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Messages - FataCon

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61
Duo Lon / Re: Duo Lon (Console)
« on: January 24, 2012, 02:09:50 PM »
However the best 2 stock 1 drive combo I'm aware of is this and it works anywhere but timing is tighter midscreen:

s.D, f AC, s.D, f A, Ex Rekkas x2, qcb A, s.D f.A, Rekkas x2, [DC] Rekkas x3, qcf B, s.C

How are you drive canceling regular rekkas into regular rekkas in the latter half of the combo? My guess is that those are supposed to be EX rekkas, which would actually make this a 3 stock/1drive combo due to the f+AC. If that's the case, why don't you just do a qcb+A after the EX rekkas again since it's free anyway? That's only if my assumption is correct though.

Also, decent Duo Lon basics tutorial, though I wish he explained more options regarding the rekkas reset. I don't really like the "double teleport > c.A" because the c.A can be blocked standing. His setups never force the opponent to block low, just a whichway (50/50).



I've been wanting to make a video going over the rekkas reset mixups for a while now, but I don't have a working capture setup at the moment. Kane, would you be able to put something together like that?

62
Duo Lon / Re: Duo Lon (Console)
« on: January 24, 2012, 06:37:20 AM »
I'm having real problems trying to do f+B-->hcb,qcf+P/PP! 

Is there a shortcut to this or something?  I can't figure it out, and this will put my Duo Lon progress to a grinding halt.

Should be qcb,hcf+A/AC for the super. Don't worry about this too much. Supercanceling off of the f+B isn't that important in Duo Lon's overall gameplay.

63
General Fighting Game Discussion / Re: Soul Calibur V
« on: January 23, 2012, 12:04:43 AM »
No minorities, no buy Namco. Sorry.

Yo, last I checked, lizards are a minority.

64
General Fighting Game Discussion / Re: Soul Calibur V
« on: January 22, 2012, 06:17:39 AM »
Namco doesn't care about black people.

Whoa, whoa, whoa. Calm down there, Kanye. Namco loves Wesley Snipes.

65
At first i was like "what'chu talkin' 'bout, Satsui?" but then i read the wiki about him.
Where and when was the first time they mentioned that Wesker project?

I believe it was mostly explained in Code Veronica, and a little bit in Zero.

66
they need more horror games were you dont go around shooting or stabbing everything up

Thoughts on Siren?

67
Fatacon, this King combo - I keep getting 449. Lemme know if I'm doing something wrong.

I assumed that the s.D was getting cancelled on the 2nd hit. Took me a while to realize you were going straight into slide after the 1st hit lol

Kula - 1 stock/1 drive *corner only*

j.C > s.C > f+A > qcf+A > qcb+B, f+B > *delay* dp+C > (DC) qcb+BD, f+B, dp+C = 466

If the 2nd f+B in the combo hits twice, the damage for the combo should actually come out to 479.

@desmond The only reason I don't like ending the Yuri combo with the throw, although it does more damage, is because it takes the opponent out of the corner.

68
Yuri - 1 stock/1 drive

j.C > s.C > qcb+AC > qcb+C > qcf+C > dp+C *1hit* > (DC) qcb+C > qcb+A > dp+A = 513

69
General Discussion / Re: Not half empy or full, but 50% Characters
« on: January 16, 2012, 05:21:49 AM »
Hwa

1 Stock 1 Drive
j.D, (air)dp+C, dp+C [DC] qcb+d, *delay*dp+D, (qcf)x2 + K = 537 dmg
Only Works in the corner
EX Super = 603 dmg


1 Stock 1 Drive
j.d, (air)qcb+C, st.B, dp+A [DC] qcb+d, *delay* dp+D, (qcf)x2 + K = 570 dmg
Only Works in the corner
EX Super = 632 dmg


In the 1st combo, it should be dp+B and in the 2nd combo it should be qcb+B.


