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Messages - God 2.0

#1
Offline Matchmaking / Creating a scene in Bergen, Norway
December 03, 2011, 05:33:38 PM
Hello there!

I am attempting to provoke interest in fighting game gatherings in Bergen, Norway. So for all your Norwegians on this board (if any), please read the full thread over at Round1KO.
#2
TNT Punches are good in combos because they are safe on block if you don't do the follow-up, and they allow you to juggle with light slash kick after the uppercut finisher. They are also very useful as a breakshot against stuff that is easy to breakshot, like a blocked Shooting Star. Lots of damage.

Also, I'd put "Most normals are terrible." in the cons section, and "Great standing strong attack" in the pros section.
#3
I've been updating the Krauser section of the Dreamcancel wiki page. Still not done, but have a look.
#4
Well, some characters would gain immense buffs by such a change. Bob comes to mind. You'd suddently have a character with a normal throw that can do infinite damage, or at least do a huge amount. In the game's current state, Bob's normal throw is very good, but balanced by being very hard to land.

Rick is one of the characters in the game with the best setup for his normal throw ( ;dn ;df ;fd + ;a spaced to miss). With tick throws, he would also do be able to do his feint loops into tick throws. The high risk in going for a tech rather than block would make his offence even scarier than it already is.

Characters that have command throws already can use some limited tick throw setups. With a throw button, you could be able to do dashing throws, there's no risk of getting a throw as an accident, and finally characters that mash C would not get automatic techs like in Garou.

Throw button + miss animation > throw with normal attack button IMO. Always.

Personally I don't like guard meters. I don't see why a player should be rewarded for not mixing up well and get blocked. Blocking is a skill just as much as attacking is a skill and should not be punished when done well.

Also, about Sokaku.
Sokaku's damage is not that bad actually. He can do a fast and easy combo with ;a , ;c , ;fd ;bk ;fd + ;c for ok damage, and he can also deal very high damage from a far ;b , ;c , mash ;a (3 hits), ;fd + ;c -> ;dn + ;c .

His chain mixups are so-so, and rely on the shadow dance mixups, which are ok. His 360 is pretty good however, dealing around 25% with the guaranteed pursuit attack.
#5
Personally I'd like tickthrows, techable throws, and a separate throw command. For characters with several normal throws, the more damaging ones should have a slightly bigger tech window and/or longer miss animation.

The game would probably need a lot of rebalancing if this was reality though.
#6
Nero Risotto is a strong Chon Rei player from Italy. He uses Supercade.
#7
You always want to use the  ;dn ;a, ;c chain rather than the  ;a, ;c chain. Reason?  ;dn ;a cancels into itself, so you can essentialy do  ;dn ;a, ;dn ;a, ;dn ;a, ;c;dn ;df ;fd ;b;dn ;db ;bk ;c, doing more damage.

Close  ;a and  ;dn ;a have the same amount of startup frames, in addition you never risk accidentally getting the far standing  ;a when doing  ;dn ;a.

The pursuit attack is guaranteed after a To The Moon Blow (HCB+B). You input it exactly when your opponent lands on the ground. The timing is pretty strict, but easy when trained.
You can also use it against some of the cast after landing a Kaiser Claw, but you have to dash in and do it very quickly. Also guaranteed after a Kaier Claw near corners. Other than these setups, you can land it when hitting an airborner opponent with a Blitzball or a Kaiser Wave. However, the opponent can fast recover after a Blitzball, making it super-risky.
#8
Double posting for great justice!

Fire Whirlwind  ;fd ;bk ;db ;dn ;df ;fd ;b ;c is a terrible S power. The startup is abysmal. Anyone can just enter the backplane and punish with backplane  ;c into combo of choice. Will beat pretty much everything if used to anticipate a jump-in. (Remember CPU Billy?)
Not sure about beating Yamazaki or Kim's S-powers though.

Any attempt to use it at point blank range is suicidal. If blocked up close, the move, like several other supers, will stop hitting after the first 6 hits are blocked. This is a unique trait of the game where a blocked super projectile will only chip 6 times, then can no longer hit anything. Other examples of this include Sokaku's demon S-power and Geese's Razing Storm S-power.

