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Messages - Mr.Minionman

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31
Maxima / Re: Maxima
« on: September 01, 2016, 10:00:37 PM »
Activating max and getting the cl.C follow-up is still a huge pain in the ass with this character. At least activating straight into EX Vapor Cannon seems to be pretty consistent

32
Vice / Re: Vice Video Thread
« on: August 31, 2016, 10:08:49 PM »
This video is amazing *o*
I had no idea Overkill had anywhere juggle in this game, and the combos are a perfect representative of what she's capable combo-wise. I'm linking this on the wiki page, it doesn't get much better than this

33
Vice / Vice Video Thread
« on: August 30, 2016, 01:25:42 AM »
https://youtu.be/QW6qw0zm3HI
This guy did a vid on the jump forward hyper hop safe jump.

34
Verse / Re: Verse
« on: August 29, 2016, 08:39:41 AM »
So the command move is an overhead if he hits you, and a low when he lands, and is actually special cancel-able. qcb+C is neutral on block and takes forever. His st.D travels half the screen. As does his st.CD. His j.CD however, goes nowhere. His st.C is special cancel-able, but his cl.C is an overhead that causes hard knockdown. His sweep travels shorter or further depending on if you hit df or db. his j.C has a crazy good crossup hit box. His meteor super hits high and makes firework noises. His command grab hits from half the screen away and makes radar noises. He's got sagat fireballs. He has a teleport. He yells VERSE all the time. His grabs are wrestling moves. He's apparently a "he" with some kind of consciousness. He's apparently a canon excuse to bring every dead character in the series back from the dead. He's definitely supposed to be a zoner, but he's also really slow and has no reversal. Someone please tell me what is going on with this character.

35
Verse / Verse
« on: August 29, 2016, 05:16:05 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Giga Power Bomb - (close) ;bk/ ;fd + ;c
Brain Stem Buster - (close) ;bk/ ;fd + ;d

Command Normals
Star Crash - ;fd + ;b

Special Moves
Hate Knuckle - ;qcb + ;a/ ;c (*)
Stray Hand - ;qcf + ;a/ ;c (*)
Stray Scaffold -  ;hcb + ;b/ ;d (*)
Darkness Collision - ;rdp + ;a/ ;c (*)
Dark Quanta = ;dn + ;a ;b
   ∟ (forward) - ;fd
   ∟ (backward) - ;bk

Super Special Moves
Verse Run - ;qcf ;qcf + ;a/ ;c (!)
Meteor Verse - ;qcf ;qcf + ;b/ ;d (!)

Climax Super Special Move
Grudge Dimension - ;hcb ;hcb + ;a ;c

36
King / Re: King
« on: August 27, 2016, 09:54:46 PM »
My combos for this character are either confirm into slide into fireball or tornado, then max bypass ex tornado trap shot super on point, or max activation clD slide ex tornado trap shot super. Optimization seems scant on her this game, but she doesn't really need to worry about it

37
Vice / Re: Vice
« on: August 26, 2016, 10:35:08 PM »
Yeah. I never get it in match though lol. I like gorefest ender better anyway lol.

@Sheen I'll add it in. Thanks for doing that. That damage is really disappointing though, considering its only 200 dmg more than what she get with 1. I'm just sticking with 1/2 bar combos.  You did get the level 2 super right? And yeah, Gorefest is great for safejumps and roll mixups both. I should put that in the wiki too.

@Nereus not yet. bet it's just
> cl.D f+A qcb+AC qcb+A~qcf+P
or
> cl.D f+A qcb+C qcf+P Overkill
90% of the time anyway though, lol

38
Iori Yagami / Re: Iori Combo Thread
« on: August 26, 2016, 10:02:59 PM »
I updated the wiki with a more optimal point combo that kinda makes the second/anchor combo defunct. I'd take em out, but alot of people still seem to use them. It is still the better combo in the corner by a margin

39
Vice / Re: Vice
« on: August 25, 2016, 09:12:45 PM »
Hey thanks for the edits, There's always something :P And I miss the link too. And cl.D~D. Vice feels very... different in this game to say the least >_>

And I rolled back the hcf+D > qcb+C combo. I can see why you could miss it, but I have tested it. They just made the link stupid tight in this game for whatever reason

EDIT: also, If anyone can do that last combo feel free to add in the damage value. I know for a fact it works, but it has been giving me a really hard time.

40
Ryo Sakazaki / Re: Ryo Sakazaki
« on: August 24, 2016, 11:51:14 PM »
His new st. D is really good. I'll miss having one that you could just cancel whenever wherever though. He's got to worry about close/far like everyone else now

41
Luong / Re: Luong
« on: August 24, 2016, 11:31:47 PM »
That's the input for blowback attack. Pm me if you have any other notation questions.

42
I did the entire trial mode in 2 sittings. I really wish they made them challenging. The only one that gave me troubles was Angel.

43
Vice / Re: Vice
« on: August 24, 2016, 10:15:12 PM »
http://youtu.be/Ul_SNHPHn9Y
This is weird, but at least it's reminiscent of older combos. Also I did work on the Vice wiki. Check it out:
http://www.dreamcancel.com/wiki/index.php?title=Vice_(XIV)

I just want to say, as far as combos go, I really really dislike climax cancelling Negative Gain. I liked the old neo max >_> Also I mourn the loss of  cr.B special cancel.

44
Iori Yagami / Re: Iori Tech Thread
« on: August 15, 2016, 11:08:46 PM »
Nothing makes me realize how bad I am at finding tech as when I'm trying to find tech for my main >_>

This is still about the only clever thing that's revealed itself to me:
 
https://twitter.com/MrMinionman/status/761616841521393665
https://twitter.com/MrMinionman/status/761619974431600640


Also those safejump setups are hot. For Iori and all the other characters you've been doing this for :o

45
Kyo Kusanagi / Re: Kyo Breakdown
« on: August 15, 2016, 10:59:46 PM »
This looks like it should be on the wiki. Mind if I edit and copy/paste it on there?

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