Duo Lon - 1 stock/0 drive *corner only*

j.C > s.C > f+A > qcf+AC, qcf+A, qcb+A > s.C > f+A > qcf+A *whiff*, qcf+A, qcf+A > qcf+B > s.D = 452

Elisabeth - 1 stock/1 drive *corner only*

j.C > s.C > f+B > dp+C > *delay* qcf+C > dp+A > (DC) qcf+AC > qcf+C > qcf+C > dp+A > j.C = 561

This combo is difficult to land consistently due to the number of places in the combo where timing is important.

70
Hwa Jai / Re: Hwa Jai (Console)
« on: January 16, 2012, 04:09:20 AM »
So I wanted to put together a video, but I no longer have the means to do so. Here is the leftover transcript from the video that never was. These combos also work in the corner. Omit the jump-in starters for whatever else at the expense of less damage. They're all pretty much variations of the same combo with the enders dependent on the number of stocks available.


Tips:

After the activation, the s.D should be a (close) s.D and not a (far) s.D, otherwise the B Dragon Tail after the D Dragon Tail will whiff.

The only Dragon Tail that should hit twice is the D Dragon tail during the loop after the 2nd Dragon kick.

Only the 2 stock combo requires the full NeoMax animation.

All combos require full drive.

0 stock (20 hits/724 dmg)
j.C > qcb+B > (far) s.C > HD > (close) s.D > dp+D > (HDC) qcb+B > dp+B > (HDC) qcb+D > qcb+D > qcb+B > dp+B > (HDC) qcb+D > qcb+D > dp+D > (HDC) qcb+B > qcb+B > dp+B

1 stock (34 hits/842 dmg)

j.C > qcb+B > (far) s.C > HD > (close) s.D > dp+D > (HDC) qcb+B > dp+B > (HDC) qcb+D > qcb+D > qcb+B > dp+B > (HDC) qcb+D > qcb+D > dp+D > (HDC) qcb+B > qcb+B > qcfx2+B/D

2 stock (19 hits/922 dmg)

j.C > qcb+B > (far) s.C > HD > (close) s.D > dp+D > (HDC) qcb+B > dp+B > (HDC) qcb+D > qcb+D > qcb+B > dp+B > (HDC) qcb+D > qcb+D > dp+D > (HDC) qcb+B > qcf,hcb+BD

3 stock (39 hits/965 dmg)

j.C > qcb+B > (far) s.C > HD > (close) s.D > dp+D > (HDC) qcb+B > dp+B > (HDC) qcb+D > qcb+D > qcb+B > dp+B > (HDC) qcb+D > qcb+D > qcf,hcb+BD > qcfx2+B/D

4 stock (41 hits/1007 dmg)

j.C > qcb+B > (far) s.C > HD > (close) s.D > dp+D > (HDC) qcb+B > dp+B > (HDC) qcb+D > qcb+D > qcb+B > dp+B > (HDC) qcb+D > qcb+D > qcf,hcb+BD > qcfx2+BD


These combos are most likely unoptimized. Granted, you won't always get the jump-in starter for maximum damage, these combos showcase the basics of midscreen to corner Drive Canceling in HD mode with Hwa Jai.

71
I edited the "double posting" rule to make things simpler and easier for our users. I'll keep an eye on things and see how it works out. Should be fine, imo.

72
General Discussion / Re: Not half empy or full, but 50% Characters
« on: January 16, 2012, 03:17:11 AM »
King:
1 Stock Bar, 0 Drive Gauge Corner
j.HK > s.HK > df.HK > EX qcf+K > qcf+LK > hcb+HK = 481 dmg

1 Stock Bar, 0 Drive Gauge Anywhere
j.HK > s.HK > df.HK > EX qcf+K > hcb+HK = 400ish dmg IIRC

Don't know how you're getting those dmg numbers, but the 1st combo only does 410 and the 2nd combo only does 371.

