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Messages - Zinron

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1
Verse / Re: Verse
« on: August 31, 2016, 04:06:51 AM »
Some notes other than whats already been posted (note that the yellow/orange verse is the one using said moves in the screenshots):
  • cr.A is plus. I'm thinking +2?
  • cl.D seems to be +/- 0 on block
  • cl.A seems to be +/- 0 on block
  • For some reason point blank cr.D seems to be less negative than a db.D
  • f.B is NOT an overhead on the first hit, and a low on the second. Even on block
  • CD can go up to +1 on block at max range from my tests. Max range is slightly pass round start distance
  • QCB+C seems about +1 on block. Loses super free to roll cancels.
  • RDP+AC OTG's on the final hit
  • if ANY hit from RPD+A/C/AC hits by itself on a grounded opponent, it causes a crumple
  • st. D is airborne briefly when his foot leaves the ground. Can jump over lows and grounded fireballs
  • All supers have frame 1 invul and can be used as a reversal. Kick super runs out before the projectiles make contact in most cases
  • No other attacks have frame 1 invul for reversals
  • j.B and j.C can cross up. Both whiff on the smaller crouching hitbox.
  • j.CD is excellent for air-to-air. Mediocre as a jump in; whiffs on a number of characters crouching (Sylvie, Nako, Tung, etc)
  • You can tick into command grab from any of his light normals (that are cancelable)
  • QCF+A/C has a very large super cancel window so its easy to react and punish jumps by spending meter. Rolls not so much.
  • For the most part his advanced cancels are hard to use. When you cancel QCFx2 B into the other super or climax, the projectiles immediately disappear from the screen.

Now for the combos:

For the most part the combos work anywhere on the screen. When doing a st.C, f+B juggle, general rule of thumb is to use RDP+A (into QCFx2+B) ender mid screen, and QCB+A (into QCFx2+A) ender in the corner.

QCFx2 B (and BD version) an vary in damage due to the size of the character its hitting because of some of the projectiles whiffing

For the RDP+A(1) combos, you must delay the 2 cr.A's so that the first rdp+A only hits once and causes a crumple. Start point blank.

Meterless:

cr.B, cr.A, cr.A, st.A RDP+A [158]
cr.B, cr.A, cr.A, st.A, RDP+A(1), dash, st.C, f.B, RDP+A [275]
st.C, f.B, RPD+A [201]
st.C, f.B, QCB+A [230] *More damage, worse knockdown. Corner friendly. delay QCB+A to maximize hits.
cr.C, QCB+A [205] *drops at max range
HCB+K, st.C, f.B, RPD+A [190]
HCB+K, st.C, f.B, QCB+A [~218] *Corner Friendly

1 bar:

cr.B, cr.A, RDP+A, QCFx2+B [268] *adding extra hits makes the super miss some (or all) hits and results in less damage.
cr.B, cr.A, cr.A, st.A, RDP+A(1), dash, st.C, f.B, RDP+A, QCFx2+B [393]
cr.B, cr.A, cr.A, st.A, RDP+A(1), dash, st.C, f.B, QCB+A, QCFx2+A [382] *Corner variant.
st.C, f.B, RPD+A, QCFx2+B [359]
cr.C, QCB+A, QCFx2+D [355] *must cancel immediately after last hit of QCB+A. In corner use QCFx2+A.
cr.C, MAX, cr.C, HCB+BD, st.C, f.B, QCB+AC [383]
cl.D, MAX, cl.D(1), RDP+A(1), dash, st.C, f+B, QCB+AC [321]
HCB+K, st.C, f.B, QCB+A, QCFx2+P [~329]


2
Verse / Re: Verse
« on: August 30, 2016, 11:42:31 PM »
Got another post comming up soon with combos and such but I wanted to respond to some of the things said first.

His st.D also has high/mid guard point to offset how slow it is.
It also becomes low invul very briefly when his foot leaves the ground, letting you go over lows and projectiles. Good luck doing it on command in a match though.

His j.CD seems fine on range for the kind of use it'll see (offensive jump-in, maybe it could air-to-air moves with huge hurtboxes).
I've been using j.CD to cover the air space with a large hitbox. A preemptive air-to-air I suppose. Air-to-ground it not so great as it tends to whiff alot on crouching.

Close D is actually plus on block, with a long activation range, so it's quite okay to leave this move raw on block if you don't get a combo off it.
I think its actually even on block. In this image here it seems to be even to me. As well when I try to jab on block I've been getting trades with 2 Verses (Versi? lol)

j.C is definitely one of the best things about him, chunky-ass crossup.
Been getting whiffs on a lot of characters crouching since Verse hits the ground before the hitbox connects with their head sadly.

Both his throws are unbreakable, which is nice.
You mean like untechable/hard knockdown?

