FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Jan 4, 2006 5:57:36 GMT -5
AKA my shameless promotion of my replay page, which also is half assed. I'm just screwing around, an' sharing things in the game that I find goofy, cool, or both. Basically, I'm using this page as a notebook and record whatever I notice whenever I play the game/watch replays. Open in a new window/tab, these are on geocities. Btw I love theory fighter, so.. geocities.com/ffdensetsu/other/v402d41rumi.zipI wanted to do some flashy combo for nanase; what I WANTED to do was, I was going to grab wooden sword mid-combo after instant charge, and do air combos because her aircombo without weapon sucks. But, ya, someone please explain to me how I can do that heh, it's pretty difficult for me right now. Nanase's wooden sword bounces forward if DP+A/B is whiffed, until it hits the wall, so that's how I measured the distance so it'd be discarded right at the corner. The second part I sorta messed up too, I swear she can headbutt like four times in that combo. But yeah, they're just 5k dmg now. I BET there's someone who can improve on these though. geocities.com/ffdensetsu/other/v402unknife.zipWas lurking around whc's site which btw is not firefox friendly, and had a chance to watch some guy's combo vid, which was pretty cool. This is me trying to immitate one of the combos he did. Btw, bastard had my misaki's airthrowx7 combo in the vid, and it was EXACTLY how I do it, too. wtf. anyway, yeah, Unknown can do like 6.5k with f,hcf+C repeat, it's crazy. I tried linking her barrel super, but no luck for me. The air bomb super doesn't do that much more damage, so it wasn't worth doing. Again, help me out if it can be improved. geocities.com/ffdensetsu/other/402unknownlv3b.zipHeh heh. I can't believe how easy these two combinations were to do, yet they were so hard to find. Well, there you go. That's how I'd combo barrel, but I probably won't spend more than a level of super meter in a match, unless it was a casual. Just for the record, it took me 13 retakes to land the correct form of lvl3. geocities.com/ffdensetsu/other/402nayukibasicc.zipAnother combo from Monaco City that I tried to immitate/modify. Credit goes to 미즈카매니아(MizukaMania). First combo was immitation of what he did, second was just me screwing around with the beams. The most I've ever gotten with that super is 9 hits, but if I do that I couldn't continue the combo afterwards. As for the first combo, I think it's only good as red bar combo, it does about 3k with just jab-medium-medium-fierce-DP, and it works from 6 jams and up(6 jams you have to substitude with B DP+cancel). geocities.com/ffdensetsu/other/402shioribasic.zipShiori's bread and butter. Actually all of these combos are quite old. I wouldn't be surprised if these worked on all versions of the game. Still, I just felt like sharing. 1-1 is her corner bread and butter I like using, and 1-2 is colletion of her midscreen(with resets) that I saw other people using, plus the.cheesiest.combo.ever, which I have been trying to land in a real match for a long ass time.
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Jan 7, 2006 3:12:55 GMT -5
geocities.com/ffdensetsu/other/ver402misakibnb.zipConsidering the size of the tournament scene and the outlook of it which is not that bright, I think hiding my combos will do me no good. So here they are(They're not even MY original combos, really; but they're my favorite b/b combos for Misaki.). I think these combos work on all versions where Misaki's air medium hits once; now that I think of it, she didn't have all that many changes. They changed her dash lengths, give or take damage scaling a bit here and there, etc etc but overall IMO, if the player played Misaki since the OG games, she's not as difficult to learn and update. Anyway, yeah, this is why I love using this kid, the damage potentials off random launcher. Her launchers include: successful dp+B; dp+C; qcf+B; (well distanced)qcf+C(second pillar), (well distanced)air qcfx2+A(juggle with c.Axxs.B), air qcfx2+C(juggle with c.Axxs.B), max distance qcb+B(in corner), dash f+C(near corner), and max distance dash down+C(in corner). I may have forgotten some, but those are ones that I can think of now. Her absolute best launcher is imo the max distance dash f+C on a counterhit, but often it's probably better off to throw hell of a lot of fireballs and practice catching falling opponent. geocities.com/ffdensetsu/other/402misakijab.zipHere's another thing that Misaki could do since the demo. She can do this in all versions of Eternal Fighter Zero. Her jabs("A" attacks) are supposed to be used to close distance between Misaki and opponent, to the point where she can use close version of her standing B, which can launch the opponent higher into the air. It's possible to link five of her jabs, but the power goes down pretty badly if you do that. geocities.com/ffdensetsu/other/402Nayukib-MisuzuBDC.zipThree characters who can cancel their backdashes are: Ayu, Nayuki (awoke), and Misuzu. Misuzu and Ayu can attack with normal, special, and super from their backdash; Nayuki has to use her specials or supers to cancel backdash. I like doing Nayuki's qcb+A during her backdash, it pulls her back pretty fast King of Fighters style. Back dash cancel rdp+B is kind of sneaky too. Jeez, I just wish that hits mid, but it doesn't. BTW, to do back dash cancel super with Nayuki(awoke), do qcb,qcb,b+A/B/C. As for Misuzu and Ayu I find it completely useless(as opposed to sorta useless like NayukiB's BDC), but since it can be used to cross over the opponent(demo: replay), maybe it might come in handy when cornered.