King - 1 stock/1 drive *corner only*

j.C > s.D > df+D > qcf+BD > qcf+B > dp+B/D > (DC) hcb+B > hcb+D = 460

Kula - 1 stock/1 drive *corner only*

j.C > s.C > f+A > qcf+A > qcb+B, f+B > *delay* dp+C > (DC) qcb+BD, f+B, dp+C = 466

73
Duo Lon / Re: Duo Lon (Console)
« on: January 14, 2012, 02:42:01 AM »
Does anyone know if c.B, c.B, c.A xx qcf+P, qcf+P, EX qcf+P, qcf+P, qcb+A, c.A, qcf+P, qcf+P, qcf+P, (qcb~hcf+P) OR (qcf+B, s.C xx whatever) works?

The post above got me thinking about difficulty with rekkas. I can do Duo Lon's BnBs and stuff DC'd into f+A+C, but the rekkas into EX rekkas into qcb+A has been impossible for me to link. I keep dropping it at the qcb+A.

Can anyone attest to this being possible? I works so well in my mind...

It works. Cancel after the 2nd hit of EX rekka into the fireball. There's no real trick to it, just timing. I wouldn't use that combo though. Not really worth it to use the drive cancel from regular rekkas into EX rekkas. I also go straight into rekkas after the fireball instead of adding a normal.

74
SNK Games / Re: I...really wanna play Days of Memories...
« on: January 09, 2012, 11:16:17 PM »
I've always wanted to try out a dating sim. Problem is, there really isn't any in English, and if they are, they're not pure dating sims; they're hybrid games or something like that.

Well, there's Katawa Shoujo, but... they're all disabled girls, so I don't know if that matters to you or not. There are a bunch of translated visual novels, so I guess you could try checking http://vndb.org/ to find a VN with subject matter you enjoy that has dating sim elements. Like you said, there aren't really many straight up dating sims anymore. Even then, I think having a strong premise or story makes it more interesting anyway.

EDIT: Also, more modern VN's tend to allow the option of turning off adult content if that's an issue/preference.

75
General Discussion / Re: Tier lists and Character Discussion Thread
« on: January 07, 2012, 09:06:16 AM »
Also the reason I put King where she is because she has great control of the screen at any position.  Her zoning is problematic but that's just part of her package.  She has great hitconfirms, easy and decently damaging drive cancels, high priority on tornado kick vs just about anything in the air and it can be made relatively safe with proper spacing.  Getting in on King is almost as hard as getting in on Ash and when I do get in I have to constantly be afraid of ex trap shot and the easy drive cancel shenanigans that follow.  Her normals are also very good.

I'm not going to knock on her, but I played her since arcade so I'll just note a few things:

- Her drive cancels are relatively weak. Midscreen drive cancels don't lead to much damage on their own without spending some super meter. Even her her Trap Shot > Tornado Kick HD loop does subpar damage thanks to damage scaling due to the number of hits.

- Tornado Kick (all versions) is a terrible anti-air. Even if you bait a jump by throwing Venom Strikes, even an EX Tornado Kick will get beaten by a lot of jump-ins. It's best left to combos, using the D version to poke in neutral, or punishing roll attempts while zoning.

- King and Ash have very different zoning games. King can zone from more positions due to having aerial projectiles. Not only that, but Ash has an actual anti-air. Ash can make better use of projectile recovery if an opponent jumps at him, he can just Nivose. Not only does King have more recovery time on her projectiles than Ash, she has to spend meter for an EX Trap Shot if she wants to guarantee that anti-air.

- EX Trap shot is a lot of hits, which means it scales terribly. Like I mentioned earlier, King's drive cancels midscreen aren't much to worry about. EX Trap Shot also doesn't really push back on block, so it's baitable on her wakeup or in other situations. Getting King to burn meter also cuts down her options, so she has to be very efficient throughout the rounds, even if she's anchoring.

I still play King on my main team, so don't take it as me saying she's a bad character; she definitely isn't. Her console changes weren't very dramatic, to be honest, so I'm still not quite understanding how she suddenly shot up from mid-low in arcade to high in console.

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