Not a particularly useful combo in the sense that the damage scaling becomes rediculous. How can I improve the combo? THis combo DOES do more damage than Shin’s though, by 400+ damage I think.
Edit: Well, I just added some extra jabs in some places…but only increased the damage by like 10.
If you want more damage you have to use a lot less A attacks and other moves that cause scaling/proration. I got the same combo to do 6980 by avoiding A attacks all together.
…the thing is, I had tested many combos with and without jabs, and the ones with jabs did do more damage…but now I notice that for supers, if the super was started with say, 70% damage scaling, then all hits of that super have the same scaling, unlike other moves…
haha, I removed all jabs and all uses of qcb+B (except the very end), and my combo now did 7109.
One thing they should do in the next release is make combos harder to perform…because many of these combos are a joke. I don’t think everyone should be able to do the very best damaging combos without requiring some significant practice.
Why should execution be a barrier? I think thats kinda silly concept that alot of fighting game elite have, especially since people who care enough will eventually be able to do it anyway, so why not take out all the silly bullshit and just have stuff work.
I’m not saying I advocate say a jab that does 8000 damage, it’s just execution isn’t really that much of a barrier since if you spend enough time in practice mode, a combos execution is no longer a problem anyway, so if you can just skip that step than I say good!
Plus it’s not like you don’t have to practice the combos at least a little, and there ease of execution lets you get into the mindgames (the meat of most fighting games) alot faster.
Yo we should post up all the different property moves get in a certain Groove such as :
Orju
Monster
qcb+a becomes a known down
qcf+a turnes gray and specials gain some kind of freezing property etc.
This is just an example if anyone has thought about it already.
I’ve dropped learning Othello for full time Katze. As a result, I have some 40-45% activation combos (Monster) that don’t require super. And even found a decent power break combo instead of the dumb shit I used to do. :tup:
hcf+a (command grab) It hits three times and he throws them a much shorter distance upwards it is still able to be followed up with more hits. the move also does much more damage.
qcb+a (chain) The chain hits three times and slightly closer too him.
dwn,dwn + b - It otgs now (I don’t think it normally does)
dp+b - the move does much more damage, and now wall bounces if near corner, depending on spacing it is possible to follow it up.
Rail Freedom movelist~~~I’ll nickname the moves to make referencing them easier (feel free to edit or give me the movelist for me to edit them to their proper names)
down, down + A (Double)
Normally gives you a double to your spirit…
No change in Freedom?
Can only stock one Double at a time. Supers do NOT affect Double. Not sure about Absurd.
qcf + A (Time Bomb)
Uses the spirit to become a sort of time bomb. Normally hits twice, once on activation, once more on detonation. Has delayed detonation.
In Freedom, hits twice, again on activation and detonation, in accordance to where the spirit is. However, detonation has been sped up significantly (detonates towards the end of Rail’s hand movement animation, as opposed to seconds later normally).
Double makes you have a double time bomb? I think it does, but I can’t see any uses for it, as normally it’ll make the opponent be hit away.
qcb + A (Spirit Beam)
Normally hits once, doesn’t knock down. Length is almost the entire zooomed out screen. Can be done in the air. Spirit is sent from your body, regardless of where it is on the screen.
In Freedom, hits once, knocks down, length is about a quarter of the zoomed out screen. Can be done in the air. Spirit is again sent from your body, regardless of where the spirit is. Can also be canceled with the double jump to stay in the air indefinitely (qcb + A, jump, qcb + A, jump, etc…) though with no time limit there’s no real reason to do so…yet.
With Double, sends out two beams. The first comes from where Rail is, the second from wherever the spirit is.
qcf + B (Homing)
Spirit becomes a quick shot of light that homes in on whichever direction the enemy is. Length is quite short, roughly 3 characters’ width?
In Freedom, there’s no change that I can see (save for the normal Freedom Shift cancel to whatever you want).
Using Double, both Homings start from wherever the spirit was.
qcb + C (Spirit Round) [ One Level ]
Rail does a forward moving spin that doesn’t hit the enemy while the spirit spins around and hits using multiple attacks that doesn’t knock down. At the end of the spin, Rail will attack with a standard C attack, but pressing buttons before this cancels the move to whatever normal attack you wish (not sure if you can cancel to special).
qcf + C (Starlight) [ Level 1 - 3 ]
The spirit detonates and multiple beams come out in various directions. Beams vary in length. Damage is calculated through number of hits, so try to detonate this right onto the enemie’s sprite.
qcb, qcb + Shift (Light Speed) [ Absurd ]
Spirit becomes a full length laser beam that hits for massive damage (roughly half life normally, without damage scaling). However, while the beam itself looks huge, the hitbox itself is quite thin and small, so trying to use it as a counterattack may be risky.
I’ve added a character page for Siely into the wiki. It’s very bare right now and has no set template. I’ll upload the rest of the cahracter portraits.
I actually don’t know how to make a template. . .
EDIT: all characters have a page. Please help fill them up; they are all empty.
The powerbreak system is something that if you don’t understand, you should really try and learn.
Briefly:
The person with the lowest ammount of points is in “danger” of being power broke.
Blocking increases your points
Hitting increases your points
Once powerbroke the character is very floaty and you can do some rather lengthy juggles during the juggle state. However, the ammount of points you had is the ammount of hits you’re allowed to do once you power break the opponent, and the points rapidly decrease after the first hit.
So, if you’re getting rushed down and blocking a lot, watch your points and make sure yours are higher than the opponents before trying to powerbreak. If you’re getting hit a lot, odds are your points are lower than the opponents and you’re going to want to be more careful.
There’s more to it than just that though, so look into it if you don’t understand it.
Correction, the number is actually a timer that counts down. Even if the counter is 1, you can do more than one hit (for example, like Siely’s qcb+B which I think will do 3 hits). If you do the power break in practice mode, they get 666 as their counter, and you can juggle them for a very long time (with say, repeated A, B combos), but you will notice the counter goes down even when you aren’t hitting them, faster than the number of hits you are doing to them.
Edit: Haha, there seems to be someone with 580 matches played (probably japanese) with the Comment “don’t enter SRK”.