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Jan 7, 2006 15:45:44 GMT -5
geocities.com/ffdensetsu/other/v402Ayu.zipreplay6-8: Ayu's qcb+C has barless juggle property. So if Ayu lands before opponent in a middle of combo, she can do goofy stuff like that. The combo hits for near 4.5k damage with two EX specials(no d,d+C cancels), but it's probably not too practical. geocities.com/ffdensetsu/other/402ayuqcb.zipImproved version of the above combo, this proves that chaining three of qcb+ex is possible. I don't doubt at all she could even squeeze in another one, but that'd be a true waste of bar. ... damn, I feel like doing that instead now lol. Very impractical. I'd do this only when I'm trying to impress someone, cuz it does look GG dust loop ish. I've noticed that most all EX specials aren't really worth it damage-wise in combos; the damage ratio(power) scales down really badly. So when there is a combo that includes EX moves chaining into itself, it's almost always not that damaging in the end. replay6-9: I recorded some stuff that Ayu can FIC(flicker instant charge: moves that can be cancelled with d,d+C whether the move hits the opponent or not). The qcb+a/b FIC can be used as one extra air dash, but since the arc is so wierd, I find it rather impractical right now. I did notice though that it's possible to do airthrows in this state.
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Jan 8, 2006 4:38:02 GMT -5
geocities.com/ffdensetsu/other/ver402ikumi.zipThere's this guy who had a screenname of Bellreisa, and basically, most of my Ikumi play is based on his style. This is actually not the full combo-which btw is capable of more than 8500 dmg, but it's mostly what I use on a regular play. Ikumi is a character of big risk and big reward though, she's definitely not for everyone.
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Jan 8, 2006 5:15:32 GMT -5
geocities.com/ffdensetsu/other/ver402sayuri-vman.zipCourtesy of VManofMana; played and recorded by VManofMana. I'm not this lvl yet ^^;; Here are his comments- * The first combo is my original combo. I later discovered (when playing LK, actually in AX, actually), that the C before the BIC will whiff if there are hits before the EX slam. * The second combo not only works with a comboed EX slam, but it makes more damage. I am showing two variations of it.
|
|
VManOfMana
Junior Member
5/VMN ? The True Eternal
Posts: 66
|
Post by VManOfMana on Jan 9, 2006 20:55:24 GMT -5
Additional notes on the Sayuri replay hosted by FatalFuryD:
My basic sayuri loop is the following:
A > 2C > BIC > jump j.C > air dash, j.A > j.C > land A > 2C > jump
midscreen, you need to jump forward. In corner, it is better to jump up. If done against Sayuri in corner its better to move a little bit back to avoid the j. C whiffing (Sayuri has very weird hitboxes when hit in the air).
The loop can be setup in the corner by following an EX slam. Midscreen, using the A > 2C as an antiair (like, after an RG) can set the loop.
First combo breakdown: 41236C (EX), forward jump j.B > j.C > air dash, j.A > j.C > land A > 2C > BIC > up jump j.C > air dash, j.A > j.C > land A > 2C > up jump > air combo
This combo can only be done after a clean EX slam. If the EX slam is comboed the j.C before landing will whiff.
Second combo breakdown:
A > B > C (1 hit) > 41236C (EX), forward jump j.B > j.C > BIC > j. C air dash, j.A > j.C > land A > 2C > up jump > air combo
BICing after the first j.C is necessary to be able to continue the combo (else the second j.C will whiff), at the expense of not being able to make a full loop. However, the damage is very close to the first combo's despite having less hits.
41236C (EX), forward jump j.B > j.C > BIC > j. C air dash, j.A > j.C > land A > 2C > up jump j.C > air dash, j.A > j.C > land A > 2C > up jump > air combo
This is the same combo as the previous one, but hitting the EX slam by itself allows for a full loop. This makes almost 5710 damage.
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Jan 13, 2006 17:17:27 GMT -5
geocities.com/ffdensetsu/other/402dashneutral.zipLOL I know, half yall would be like WTF is this about, for those of you who watched that. ^^; Let me explain. Dash neutral is my engrish term for pulling a regular normal during recoveries of dash, this is limited to those characters who has a dash or run, of course. Normally, if you do dash and an attack, you'd get regular dash technique, like Misaki's high sidestep kick. But theoratically, since st.C has more autoguard time allowed, it might help out more to vary into st.C rather than running C all the time when chasing recovering opponents. Another case is that normally, Misaki's running low A is practically useless because it can't be cancelled into another low A(even though yes, it can be LINKED into another normal). By doing dash-recover-cancel into low A, Misaki can do rapidfires, and it comes in handy sometimes; free cancelling is definitely more practical than linking, right? That, and this is one of the ways to make sure something like DP+B into close st.B loop won't be messed up(the loop is much harder if Mikaki ends up doing running B or far st.B). I only play Miksaki so I can only tell you about hers, but I think all dash characters have their unique uses of the cancelled dash attack techniques, if not for annoying running low jabs that now combo easily. Try doing dash, tap back, let go of controls(neutral direction), then do attack that you wish to do, to pull the attack. For those of you used to numerics, the command I find most effective is 6645xx5+attack, or 6645xx3+attack.
