We are done here.
??? wtf happened?
Hmm well, I guess the infinite combo is still intact
@Stryfeno1 alrighty, iāll keep that in mind. Right now Iām spending most of my time trying to start another game and wasting it playing HoN
its not with ball loop.
With some type of projectile? Or is it Shoudler Charge?
Wow 233 hit? What happened?
I just saw the infamous Desk combo vid and I didnāt see anything that would be a major problem. Although, this is just the intermediate vid.
This looks cool. I canāt wait to buy this.
Helloooo Desk combo vid & SRK front page! A whole lotta of new players around now! Itās been a rather exciting week
[media=youtube]aKRwed_8Sg0[/media]
@FaceMe A new infinite? Hmā¦ you can tell me and Iāll patch it out
I think I will undo the change I made to the jump (so you can tiger knee the air fireball, jumping backwards). I keep jumping straight up by accident
Probably will do another small patch to āfixā the lobby scores once and for all
Cool Vid, although nothing new. Can see why its intermediate
I also sent him my Rising kick loop to use for his video. Im pretty sure heās good with links and all
Got a lobby up, GT: MightyBoi Chris
I bought it today and I was presently surprised. This game is really fun.
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Oh, BTW, Mr.Brain, no need to patch that out; it cant be done under normal circumstances. The game hasnt been brokenā¦yet
We are in a lobby now with Janks and FaceMe
Some of those lobby matches:
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[media=youtube]OfQo0V7YfjQ[/media]
Seems like lobbies are semi unstable. Youāll be fine, then start getting dcād from it, being the only one in a room. Then it keeps happening.
So, I did break the game.
Came up with an infinite that is easy and practical, literally before they jumped on. Even online after 5 minutes of practice it was pretty easy to get 60% with the reps on 360 pad. With a PS2 controller converter 100% would be easy even online. Offline I got 100% easy on 360 pad. The infinte would also be easier using a bigger avatar.
Its another ball loop but no stomp super needed. Vid does not go to 100% (obviously when I want to capture it, I fuck it up) but shows the loop needed.
[media=youtube]PxrwnpIuyhA[/media]
I still wouldnt patch this out unless you can patch only this combination. I figured it out because a guy was using ball/divekick. So I confirmed the other air specials work. Divekick and Akuma FB makes ball hard to punish, and divekick is good mixup (GS to that guy) but they arent rediculous like Jill FB. Plus other than main posters on this thread plus Yadamon, I doubt many more could do it. I doubt weāll see it matches, but it is your game.
Nice find, all Mr. Brian needs to do is not make the recovery for ball cancellable.
We should come up with a tier list for the original characters for this game. Seeing as this game has been in existence for awhile now. Iāve been playing as Mike and tried to see if he had some bad and good matchups. So far he only has trouble getting in so Jill, Ryan, and Jimmy give him a hard time. Cyndi really isnāt a big deal since her projectile does cover the screen and travel fullscreen. Others like Alex, Bill, and Sid are great matchups for they have nothing to keep Mike out. Once Mikeās in, he has no trouble getting a hit since he has one of the fastest overheads in the game (with Bill, Sid, and Jimmy) and it can be chain from c.LK which is a quick low and reaches farther than his c.LP. If he gets a guaranteed Hard Knockdown, he goes into Combo Maker for an easy high/low mixup into a combo that can reach from 30% to around 50%. His main tool though during his gameplan is baiting and punishing with his insanely fast semi-fullscreen Rushing Combo and his invincible on startup Headbutt. Using these will help you stay in your opponents face. Overall, Iād put Mike in either low A or upper B tier for he dominates most of the cast who donāt have projectiles but is easily defeated if he is zone out and has no way in other than his unsafe Headbutt.
But this would also make AFB2 and divekick not work, which I think they should.
Anyway my ratings for normal characters:
Tier 1
Ryan. Typical shoto, but the gameās jump arc, and ability to run after .lp fireball make it super dificult to do anything to him in most situations. He can control the space easily. His sweep cancels into a fireball makes a blockstring super hard to punish. And his super is useful to ābreak outā a usually non-cancelable move for the suprise buttsecks.
