken Throw > Net > NC > c.S > Net > dash J.P > J.K > J.D > BL(1) (sideswitch) > c.S > Net > BL Bridget Throw > Net > NC > c.S > Net > dash J.H > J.D > BL(1) (sideswitch) > c.S > Net > BL Dizzy, Jam, Kliff, Millia For Kliff, delay inital Net, J.H and last c.S as much as possible Throw > Net > NC > c.S > J.K > J.D > BL(1) > c.S > Net > dash > J.P > J.K > J.S > Net > BL(1) > (c.S > Net > BL) Faust Throw > Net > NC > c.S > Net > dash J.P > J.P > J.K > J.S > Net > BL(1) (sideswitch) > c.S > Net > BL Potemkin, Robo-Ky ][bDust 5D > J.D > BL(1) > c.S > Net > J.H > J.D > BL(1) > c.S > Net > J.H > J.D > Net > BL(1) If you did 5D close to opponent, use this. 5D > J.D > BL(1) > f.S > 6K > BL > 2H > BL Should be used if you hit 5D from further away. (Corner) 5D > J.D > BL(1) > NC > c.S > Net > dash J.H > J.D > BL(1) (sideswitch) > c.S > Net > TKBL (Corner) 5D > J.D > BL(1) > 5H > Net > dash J.H > J.D > BL(1) > c.S > Net > TKBL (Corner) 5D > J.D > BL(1) > 5H > Net > J.H > J.D > Net > BL(1) Less damage than above, but easier/more stable. ][bMisc. CH J.D > c.S > J.K > J.S > J.H > BL(1) > c.S > J.H > J.D > Net > BL(1) > land, J.H > J.D > BL(1) > c.S > J.H > J.D > Net > BL(1) > dash H-Nightmare Circular > c.S > J.K > J.S > dJ.S > dj.H > BL(1) May be easier or harder depending on how high you hit them. (Near Corner) > 5H > GD (sideswitch) > 5H > BL OR J.H > J.D > BL(1) > GD (sideswitch) > 5H > BL CH NC > c.S > J.K > J.S > J.H > BL(1) > c.S > Net > J.H > J.D > Net > BL(1) CH 2H > 5D > J.D > Net > J.D > BL (opponent flies into net) > dash SJ.D > BL(1)
  2. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    You're pretty much right. CL is just 214 now, and the slowdown after rc makes it easier to make whatever comes next connect. 6696 is still hard though, and the iad combos are pretty tight and i drop them sometimes. As for I-no being bad, from personal experience, so far I can't say that she really feels at a huge disadvantage in any particular matchup. I had a really hard time against a venom the other day, but that's just venom pressure I think. I do wish she had more sweep range, and her new move (command throw) seems pretty useless to me, but other than that i have no complaints really.
  3. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    Not from an air dash, no. Sent from my SC-03E using Tapatalk
  4. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    Thanks essay. I'll try it out, but don't think i have any local potemkins to practice on. Yeah they're almost on the ground, so 5p probably won't work on most characters, but maybe on some. I actually haven't done extensive testing with many characters. Maybe you can get something else on lightweights or something. Are there two alternate dash arcs? 663 goes up, and I think maybe i read about 669 being a thing too, but i couldn't get it to do anything. 6696 is still in, but I'm bad at that. Sent from my SC-03E using Tapatalk
  5. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    Played a bunch at A-cho today. Wasn't a tournament day, but still some tough competition. Has anybody seen what okizeme is being used on potemkin? Could be same as previous games, but I usually play Testament. Specifically, backdash>pot buster is blowing up all of my dash oki. Do I pretty much have to go for note oki, or can I mash a ground normal after whiffing (for example) dash, j.hs and have it hit at the end of his backdash? Also, 2p picks up from dash>airdash>vcl. Is anyone using it? Does anything else pick up? thinking you might be able to get 663>j.k to cross up in a funny arc, but not sure. also spacing and recovery from all of her knockdowns might be all wrong for it.
  6. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    There's a lot of stuff popping up on jp bbs. http://jbbs.shitaraba.net/bbs/lite/read.cgi/game/56372/1378965992/l30 I'll post up some important notes from it later if nobody else beats me to it.
  7. doragonkoroshi

