|
Post by Pikachu on Nov 23, 2007 10:39:04 GMT -5
Level is a method of measuring blockstun and hitstun for each move, so it's not quite the same as priority. TG is Tension Gain. TG isn't knowledge you need to whore by any means, but knowing how the Tension gauge itself works is important for Ky. Ky like having Tension.
Stun Dipper FRC is not bad to use against people who have some knowledge of what Ky does. It's a good way to maintain Ky's long, long pressure and get an opponent to twitch, because people with half a brain will know they ought to fear a throw. However, this FRC is better used as a timing mind game, not as an excuse to throw out a Greed Sever after. A few things happened in Accent Core to make this FRC less important:
1. Ky has other methods to approach people and maintain pressure in FRC Stun Edges, all of which more or less net you the same effect on block, but with better combo options. 2. Best guaranteed damage off Stun Dipper FRC is from a throw. Could be important for finishing a round, but in order to get significant damage off that mid-game, you need to burn more Tension off the throw to make the opening lucrative. Otherwise, you need to do something drastically unexpected to hope for a mixup into real damage.
Personally, I feel it's something you pull out once in a blue moon for variety. It is not a catch-all strategy for Ky. If I could do this FRC consistently, I'd utilize it against novices who know they should block Ky's shit but can't react well to overheads (I'd be dusting here, not using GS). On the other hand, I can set the same stuff up with Stun Edge FRC's now... it's lower risk, and I can't fuck up the FRC into an RC instead.
|
|
|
Post by Duragar on Nov 26, 2007 21:12:38 GMT -5
Stupidity abounds.
The Stun Dipper will henceforth be known as the French Dipper.
|
|
|
Post by buhwhyen on Dec 1, 2007 18:24:35 GMT -5
www.youtube.com/watch?v=fUZKZ-TIfKk&feature=relatedShows step by step how to jump install towards the end of the video. For those who are curious. EDIT: And actually the series of order sol guide videos are decent, if anyone wants to try and pick up order sol. But one thing to take notice of is the launchers he uses and the general level of special meter required for most of the combos he shows (most are tensionless combos).
|
|
|
Post by Pikachu on Dec 6, 2007 20:20:43 GMT -5
youtube.com/watch?v=iBlH8ddkTTgA good example of how Sol should be played. Kaqn shows a decent balance of careful, controlled aggression, alongside well-timed juvenile antics that is a hallmark of Sol gameplay. I like this video because it's not perfect. I've been waiting to be able to post up a video of Sol that isn't one of him brutally losing, or just showing off a dazzling SW loop. Here, you see Sol punished for his efforts, even for ones that are reasonable. There are attempts by Sol to tick throw that get poked back, missed uppercuts, even dropped combos. On the other hand, you see him transform a lot of hits into short, effective combos, or even outright SW loops. Lots of careful movement with dash cancels and FRC Gun Flame. All around just a very real match and a good fight that's worth watching.
|
|
|
Post by Pikachu on Dec 10, 2007 2:48:23 GMT -5
Okay, figured Baikens Dust combo out. I'll post it here since, well, Al is playing Baiken, and the thread has to do with all my random antics. It should also be noted that understanding the technicality of this combo probably goes hand in hand with its execution, because the inputs are precise, but much easier when you know why you must input what you input. The combo is as follows: (on Anji, 176 damage) 5d, j.s, j.hs, j.s, j.d, falling j.s, j.d, ad.s, ad.d After watching this combo a few times, I noticed that the j.s and j.hs are supposed to hit in succession fairly quickly, but it wasn't happening when I did the traditional "hold up, mash inputs" technique for the chase jump portion. As it turns out, the combo is broken down into these phases: 1. 5D, chase jump, let go of jump, j.s, gatle into j.hs. No jump cancelling between j.s and j.hs as it would occur in a standard dust. 2. Jump cancel the j.hs into j.s! You need make it so that the first two hits and the jump cancel all occur during the chase jump portion so you can get the first j.s, j.d repetition. 3. Allow the j.d to recover, then hit j.s, j.d again. 4. Allow the j.d to recover air dash, j.s, j.d one last time. Why is this special? Let me note here that in standard dust combos, the chase jump portions are usually spammed with heavy hits. This can be done because any hit that connects during the chase jump is jump cancellable by simply holding up on the joystick. Baiken uses a combination of gatling properties and the chase jump ability to jump cancel into heavy hits. It's one of the more mechanically clever dust combos in existence right now, I think. Hopefully, it'll be relevant in learning or even creating other dust combos in the future. EDIT - The final air dash bit is corner only, so midscreen, you'll have to settle for two fewer hits. However, it still does 156 on Anji. In other words, you're probably hitting 170+ off the Sakura FRC -> 5d setup midscreen, which makes Dead Angle Attacks look really shitty in comparison! And off the corner throw, getting the Dust loop is very character dependent. For a fairly universal method of getting some sort of combo payoff, do 2k, c.s, j.d. Make sure the jump cancel off the c.s into j.d is fast. FRC the j.d into Tatami for the loop if you really want the kill, or the style.
|
|
|
Post by Pikachu on Dec 10, 2007 3:49:54 GMT -5
Yep, as a follow up, I applied the same technique to ABA for a Dust combo. I have never seen her Dust, and now I know why. Its damage is, well, not as good as her ground SWK antics. On the other hand, her Dust is fairly fast. I'm not sure it's optimal, but this seems like a start, and taking the traditional chase jump approach with ABA just ends up with the opponent flying all over the place.
(on Sol, anywhere, moroha mode 139 dmg) 5d, j.s, j.d (gatle) jc during chase jump, j.k, j.s, jc, j.s, j.hs, j.d
Here's a juvenile one for air super:
(on Sol, anywhere, moroha mode, 169 dmg) 5d, j.s, j.d (gatle) jc during chase jump, j.k, j.s, jc, j.k, j.s, j.hs, 631246p, 214k
And for normal mode, this is a stupid looking combo:
(on Sol, anywhere, normal mode, 80 dmg + moroha mode) 5d, chase jump j.s, j.s, j.s, j.p, j.s, j.p, j.s, jc, j.p, j.s, keystab, w00t
That's about all the random experiementing I'm doing tonight.
|
|
|
Post by buhwhyen on Dec 10, 2007 17:43:40 GMT -5
The not holding up during the dust start up is actually what I do for Order Sol. He has the choice of either doing 2 j.hs or j.hs -> j.d. If you do the latter, like me, you gattle without holding up, otherwise you need to do the normal hold up and mash for the 2 j.hs.
|
|
|
Post by Pikachu on Dec 11, 2007 1:11:59 GMT -5
Interesting.. thought it'd work for Order Sol without the need for this since the j.d was jump cancellable anyway. I guess certain hits just require the faster gatling timing rather than the jump cancel timing for the height to be optimal and for the combo to hit.
|
|