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Messages - Splurgendii

#1
Raiden / Re: Raiden wiki building thread
August 13, 2013, 02:05:01 AM
Hey guys, do meaty specials gain additional frame advantage?

After a forward throw in the corner for example: if Raiden were to do a C mist and have it connect on it's later active frame, would he be at a bigger frame advantage than if it were to connect on the first one?
#2
Raiden / Re: Raiden (Console)
August 12, 2013, 06:16:26 AM
Quote from: t3h mAsTarOth...! on June 10, 2013, 07:35:08 PM
Quote from: Splurgendii on December 19, 2012, 11:17:42 AM
well as of this point, i still haven't quite found out the answer for the problem above

But i found an interesting counter hit CD combo today, lots of damage and pretty simple to do
2 bars + 1 Drive
works off of neutral and forward jump

Counter hit CD
Ex Tackle... Ex Tackle [DC] C spit
A tackle xx B Drop Kick ... air throw

does over 600 damage iirc and pretty simple to do
Great conversion off a simple counter hit if you ask me
Yes that combo can be done from full screen... You have to land the first shoulder charge pretty low... Then you can just link another ex shoulder mid-screen... The combo you posted charges SDK after the j.C+D...

However, if you have lvl3/4 B SDK charged then you can get 785 damage without spending a drive...

j.C+D, ex shoulder, ex shoulder, lvl3 B SDK, a shoulder, D SDK, air throw... (also travels full screen)

Since there isn't a "like" button on this site, I'll tell you myself: Good stuff!
why not make a combo dedicated thread?
#3
Raiden / Re: Re: Raiden (Console)
August 12, 2013, 06:13:55 AM
Quote from: AlexTwo on August 12, 2013, 04:10:51 AM
You've got it backwards. It's saying both tackles can be punished BY Kyo's st.b

Sent from my MOTWX435KT using Tapatalk 2

ah
good call, ty
#4
Raiden / Re: Raiden (Console)
August 11, 2013, 11:16:14 AM
so, what is the spread sheet trying to tell us by saying that "Both Version" of tackle can "punish" a standing light kick from Kyo?
#5
Raiden / Re: Raiden (Console)
August 10, 2013, 01:18:26 PM
Quote from: Desmond Delaghetto on May 27, 2013, 10:53:24 PM
Raiden's Tackle Punish Guide:

https://docs.google.com/spreadsheet/ccc?key=0AkbHR6iUNvj5dDVHSXBhRjRCRnFaLXJmaFRuQmoyQmc#gid=0

would someone help me understand what's being said here... I'm not familiar with this style of notation.
#6
Raiden / Re: Raiden (Console)
August 10, 2013, 01:14:06 PM
Quote from: t3h mAsTarOth...! on July 15, 2013, 02:14:28 PM
Hey guys... I've been using Raiden on second religiously...and so far I've raping as soon as I touch them... One cool thing that Raiden can do is beat cross-ups with shoulder charge faint and punishing with throw or DM...

Oh! the faint has armor like the regular tackles?!?!?!
fascinating!!!
#7
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
December 27, 2012, 02:28:12 PM
hmm
The whole time i've been playing this game, I've been focusing on Takuma's command grab as being the start for my HD combos and didn't even bother looking into other normals until now.

I found that his standing B when HD cancelled yields a comfortable link into close C -> B.
It's pretty practical I think, after a forward throw to do an ambiguous cross up D and then hit confirm crouching B into standing B

If the normals are blocked, Takuma can cancel into B hadouken
if it hits then He can go into HD
~850 damage
#8
Raiden / Re: Raiden (Console)
December 26, 2012, 04:26:31 AM
Drop kicks can be charged from before the beginning of the round [During the "Ready" and "Go"].
If you have a drop kick charged from this point, Raiden will have lvl 3 drop kick by the 51 seconds mark
level 4 by the 47 seconds mark.

