What names?
this thread is pretty rad/detailed
[bridgets dp sucks lol]
i was wondering if anyone had a color chart for AC
with all the ex, slash & reload colors its hard to keep track of them all
the site is in japanese though, character list is on the left
drunk
You need to learn your basic mix-up. Get comfortable learning 2K -> 2S, then running jump at them so that you are at thigh height as they get off of the ground. Then choose between instant airdash j.S j.HS -> combo, or 2K-> 2S -> combo. Or command grab.
Dr. Stormlocke would help you much better than I can regarding Robo-Ky. ^^
yeah i have no idea where i’m going in there
^lol use babelfish and translate the site, then you’re good to go
when did they add in the skeletons on testaments blood web?
Mann…I’m really starting to like testament.
I might make him my main.
Work on him A LOT
And then move onto a secondary character.
-SH
Since, for some reason, I still remember how to read katakana and hiragana, it was sort of easy for me to navigate.
Thus, I will tell you that all you need to do with is the second AC heading where it has the sublist of names and then click on the name you want. After doing that, when it gives you the list of new links, pick the very top link and at the bottom of the next page should be the normal colors and the ex colors. It doesn’t seem to have Reload Colors, but that’s probably because they are console only. (At least, I’m pretty sure they are console only…)
Anyway, the list of names is as follows:
[LIST]
[]Sol
[]Ky
[]May
[]Eddie
[]Millia
[]Axl
[]Potemkin
[]Testament
[]Baiken
[]Jam
[]Anji
[]Faust
[]Johnny
[]Venom
[]Chipp
[]Dizzy
[]Slayer
[]I-no
[]Zappa
[]Bridget
[]Robo-Ky
[]Holy Order Sol
[/LIST]
I’m not trying to show off, especially since I had to click on quite a few to confirm since I’m so rusty even though that site loads somewhat slowly for me. I’m offering an alternate to babelfish since I know how random and horrible it can be.
After working with a few character I’m going to stick with Millia. Any thing I should start working on?
potemkins:
standing p: generic frame advantage punch, use to tick into pot buster
stanking k: staple combo attack, hits low, has pretty piss range, but has a variety of uses in combos
standing s ©: kinda fast, not that great
standing s (f): slowwwwwwwwwwwsville, but has the highest vertical range for his longer pokes, good for just covering an assload of space in front of you, good in combox
standing h: HOLY SHIT this is a great move, fast, basically completely safe on block if you cancel into hammerfall break, does a fuckload of damage, and reaches like half the screen and more. good juggle/string usage as well.
dust: it is a dust. it hits high. you do damage. boom.
2p: this move sucks massive butt cocks
2k: pretty far reaching low, goes into his bread and butter chain combo, good for frame traps with sweep as well
2s: UNF UNF UNF this is sex the move okay. PULLS IN, has FRAME ADVANTAGE OR SOMETHING , HAS BETTER COMBOS THAN THE SNACK SECTION OF YOUR SUPERMARKET (ESPECIALLY THE PIZZA KIND). fuck this move is good ok. really far, really fast poke as well i guess. oh and it staggers on ch so its a free fucking combo if you get a good frame trap off~
2h: goooood combo move, sucks on block, always cancel this sucker into something, even if its backward megafist
2d: it is a sweep. hey i just realized that a CROUCHING DUST is a SWEEP; get it. DUST? SWEEP? AHAHAHAHA FUCKING HILARIOUS okay, also your best bet of finishing off a slide head if you cant juggle them properly in time.
j.P: best combo: jump, PPPPPPPPPPPPPPPP jc PPPPPPPPPPPPP thread over
j.K: sort of ok
j.S: probably pots best jumping normal, when timed right after a super jump after a knock down, this is unpunishable, goes into a combo if you dont block after it or something. on CH it BOUNCES holy=shit bunnies.
j.H: sort of a comboier move. yes i made up a new word, deal with it FACE.
j.D butt bomber, this makes jumping safe on most opponents unless they are far away horizontally.
6p: i pray to god every day to hope i get a combo off. cancels into heat and giganter. thus making it pretty triplesweet.
6K: overhead, special cancelable (generally useless unless you’ve got ogawas hands) chains into 2hs so you can do this, 2hs, megafist/hammerfall/heat
6H; this makes unblockables possible… owns the fuck out of bitches.
SPECIALMOVES
qcfP: megafist forward, thsi move sucks pretty much unless you cant reach a slide headed guy
qcbP: megafist back makes unsafe, but cancelale moves safer
hcbS: fdb flicks projectiles, the reflected thingy doesnt hit very low so people can slide under it and shit.
hcb, fP: potemkin buster, command grab starts up in 4 (!) frames. invulerable on like the 3rd or something. fucking fast. frc this bitch too for easy damage.
dp H: heat, anti air unblockable thing. gains a metric fuckass of tension, leaves them sitting there in front of you for a free mixup
hcb H during heat’s first 3 hits: heat extend, does a metric assfuck of damage, in exchange for not leaving them close and some tension or something
charge back, fH: hammerfall, one hit of complete autoguard. decent move for owning sluts who are predictable with pokes. learn the frc on this for combos
p during hammerfall: break: a ghetto dash. it has a bit of recovery (more than most dashes) but makes up for it by having autoguard during the hammerfall part, being cancelable off any special cancelable move (so if you do H, you can cancel it into you’re “dash”)
qcfS: slide head, and unblockable move if the enemy is on the ground and far away, has some upper body invulnerability or something, if it hits them, they are in a “sliding” state (even though they are stationary), which means you can do an otg combo.