Salamander Stream  ;fd ;bk ;db ;dn ;df ;fd ;c is one of the better P powers in the game. It comes out quickly, has great invincibility, hits backplane, can be comboed into, and pushes the opponent to a safe distance on block. Just be aware that many characters can breakshot the last hit pretty easily.

Far standing ;b and ;c work in a way similar to Dictator's slide in SF games. Many active hit frames means that if the move hits early the move will be punishable on block. However, if you can time it so that the last active frames hit, the move will give a big frame advantage, leading into combo possibilities for the ;c version, as mentioned by Yor.
#9
Billy can do pretty high damage from only a few hits. He also has a great breakshot with his Dragon Flame attack,  ;dn ;db ;bk ;b. His problem lies in his lack of a mixup game.

Yor mentioned that his quick jump  ;a is very fast, and it also has a very good hitbox, making it useful for pestering people as a very quick overhead.

Unfortunately for him, the quick jump  ;c strikes mostly upwards, making it best for hitting high-jumpers above him, but bad at hitting characters on the ground. His high jump however, has a downward staff thrust. If he actually had his high jump animation on his quick jump, that would have improved his offence a bit.

Also, as Ghostpilot mentioned in his tier listing, Billy has no great anti air against low jumps and long jumps. His  ;dn ;db ;bk ;a move strikes at an angle that will miss anyone not doing a high jump close to him, which most players won't do anyway.

Now his  ;df ;c throw deals above average damage for a throw. Unfortunately, normal throws are very limited as an offensive tool in this game.
#10
I too recently decided to start working on Xiangfei.

I don't have any of those fancy GIFs lying around, but here's some more combo info.

Start your offence with up close  ;dn ;b ;dn ;b. This way you can hit confirm into the fitting finisher based on whether the opponent is blocking or not. If he isn't, go for the launcher into Nanpa (  ;df ;c  ;dn ;df ;fd ;a ) if you are midscreen or launcher into Shin Saiha ( ;df ;c ;fd ;dn ;df ;b ) if he is touching the corner. If your opponent is not at point black range, the launcher followup is likely to miss. In this case, replace it by cancelling into Zen Chuoh -> Kanka. ( ;dn ;df ;fd ;b -> ;dn ;df ;fd ;b )

If the first part if the combo is blocked, go for the low finisher ( ;dn ;c ), or occasionally the overhead finisher if your opponent is conditioned to block your strings. ( ;c )
This overhead is pretty slow and telegraphed though, so you should expect it to stop working fairly quickly.
#11
Real Bout 2 / Re: Real Bout Fatal Fury 2
April 13, 2011, 01:22:28 PM
Quote from: Louiscipher2501 on February 03, 2011, 09:23:22 PM
Totally agree with Joe. He's very solid and compete with top tier.

I disagree. I'd never put Joe anywhere higher than mid tier.

- His comboable normals generally have terrible range. #1 worst range in the game. This is a problem considering most of his specials are designed for long-range play. Granted, the light SLash Kick is great at closing distance if spaced properly, but it will still place him outside effective combo range.
- He cannot combo into his sweep.
- He has no effective overhead. Because a good player knows that he cannot land a low hit as the third hit in his combo string, they can always block the third hit high, easily stopping his chain overhead.
- TNT punches are decent as a breakshot and for heavy damage combos, but the overhead followup is pointless since there is no low alternative. He really need the low followup from KOF series.
- Great when he has a life lead, very bad when he needs to go on the offence.

On the good side, he has probably the game's best long and medium range zoning tools, on par or better than Chon-Rei, Andy, and Yamazaki's. The addition of a standard low kick, low kick, sweep combo would have helped his offence tremendously.
#13
Real Bout 2 / Re: Real Bout Fatal Fury 2 Information
April 12, 2011, 04:17:56 PM
Not sure if this is the best place to write down this, but I consider this info important to know.