This guy is weird but seems pretty honest. IDK about anchor Verse but 1st/2nd Verse I can see confusing some people.
Personally been rocking 2nd/3rd Verse mostly to have him stocked for easy super cancel conversions. Fireball whiff into super fireball for people jumping and tacking on damage with OTG super is the way to go so far.

3
Antonov / Re: Antonov
« on: August 28, 2016, 10:56:00 PM »
Figured this would be a thing since dash up super/qcb worked, but kudos to Antinomy for putting it up.
https://twitter.com/Antinomy001/status/769303250730381312

4
Antonov / Re: Antonov
« on: August 28, 2016, 08:10:05 PM »
Do you mean air qcf+A?

That should be DP+A. It has been fixed

How do you get the 766?

Anytime there's a xxx/xxx That means doing the level 1 super or level 2 version of the super. I wanted to show the damage if you spend the extra meter. I'll edit and add a note to mention that.

5
Antonov / Re: Antonov
« on: August 28, 2016, 01:34:51 AM »
I actually havent done anything with amounts Max, everything was with 1000 so theres definitely room for improvement.

6
Antonov / Re: Antonov
« on: August 27, 2016, 10:05:32 PM »
Been playing this guy a little too much since I got my hands on the game. Here's what I got on Antonov so far guys:

General Notes:
  • cr.B is plus on block
  • cl.Dchains into st.C/st.D loses all cancel-ability
  • DP + A/C can be cancel into air QCF + A/C on hit whif block just before the final hit comes out
  • cl.D forces standing
  • cr.D is an overhead (both hits). 1st hit doesnt actually knockdown so you can do cr.D(1) MAX cr.B cr.B
  • QCB + C wallbounces on counterhit
  • CD has armor
  • QCB+C has armor

Combos:
In general I felt his combos to be very limited, mostly due to long recoveries. Hopefully you guys come up with much better stuff than I do. So far this is mostly from my notes so its little unorganized, will edit to clean it up.

Note: When you see [xxx/xxx] The second set of numbers represents the damage for spending the extra meter to do a level 2 super.

Midscreen

cr.B, cr.B, DP+C [162] *standing/point blank only
cl.C/cr.C, f.a, QCB+A [190]

1 Meter
cl.C/cr.C, f.a,  QCFx2 + A [289]
cr.B, cr.B, QCFx2 + C [220/360]
cr.B, cr.B, QCFx2 + B [166/328]
cl.C/cr.C, f.a, QCB + A, QCFx2 + B [292]
cl.C/cr.C, f.a,  MAX cl.C/cr.C, f.a, HCB + BD, dash, QCB + AC [399]

2 Meter
CD QCB + A whiff QCFx2 + A/C [227/358] *near corner
CD QCB + A whiff QCFx2 + BD [330]

3 Meter
cr.B, cr.B, HCBx2 + AC [470]
cl.C/cr.C, f.a,  QCFx2 + A, QCFx2 + BD [499]
cl.C/cr.C, f.a, QCB + A, HCBx2 + AC [579]
CD QCB + A whiff HCBx2 + AC [464]
cl.C/cr.C, f.a,  MAX cl.C/cr.C, f.a, HCB + BD, dash, QCFx2 + BD [500] *works in corner, omit the dash

4 Meter
cl.C/cr.C, f.a, QCB + A QCFx2 + B HCBx2 + AC [656/809] *dont super cancel the level 1 super

Corner

CD xx st.D, cr.B [167]

1 Meter
cr.B, cr.B, QCFx2 + B, st.D, cr.B [258] *air reset
cl.C/cr.C, f.a, QCB + A,  QCFx2 + A [342]
cl.C/cr.C, f.a, QCB + A,  QCFx2 + B, st.D, cr.B [378]
cl.C/cr.C, f.a,  MAX cl.C/cr.C, f.a, HCB + BD,  HCB + BD, DP + A [432]
cl.C/cr.C, f.a,  MAX cl.C/cr.C, f.a, HCB + BD, DP + AC [393]
CD xx HCB + B, QCFx2 + B, st.D, cr.B [328]

2 Meter
cl.C/cr.C, f.a, QCB + A,  QCFx2 + B , st.D, MAX, HCB + BD, HCB + BD, DP+ A [544]
CD xx HCB + B,  QCFx2 + BD [391]
CD xx HCB + B, QCFx2 + B, st.D, MAX, HCB + BD, HCB + BD, DP + A [480]

3 Meter
cl.C/cr.C, f.a, QCB + A , QCFx2 + A, QCFx2 + BD  [537]

4 Meter
cl.C/cr.C, f.a, QCB + A  QCFx2 + A HCBx2 + AC [635/766]

Let me know what you guys think, if you have anything better, or how i can make it look nicer.

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