Reno Crew Thread, 2005

Osu!!!

ohio state univeristy is pretty badass

I’ve been into M-Flo for about 4 years now. The man rocks.

Give me all his albums or I am sending you up the bomb.

Madden PSP screens are here.

giggle I have to apologize in advance. DS > PSP at this point.

o O, Eye shieldo Ni-ju ichi: http://a.scarywater.net/saizen/ episode 12’s out

JP

http://media.santoalt.com/videos/kennyrogers_jackass.wmv

HI I"M KENNY ROGERS AND THIS IS THE BAT FETCHER WITH MAH TEETH TRICK

rofl

Determination…max!!!

Jp

beast of fire posted this on romancancel, thought i’d post it here.

Order-Sol:

NORMAL ATTACKS:

5P, j.P, 2D, 2P, 2K, 2S: These are the same as Normal Sol’s. 2S longer reach, possibly faster? 2D still very strong.

5K: Knee kick, similar maybe to GG1 Sol’s? Repeat chainable, but shorter reach even than Ky’s 5K. Possible use as anti-air?

5S(close): Strikes like a bat swing? Very short reach. This is the attack he does when you do his Dead Angle. JCable.

5S(far): Fafnir punch with no flame. Similar reach to Chipp’s 6P. High priority. You can gatling to either 5H or 2H only. JCable.

5H: Originally at the 2nd loketest, this was the first hit of Normal Sol’s TR ver. Beta, but as of the 3rd loketest, it’s a sword slash similar to Ky’s 5H. 2 hits. Long reach, usable as anti-air. JCable.

5D: Looks like Sol’s Line Tobashi attack from Isuka (for those of you who haven’t played, he basically leans back with his hand still in his pocket and sort of boots you into the air; it is without a doubt the laziest-looking kick ever). It’s nearly as fast as it was in Isuka, but with short reach. Safe on block?

2H: Does a very low jump into a slash with the sword. Short reach but apparently it is very fast and possibly a mid hit? Possible to follow up using RC. Causes bound on CH, allowing follow ups (probably a floor bound, though the type isn’t specified by either site). May have tech jump properties (lower body invincibility), though not from the first frame.

6P: Overhand strike. Apparently the startup is a little slow, making it difficult to use. Also has no anti-air use, so currently no known use for it.

6K: 2nd loketest: Forward-moving trip. 3rd loketest: Kick similar to Baiken’s 6K. 4th loketest: Forward moving kick similar to Anji’s 5K. Staggers on counterhit. Unknown if there is any throw invincibility.

6H: Although it looks the same at Normal Sol’s 6H, it’s only one hit. Still staggers. Unknown if you can cancel it (probably not).

j.K: Very high-reaching kick. Probably will be used for aerial combos. Similar in appearance to the final kick in Jam’s ground super (the autocombo one).

j.S: Similar in appearance to Normal Sol’s, but better reach. May possibly be used for crossing up. Possibly JCable.

j.H: Bandit Bringer punch, no flames. May be very strong (beats out Bridget’s 6P but is beaten by Johnny’s). Similar to Slayer’s j.H, will probably be his main jump-in. Not JCable.

j.D: Big sword attack. Slow to execute, probably very strong though, good reach.

Ground Throw: Knocks them farther away than Normal Sol’s and causes a wall bounce if close enough; naturally, you can combo after this (similar to Normal Sol’s 6P).

Air Throw: Same as Normal Sol.

SPECIAL ATTACKS:

Block Head Buster:

Command for this move is 236P. It is FRCable. He thrusts with the handle of his sword and a flame comes out (overall motion is similar to Gun Flame). Execution speed is similar to Ky’s Stun Edge and is safe on block, regardless of level. On counter hit it induces stagger at all levels. Supposedly you can also normal RC this move, despite that it acts like a projectile.

Level 1: 1 hit, does not knock down. Flame width is about one character width, so really only good for close quarters. However, if you want to get a charge quickly, using this at long range in conjunction with the Action Charge is very easy. 2D -> Block Head Buster, FRC, air combo is possible.

Level 2: 3 or 4 hits. A large flame comes out, little less than half-screen distance. Can catch low air-dashes at this level.

Level 3: 7 or 8 hits? Induces stagger even on normal hit. Guarding seems to grant huge advantage. Possible to follow up with additional hits if Action Charge is used after a normal hit.

Rocket:

Command for this move is 236S. Dashing punch that is covered in flames. Distance is unaffected by level, goes at least 3/4ths of the screen. Looks kind of like Slayer’s K Mach Punch, but is slower. Due to the distance and reach of the move, it can be used to catch backdashes.

Level 1: Punches, no knockdown. Seems to grant advantage on hit, may be safe on block or safe if only the tip is blocked and Action Charge is used.

Level 2: Follows the punch with a swing of the sword. Safe even if Action Charge is used afterwards. Possible to follow up? The sword slash can act as anti-air. May cause bound property (type of bound not specified).

Level 3: Another strike after the sword slash (a flame that comes from the ground). Causes bound that cannot be teched; dash with 5S© to continue the combo.