|
|
VManOfMana
Junior Member
5/VMN ? The True Eternal
Posts: 66
|
Post by VManOfMana on Jan 13, 2006 21:39:28 GMT -5
You don't have to let go of back before pressing the attack. At least with Misaki, you can just do 66>4C to get her standing C after a dash. This is something that I very often do to dash to the opponent and throw a meaty standing C on wakeup. I also do it for close B when doing the 623B > dash > close B loop.
I have yet to try this myself, but for what I saw in the latest set of tournament replays Raven provided, Misaki's dashing A has a lower hit box than her normal standing A. Result: it can be used for OTG, can can setup grabs when mixed with regular or 'dash normal' A.
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Jan 21, 2006 16:21:32 GMT -5
geocities.com/ffdensetsu/other/402jump.zipProbably a lot of you guys noticed this already. Jumping in this game has startup and recovery, in which block cannot be used. But, on the way down it's possible to use RG type block even right before landing. (no replay yet-hopefully I'll be able to record this soon, but if not, meh) Speaking of which, RG is a wierd ass move. It has an ability to cancel a recovery. Not just defending sides, but also offensive side's moves. For example, you know how Misio's DP move nets her magic tribute only when she finishes recovering? Try this. Do DP move, then have the opponent RG that, and have him cancel his RG into a reversal attack, and you RG back that reversal attack. You'll notice that you don't have an attribute. Logically, since you RGd the reversal, you should have recovered from DP attack, and thus you should have gained an attribute. But since you don't, it means that somehow you cancelled your DP's recovery, and that enemy doing an RG will cut YOUR recovery. ^^;; The mystery thickens ^^Update. I found a perfect example to explain wtf I'm talking about. geocities.com/ffdensetsu/other/402RGcancel-exhibit.zipThis is taken from Kisaragi's replay files, which was brought to us by Raven on the thread next door( efz.proboards36.com/index.cgi?board=replay&action=display&thread=1139037561 ). Crazy fun, huh? Once opponent does an RG and counters, you can cancel recoveries of your own moves with RG. This doesn't include everything though, for instance, Misaki can't do RG cancel with her projectiles. Which I guess is fair, cuz autoguard + RG cancel would have been too awesome. Long ass time ago, in BME 3.10, there was a combo replay that featured RG canceling using Makoto's gunshot and firecracker. I believe it still works in 4.02 also, but really, RG cancels are more for just for saving your butt than anything in practical terms.
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Feb 7, 2006 3:40:20 GMT -5
geocities.com/ffdensetsu/other/402rumiscancel.zipOriginally done by 케로(Kero) from Monaco City( monaefz.x-y.net/newhome/dex.htm ), but I tried it with juggles that I'm more comfortable with. Props to Kero for the combo. Rumi can cancel her qcf+A/B with her super for free, so in corner, she can do a rediculous damage like this. One thing is that if the opponent is outside of jab range after super, Rumi can't continue with her b/b combo. geocities.com/ffdensetsu/other/402Rumi-stun.zipAfter doing that combo, I wondered if I can supercancel into stun super, but I realized I can't. The stun super combos from c.C though. I like the LVL2 version, it does what LVL3 can for the most part(launch into combo).
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Feb 16, 2006 12:36:13 GMT -5
|
|
|
Post by Raven on Feb 17, 2006 0:52:04 GMT -5
i dont know what happen but i can't really see wtf happen in the screen also dopple disappear in the screen or something? and stay on the air?
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Feb 17, 2006 22:56:07 GMT -5
Yeah, I got a cross counter with Dopple with Mizuka hopping note special, and she just soared beyond the top of the screen. The vid was me just jumping in attempts to bring her back down. geocities.com/ffdensetsu/other/DDB-VMan.zipOK, another exhibition by VManofMana, this time Dodge the Bow game. He broke the game:( we can't play DtB no mo'. His comments: "1. Make sure the bow goes high enough to go above Misuza's height 2. zigzag 3. win"
|
|
|
Post by Raven on Feb 18, 2006 14:58:54 GMT -5
Then i must add the rule: You can not stand on the ground for more than 3 sec or it will be 3 sec varlation
|
|
FFD
Full Member
FFBeast
Posts: 128
|
Post by FFD on Feb 23, 2006 23:47:11 GMT -5
|
|