Special moves require precise inputs. That means that Terry's Power Wave must be performed as  ;dn ;df ;fd;a. No other buttons can be pressed at the same time, or the move will not come out. Command normals and throws however, do not need to be precise. You can perform thse types of moves even when pressing additional buttons, and the move will still come out. Kim's Neri Chagi command overhead can be performed with both  ;fd + ;b and  ;fd;b ;c.

Why is this important to know?

Well, for characters with charge moves, this is very useful to know in order to avoid accidental use of special moves. Take for instance Blue Mary's command overhead, the Axe Kick, which is performed with  ;fd + ;b. Try doing this just after walking backwards or blocking. Good luck not getting the Crab Clutch special. However, if you perform the move with  ;fd;b ;c, you cannot get the Crab Clutch, because specials require precise button presses, while command normals still work.
In addition to this, some moves get different properties when performed with multiple key presses. I will list all applications I know of below.

Known uses:

Joe:
- Accidental Slash Kick when trying to do normal throw or dashing  ;c. In both cases, use ;fd + ;c ;d.
- TNT Punches when doing regular punch. Use ;a ;c instead of  ;a to avoid.
;fd ;fd;b ;c becomes a sliding version of ;b.

Franco:
- Accidental Golden Bomber when trying to do normal throw or forward  ;c. Use  ;fd + ;c ;d.

Cheng:
- Accidental Avalanche Crunch when trying to do normal throw or dashing C. Use  ;fd + ;c ;d.
;fd ;fd + ;c ;d becomes a sliding version of his dash  ;c.

Andy:
- Accidental Zanei-Ken when doing forward throw or  ;c. Use   ;fd + ;c ;d.

Laurence:
- Accidental Bloody Saber when doing forward throw or  ;c. Use  ;fd + ;c ;d.

Blue Mary:
- Accidental Crab Clutch when doing  ;fd + ;b command overhead. Use  ;fd;b ;c.

Bob:
- Accidental Cartwheel Kick when doing  ;fd + ;b. Use ;fd + ;b ;c. Unfortunately, you cannot do his ;b chains from this, which hurts its usefulness.
;fd ;fd + ;b ;c becomes a sliding version of  ;b.

Billy:
- Accidental Telescope Staff when doing  ;fd + ;a. Use   ;fd ;a ;c.
- Accidental Spinning Staff when doing  ;a. Use  ;a ;c.
(Don't know his real move names, sorry.)

Yamazaki, Krauser, Chon-Shu, Rick:
;fd ;fd;b ;c becomes a sliding version of  ;b.

Geese:
;fd ;fd + ;c ;d becomes a stationary version of his dashing  ;c. (In other words, completely useless)

Caveats

- ;b ;c or sliding versions of normal moves never count as a regular button press in normal chains, meaning you cannot start or continue these strings with it. Strings that normally start with ;b will not work if the first hit is from a ;b ;c button press. They can be cancelled into specials normally though.
- None of these double presses work for special chains, like Cheng's  ;c ;c.

Alternative Slides

Most moves that can become sliding versions with  ;b ;c can also be performed by holding  ;db or  ;df while dashing. It would be performed like this:  ;fd ;fd ;df;b. Bob, Kim, Chon-Rei and Franco can also do this with dashing  ;a.
Like the  ;b ;c versions of the sliding moves, these cannot be used in normal chains but can be cancelled into specials.
#14
Location: Norway, Europe

Games Played

Real Bout Fatal Fury 2
Last Blade 2
Garou: Mark of the Wolves
Samurai Shodown 5 Special
Street Fighter Alpha 3
Street Fighter 3: Third Strike

Network/ID

* XBL/ God Two 0
* GGPO/ (None yet)
* Supercade/ God 2.0
* Skype/ fornokotull
#15
Sadomazo's input is  ;bk ;db ;dn ;df ;fd;b

The level 4 drill is not that hard. Personally, playing on a keyboard, I place both hands over the attack button and mash with both index fingers in tandem. I never go for the level 5 really. Too hard to do reliably without autofire IMO, and the level 4 version already does more damage than most other P powers in the game, especially when followed by the stomp pursuit.