    [Xrd] I-No Gameplay Discussion

    ^tell me more! Also, i had this all typed up before you posted, so I'll go ahead and post it anyway. Let me know what you think, and if you can help! No Testament, so I played mostly I-no today. I can't get the air throw to work at all. I haven't seen any location test videos, so I don't know what it's supposed to be like. Is it like Anji's 623hs? It jumps into the air just like it if she's grounded, so I'm wondering if you can combo into it, because it seems to get beaten out by a lot of air normals. Can't set the training dummy to do anything except stand there or be AI, so you can't just set them to jump and try it. Didn't get to mess around much in training mode anyway, so couldn't figure out how to combo into it either. airdash vcl still causes her to fall faster, seems safe on block. dash>airdash still feels about the same input wise. hcl, followup... a little extra damage, but you're basically giving up your okizeme to do it. wondering if it's just for when you want to rc into a combo. hcl itself seems pretty limited range-wise, but actually so do a lot of normals in this game. could be the wide screen factor is throwing my spacing off, but like doing 5k, c.s, 5hs with ky for example, 5hs would hardly hit at all. i seriously can't do any rc combos in this game yet. the slowdown after rcing will take some getting used to. dash cancel normals... pretty good, but not broken from what i can tell. the cancel point is late enough in the animation that you can't really get in safely off of a far poke, like a 2s or something. i was playing the same guy all night, and 2k, dash cancel overhead seemed pretty tough for him to deal with, but it's not anything that you couldn't get used to, and it's not unreactable or anything. there seems to be a lot less you can do with 214 p. before, you could kind of fake one direction, and then send it back the other way, but it feels like you really have to commit in xrd to get it to go very far up or down. this coupled with the more limited hcl range, and the fact that f.s doesn't seem that good all seem to make it a lot harder to get in on opponents:( i think that's about all i have for now. post up if you see anything cool in videos. so far i don't really know what to do with her toolbox, so i'm hoping someone else will figure it out for me. one more general note, i was getting way blown up by air throws today. maybe air normals all just have slower startup, or maybe air throw has excellent range compared to normals now? i don't know.
  8. doragonkoroshi

    [AC+R] Testament Q&A

    No it's just moved. I think the AC HS and D colors are Slash and Reload D or something. At any rate, they're in there somewhere.
  9. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    ^Kedako said that Shounen isn't playing +r:(
  10. doragonkoroshi

    [AC+R] News & Gameplay Discussion

    http://sp.ggacpr.net/ranking_view.php?p=1&mode=exe&type=psr_rank&character=al Risk Ratings from the new game card things. FAB off to an early lead. This thing just started today I think, so not many names up there yet.
  11. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    yeah, guess i was mistaken... but he's obviously a good player
  12. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    ^I think the fact that it's at a-cho, is normal color, and the fact that he is doing so well with narrows it down to just him. Also some other idiosyncrasies with how he plays that people have mentioned in video discussion thread. I don't think there's any confirmation besides that, but that's more than enough for me.
  13. doragonkoroshi

    [AC+R] News & Gameplay Discussion

    From latest Mikado, Dizzy looks decent. I don't know if that good, but... As for Kliff, I can definitely see how the nerf to his airdash would hurt him a whole heck of a lot.
  14. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    ^The Shounen show.
  15. doragonkoroshi

    [AC+R] Video Posting Thread

    https://www.youtube.com/watch?v=CfXdV1sbbzw https://www.youtube.com/watch?v=wflmMPlLiRw https://www.youtube.com/watch?v=opht7OVmLrw https://www.youtube.com/watch?v=DjJPloxSHCc https://www.youtube.com/watch?v=rJ9I_7Y9G-4 https://www.youtube.com/watch?v=J_bueO--QwY https://www.youtube.com/watch?v=37R1lrmjKAs https://www.youtube.com/watch?v=Cr4al6xLHCU https://www.youtube.com/watch?v=avTUE8g0l8U Also, LOTS of Shounen: https://www.youtube.com/watch?v=hgD-b6chNLU (^turns out NOT Shounen! But still a good Testament!)
  16. doragonkoroshi

