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Messages - Darlos9D

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Maxima / Re: Maxima
« on: September 08, 2016, 01:17:59 AM »
Some of my own two cents:

I was going to make the point that Coliflowerz did. I've messed with it a bunch in training mode and it seems like maxima doesn't have trouble comboing off of a max cancelled GP normal, so I'd say go nuts with that tactic.

Non-EX Vapor Cannon has the nifty feature of causing a wall splat on counterhit, so it might be good to fish for hits with, similar to his GP normals. If you don't cancel it with a super, you can still link into one after the fact, making it a pretty easy confirm. However, the heavy version recovers slower, limiting your link choices to either EX beam super, or your climax. Furthermore, if you hit with heavy vapor cannon at its absolute maximum range, EX beam super won't reach the opponent. Usually you'll end up hitting them a bit closer than that, though.

When it comes to comboing off of cl.HP, avoiding the second hit of it by cancelling the first one isn't just important to be able to follow up if you max cancel. The second hit also just seems to prorate your combos straight to shit. So keep that in mind when trying out combos. Compare damage between getting the first hit, and both hits.

Geese Howard / Re: Geese Howard
« on: September 07, 2016, 08:32:48 PM »
So I'm pretty sure I know the answer to this, but I just want to ask to be absolutely sure: his high and low counter specials aren't super cancellable at all, are they? Can they link into anything useful? I feel like knowing this is important but my training mode efforts have thus far been fruitless.

Goro Daimon / Re: Goro Daimon
« on: September 07, 2016, 08:27:24 PM »
Good combos. Knowing what to do off his light attacks is definitely helpful. You can link into tenchi off of crouch  ;b? That's pretty neat actually.

I think the most interesting thing about Daimon is how he can turn just about any throw into threatening damage if he's got meter. Though, it makes me wonder what the use of his punch super is exactly, when you can get the same invuln off of his reversal throw and then confirm it into his kick super for similar damage. Heck even for comboing, I think I'd rather just combo into tenchi and then cancel that with a super. I guess the only time you'd absolutely want to cancel into the punch super is if you have meter to then go into the kick super or the climax?

Anyone have an idea of the frames where  ;dn ;db ;bk ;b is cancellable? Sometimes I can cancel it with another special and sometimes I can't. I might just be inputting things hastily and messing up my followups though.

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