FORCE BREAKS
hcb, D: judge gauntlet, has lots of autoguard, kinda useful vs really canned pressure strings you cant escape
hcb, fD in air: aerial potemkin buster, its pot buster in the air, except instead of being good, its comboable
SUPERS/OVERDRIVINGTHELIMIT
hcb, fHS: giganter, a shieldy thing (its a 1 hit aegis reflector SHUT THE FUCK UP), does assbutts of stun. useful in unblockables, potemkins only good reversal attack
hcf, hcfP during giganter; giganter bullet, its a combo followup thing, does lots of damage, you hitconfirm it woah nelly
qcf qcf S: HEAVENLY… POTEMKIN… BUSTER anti air grab, good in combos too, has a good amount of invulnerability and combined with j.D its pretty safe for escaping corners n stuff
ok thats basically all his moves
combos/blockstrings you need to know:
qcfS, hammerfall break, k, 2S< heat (extend optional depending on situation)
your basic “4 hit combo” this thing makes potemkin a scary ass motherfucker because being on the ground is a 1/4th of your life threat if you whiff a move.
P K S 2S 2D - bread and butter combo, stop at the P and do a slightly delayed pot buster for a mixup
6k, 2h, heat - overhead combo
6k, 2h, hammerfall, frc, whatever: basic blockstring if the 6k dont hit. useful for like, not dying and building guard meter
6HS, slide head: basic slidehead setup, they have to instant block the 6hs then reversal the fuck out of there, otherwise free damage.
6HS -> heat: useful for sluts who think they can jump or do a specific aerial reversal that sucks massive dongs out of the unblockable, seldomly useful
HS, hammerfall frc, HS, heat extend: ownage combo
dust, HS HS air pot buster: jc the last hs or whatever, basic air pot buster combo
pot buster, frc, 2s heat
jS, ch, H or 2h, heat/heavenly - damaging combo if they get hit by a CH jS
theres probably a few things im missing but thats barebones shit
notably, make your opponent afraid of PB and slidehead, once they are you can basically run amok and slut them up with anti airs and ib pot busters and stuff. potemkins a scary ass motherfucker and mistakes HURT against him. hes got a great mixup game (highs, lows, strikes, throws and unblockables)
if you ahve specific questions i guess ill answer them im not amazing though
oh and this list assumes you like, are in training mode and can hit buttons, its terrible without that. but should give you a good understanding of what pro potemkins do all day (SUCK DICKS HURRR)
enters thread shyly
so i just got this game
i like jam and sol
leaves thread
A.B.A 101.
http://dustloop.com/forums/showthread.php?t=3405
If you guys have any ABA questions, I’ll be more than happy to answer them.
Combos off 2HS, ground stringing into your 2D->Roll->HS Disc, and TK Bad Moon I guess. Work with your HS disc and lethargic FB Disc. Oh, and practice using your pin if you can. Good luck with all your character specific air combos.
Although I gave her try and she wasn’t didn’t seem to my kind of character from the get-go, i.e. “high-risk, high-reward” as you put it, I have to ask something that I’ve been wondering:
How many people can Instant Kill her when she is forced to change back from Moroha mode into Normal Mode?
I know that Ky can, and I saw then saw Eddie try to in a video only to fail––and that made me start wondering.
what should i start learning with jam?
:wonder:
Koogy and Raph already touched on what else can help, but I’ll list some other stuff.
First off, I don’t know how you are physically doing 5hs FRC, but this is how I would suggest doing it if you’re playing stick. Use your ring finger to hit Hard Slash, and then immediately hit Kick, Slash, and Hard Slash again with your pointer finger, middle finger and ring finger respectively.
If you don’t want to move onto aircombos yet, you can still capitalize on his 5hs without too much effort, off of things such as:
5hs counterhit stagger, FRC, run up Command Grab/Dust/Combo.
5hs, FRC, 6p, *p, *p. (If you want to knock them down, just fire once.)
5hs, FRC, 2k, 2s.
5hs, FRC, Dash, 5hs, FRC, Dash and repeat until you are out of tension then knock down with 2s.
Start throwing in 5hs FRC in your pressure strings to maintain momentum, increase guard gauge, and intimidate your opponent.
In regard to firing Ground Bazooka on their wakeup, here’s a simple bit of advice: After you knockdown, and 2d, immediately whiff a 5p, and then throw out a Bazooka shot. Based on the distance you knocked them down at you might have to dash a little first. If you are really far sometimes you don’t even need to do this. You basically use it as a timing device to ensure that all the hits of your bazooka will be blocked. It takes a little bit to get used to, but you’ll be glad you did.
Best of Luck.
Good question. Though a Ska transform followed up with ‘combo x’ is often times a game over anyway since you’ve been knocked down three times already, so your lifebar is far from 100%, you’re probably eating the best combo the other guy has right now, and for all you know it ends in a knockdown and oki, so good luck getting the momentum back / into Moroha.
I’m pretty sure every character can given 50% tension and a correct hit, correct me if I’m wrong. One of my favorites was off an I-No FRC’d throw, she can then activate, dash in and IK ABA. When I have time, I’ll try to figure out who can with no tension.
Everyone except Dizzy for sure since her “Instant Kill” just plains sucks and has some really obscure motion IIRC.
I also wouldn’t be much surprised if Anji couldn’t or if Faust just went straight over her head.
(Paracelsus doesn’t count as part of her hitbox, does he?)