    [AC+R] News & Gameplay Discussion

    ^Dang. Like 2 weeks after 1.1? I think I liked 1.01 better, but I guess this needs a little more time to settle. I think it will be okay with the Evo thing, guys. Just try to build and sustain the scene for a year after +R comes out, and we'll be guaranteed a spot next year on the merits of the scene's strength. GG community doesn't have the financial backing of SG (USA based game wanting to generate sales through showcasing at huge tournament) or ST (old people with decent money/nostalgia factor from people that don't actually play fighters I guess???) What we have is the best game, and we'll just have to rely on that to win enough people over by next year. This is, of course, assuming the port of +R is more playable than the port of AC+... As of now, we have a 1 frame difference between consoles, with reports of the more responsive one (ps3) experiencing crashes in certain situations, and I'm sure there's more stuff I'm not even aware of. Of course a workable online feature would be a huge help, but hiccups in local play really need to be worked out if our game is going to be playable at tournaments going forward.
  17. doragonkoroshi

    [AC+R] Video Posting Thread

    http://www.nicovideo.jp/watch/sm19968579 http://www.nicovideo.jp/watch/sm19968611 http://www.nicovideo.jp/watch/sm19968642 http://www.nicovideo.jp/watch/sm19969457 http://www.nicovideo.jp/watch/sm19969513 Thursday's Mikado singles tournament. Can somebody please youtube these for my friend Mac Holland?
  18. doragonkoroshi

    AC Testament - Gameplay and Q&A

    ^Pretty much if you're comboing from a ground normal, you can't tk BL. otherwise, you should do tk BL.
  19. doragonkoroshi

    AC Combos: Theory and Practice

    ^Happy to help. I tend to forget things about this game a lot, but just remember that if all else fails, if whatever you're trying to combo from knocks down, then you at least have the forward beast frc option.
  20. doragonkoroshi

    AC Combos: Theory and Practice

    ^You don't need to hit confirm after throw. The throw itself is a relatively long, easily react-to-able confirmation that you have indeed hit the opponent. I think as long as you're not too high up, you should be able to forward beast(frc)>6k>badlands or something. Or in the corner, you should be able to do normal corner throw combo, or if they hit the ground too soon, should be able to do a forward beast pickup into 5k or c.S without frc at least.
  21. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    Thanks for the info. Good to know. Also thanks for the youtube uploads entnervt. Nico crashes my phone, and i mostly watch videos on phone rather than computer.
  22. doragonkoroshi

    [AC+R] News & Gameplay Discussion

    ^hey, is there really a village in turkey called Batman?
  23. doragonkoroshi

    [AC+R] News & Gameplay Discussion

    It's a sad thing, but I'm sure they're trying their best to gef it out to us. Can't see why they would intentionally delay it. Also, jump cancels will eat your inputs if you hit the button during the early jump frames. It has happened from time to time for years. Maybe it's just when you're doing an attack that doesn't gatling before the actual jump happens, so if you'd used an attack that would have gatlinged, it would result in a jump installed normal, but since the attack can't come out until you jump, and since you haven't actually jumped, you just get a jump and your attack doesn't come out. All i can say is you're hitting the button too early and this is not a bug with the port.
  24. doragonkoroshi

    [AC+R] News & Gameplay Discussion

    Is this confirmed real talk or speculative real talk? I wouldn't be surprised if you were right, just want to know if I should keep my eyes peeled each week or just wait until next month to check again.
  25. doragonkoroshi

    (AC+R) Testament Videos (Updated 6/6/15)

    No kidding. It looks like Kliff can more or less just iad pressure all day, and testament can't do anything about it. Guess we need to learn to slashback and air throw and stuff like that.
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