If you begin your charge time from mid match on the other hand:
Level 3 drop kicks take 12~13 in game seconds to charge
Level 4 drop kicks take 16~17 in game seconds to charge

Beginning from the arbritary starting point of 50 seconds
Level 3 drop kick @ 38/37 seconds
Level 4 drop kick @ 34/33 seconds

They are very close together.
#9
Raiden / Re: Raiden (Console)
December 19, 2012, 11:17:42 AM
well as of this point, i still haven't quite found out the answer for the problem above

But i found an interesting counter hit CD combo today, lots of damage and pretty simple to do
2 bars + 1 Drive
works off of neutral and forward jump

Counter hit CD
Ex Tackle... Ex Tackle [DC] C spit
A tackle xx B Drop Kick ... air throw

does over 600 damage iirc and pretty simple to do
Great conversion off a simple counter hit if you ask me
#10
gave this combo a shot
Damn that link is hard to land 3 times in a row...
took me a solid 30-45 minutes to get

100% with 1 bar and 1 drive... at least it makes sense that it's hard right?
#11
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
December 16, 2012, 12:04:20 PM
i got a question for you gilgamesh...

During the winners final match of your 2nd ranbat you do a reset against his Ryo which I'm having difficulty replicating...

It happens near the 5:40 mark,
you knocked Ryo down went for an empty jump into low normals and then cancelled into Ex Hein
qcf;d into 2 heins and then reset him with st;c? or is it st;a?

the command grab that came after seems pretty fast, did you catch him out of roll or was that simply RIiIIIght as he came out of throw invincible frames...

It was super sick and props to you
#12
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
December 09, 2012, 12:09:24 PM
Came up with a cross up ;d set up that works pretty well...
At the moment I don't have a firm understanding as to what makes Takuma land in front or behind, it's seemingly wildly random at the moment...

cr ;b st ;a  cancelled into Zanretsuken *100 Hands*
Immediately after the knock down
Back dash and then High Jump Forward ;d

after testing it for some time there are 4 possible outcomes
;d whiffs and he lands in front
;d whiffs and he lands behind
;d connects in front
;d connects as cross up

So this set up I think is pretty deadly...
It can connect on either side and he can potentially empty jump on either side and go for a low...
Very similar to SF4 akuma

As I said earlier I don't have a firm understanding as to what factors determine where he lands
help in discovering would be appreciated :)


#13
Goro Daimon / Re: Goro Daimon (Console)
December 03, 2012, 11:06:23 PM
less complicated but it side switches
Doing the complicated thing of rolling and crossing under into a behind air throw does not

I think it's worth perfecting both combos sense they both have an situational nitch...

The normal combo that you suggested, since it doesn't side switch, would be the ideal combo to land if Goros has his back to the wall.. the side switching would put the opponent in the corner...

The cross up roll on the other hand, would be ideal from mid screen because it doesn't side switch and would put the opponent in the corner, or at least get them close

That's why I think this combo is worth investigating
#14
Goro Daimon / Re: Goro Daimon (Console)
December 03, 2012, 01:53:17 PM
A friend and I were playing with Goro pretty hard in training mode trying to get a feel for the character... While I have many things on my mind and lots of question to ask, one thing in particular stood out and it has to do with a particular combo:

Ex SPD, or his hcb+f command grab ... Run up,  ;df Hp xx Lk command Roll xx into a reverse air throw
The roll runs underneath the air born opponent and the air throw grabs from behind!


We stumbled across this combo when we were trying to perform the regular version where it's the same but having an air throw that hits from the front, my friend came up with the idea and we decided to try to see if it was possible and it turned out that it is!
This combo works and I feel it's something worth perfecting for it's mid screen application, it's application being that it can put the opponent in the corner from mid screen from 1 EX command grab and nothing more...

The problem with this combo is it's incredible difficulty due to several factors of which i'm not certain need to be...
Here they are as I think they need to be

The run up into  ;df Hp needs to be timed so that it hits fairly low to the ground
the command roll that comes afterwards needs to quickly be cancelled into a air throw with it's inputs reversed *HCB* instead of HCF

Do you guys know of this combo and do any of you know have an understanding of how to hit it more consistently?
Does the ;df fierce need to indeed need to connect fairly low to the ground?
Does the air throw after the roll need in fact be cancelled ASAP?Does it need to be delayed perhaps?
What determines this?

I invite anybody to try out this combo for themselves and join me trying to figure out how this works exactly...
:)
#15
this upsets me to a great degree