Jimmy. Zoning you out, and if you try to move, you get a teleport kick to the head. Having the slide is also useful, because even if you throw it out while backing upā¦people get hit by it. It also can be lpād after into fireball. And with orbsheild + teleport shenanigans, or anything into orbsheild its ridiculous. Infact, my custom is mostly Jimmy but with another zoning tool added.
Tier 2
Bill. Only the two above give him problems, and when he gets super, you can get in and get that win even on them. He has big damage, the hitbox of charge is huge, and it seems to get people well. Also his has the only actual j.lk, and it actually helps, and is useful with s.lk jump cancelling. He has an easy 42% corner combo, and almost any combo will be +30%.
Cyndi. Sheās like Ryan lite. Her pressure in the corner is much better than Ryans, because of sweep > star, and her super, but overall, I think that the fireball distance make her not as effective overall. Her DP/cannon spike is arguably better than Ryans DPās, because you can usually always get a second, for more damage. if you dont know, you can tap K (d,df,f,K,K.)while she rolls to go right into the DP.
Alex. Dat divekick. Has problem with fireballers, but can close the gap on them with divekick whiffs after knockdown. He can keep pressure game all day even on Ryan/Jimmy. Sidekick, sweep, lk, jump cancels into IA divekick. Its easy to hit him out of his super start up though. IMO the funnest to use.
Mike. Rush combo punishment all day. Sweep into either of specials is good. Super is useful for huge damage, but you have to make sure you have setup for it. Otherwise its easy to waste. Headbut is too unsafe, but has huge hitbox.
Sid. Ball is good, as punishment, or something to occasionally throw out. Only Mike can really scare him with punish for free. Like Mike, sweep into either special is good. Stomp leads to huge damage all the time. Tatsu even cleanly beats orbshield.
Tier 3.
Jill. She is a keep away character but she has huge holes in her keep away with meteor speed + AFB distance. TK AFB is pretty good, but is her only option up close, and if it doesnt come out GGPO. Every other character has a better up-close move, and her super has only one setup, immediately after c.hp, and if you delay a teensy bit, wasted super. Both of her specials are better used with something else in a custom. Maybe if you can pull off Desks new combo with herā¦
Thats an overall rating. The mid tier can go back and forth, and overall, everybody has a chance to beat everybody, if the matchups are played well by both, except the matchups of Jill VS Ryan or Jimmy. When it comes to VS customs, it really depends, but the two I listed top tier are clearly easier to play against well played, and specād customs.
I donāt see why they should. Itās useless since it will get blocked or iceballād. The only use for it is that combo and maybe during a block string.
Hereās my tier list:
A Tier:
Jimmy
Cyndi
B Tier:
Ryan
Mike
Sid
Alex
C Tier:
Jill
Bill
I moved Bill because he is a tank and has no way to get in to do nonsense. His Invincible Super is useless because anyone can chicken block, runaway and throw you during it. Giving you less time with your invincibility. His Shoulder Charge is unsafe and isnāt invincible leaving you open for projectiles. I think Jill does better than Bill though with all of her tricks. Alexās divekick is unsafe on block making it punishable so as far as getting in its very high risk/ low reward. Sid is pretty much the same although he has an alternate way of dealing with projectiles. Tatsu is invincible but has alot of recovery so if blocked then youāll get punished. Jimmy is alot better when it comes to controlling space and the pace of this game. His projectiles are far better than Ryanās since he can throw his to AA fullscreen. His teleports are great and he has Orb Shield which counters any wakeup game and is a great combo ender. Cyndi is a better version of Ryan since she deals more damage, has a better projectile, a better AA and a invincible super. Ryan canāt control space as good as Cyndi since her projectile literally AAās and locks down. Overall, matchups are determined if both sides are played well. I might make a list of the best custom sets that have been played so far.
Akuma air fireball is definitely not useless, it will negate any punish except super fireball. Divekick will be a chance, as most people block blanka balls crouching. No more of a chance than using divekick by itself.