Bandit Revolver Prototype:

Command for this move is 236K. Can be done in the air. FRCable before the attack begins. He jumps forward like Normal Sol’s Revolver, but only the kick at the end hits (no knee hit as he jumps). The kick is an overhead.

Level 1: No knockdown. 1 hit (mid). Fast execution. Can follow up after a CH. Safe on block.

Level 2: Normal Sol’s DI Bandit Revolver. Knockdown on hit.

Level 3: Ends like Normal Sol’s new Sidewinder move? Causes wall bound. Can combo with aerial attacks easily if near screen edge. Causes very large knockback, though, so no followup may be possible otherwise.

Storm Viper:

Command for this move is 623H. Can be done in the air. Similar to Normal Sol’s S VV, but done reversed like GG1 Sol. No additional attack. Slow execution.

Level 1: Little to no invincibility. Opponent can recover after hit, may be able to hit you if you use Action Charge.

Level 2: Much better invincibility. Additional flaming overhead kick is present, causes knockdown, maybe float? Opponent is downed.

Level 3: Strikes with the Revolver Switch attack from GGX. Causes bound. Can follow up even if Action Charge is used afterwards.

Gun Blaze:

Command for this move is 214S. Possibly FRCable (just as he moves)? He moves like Normal Sol’s Grand Viper, but Sol himself does not hit you. A flame comes up as he passes which can hit. Sol can move through you with this move and he ducks very low. It travels farther as level increases, and is untechable on CH.

Level 1: Moves about 3 character widths and one flame appears. Seems to take a long time and the flame is small. Probably not useful.

Level 2: Moves further and uses two flames. Becomes useful at this point. Seems to do ok damage.

Level 3: Moves 1 screen and uses three flames. Even if blocked, the distance traveled should make it safe. Untechable on normal hit, followups possible. May be used as a reversal.

Charge:

Command for this move is 63214D. Rapidly tap D to extend charge. Poses and gathers energy. Charge accumulates slowly, but Sol recovers quickly. Acquires some Tension as well?

Action Charge:

Press D during some special moves. Possible in the air. Done after some specials, he stops and charges. This gets about 70% gauge. Recovers quite quickly and recovery of most specials hardly changes. However, if done for an air special, he does not charge until he lands and is thus vulnerable until then? (not sure about that last part)

Charge Burst:

Press H during Charge. He does a Gold Psych Burst-type attack. He is vulnerable to counter attack if this is guarded. However it has huge invincibility, enough to avoid a Charge Stun Edge. There is no special effect if it hits (no full Tension). It uses some of the Charge gauge, but none of the Burst gauge, making it pretty convenient.

OVERDRIVE ATTACKS:

Savage Fang:

Command for this move is 632146P. It seems to have long startup and no invincibility. However, startup after black screen seems to be 0 frames (can’t be blocked if you aren’t blocking by the time the screen changes), depending on level.

Level 1: Does Normal Sol’s DI Gun Flame. 1 hit, low power. Relatively fast, but no invincibility. The black screen is also extremely short.

Level 2: Same as level 1, but 3 pillars instead of 1. Followup is possible?

Level 3: Similar to EX Sol’s version of this move. It does 40% damage(!!!).

Tyrant Rave Ver. Omega:

Command for this move is 632146H. All versions have some invincibility.

Level 1: Like the 2nd hit of Normal Sol’s Tyrant Rave (1 hit). Can be used as reversal at this level, but very little power.

Level 2: 2 hits. About as effective as Normal Sol’s TR. Looks similar to GGX Sol’s TR. Damage seems similar to Emerald Rain. May be possible to interrupt if first hit is guarded?

Level 3: 3 hits. Frighteningly strong, does about 60% damage total. Maybe to make up for not having an IK?

More info about Charge Gauge:

The Charge Gauge exists for Order-Sol only and is separate from the Tension
Gauge. Specials and supers improve as the Charge Gauge is increased.

Generally:

  1. Action Charge nets about 70% Charge energy.
  2. If a move is used when the gauge is at level 2, it will decrease by 1 level.
  3. If a move is used when the gauge is at level 3, it will decrease by 2 levels.

The gauge is considered “empty” at 100%. It reaches level 2 at 200% and maxes out at 399%.

Some examples:

1.100% > level 1 special(100%) > Action Charge(170%) > level 1 special(170%) > Action Charge(240%) > level 2 special(140%) > Action Charge(210%).

2.180% > level 1 special(180%) > Action Charge(250%) > Charge(310%) > level 3 special(110%) > Action Charge(180%) > level 1 special(180%) > Action Charge(250%) > level 2 special(150%) > Action Charge(220%).

Other Stuff:

His dash is quick, his normal jump is low, and his highjump is very high.

He has special intros with Normal Sol, Ky, Axl, Slayer, and I-no (the Ky and Slayer ones are supposed to be excellent).

All this info is based on the 7/3 loketest.

How do you use different levels of specials/supers? Is it automatic like RoboKy?

Seems so. Doesn’t seem like there’s any kind of special command to determine which level to use.

I wonder if you can do a combo in the middle of the action charge.

JP

Maybe use it like a bootleg FRC?

We need to practice more.T_T

http://a.scarywater.net/saizen/ Episode 13 is out.

JP

how is this series jp???
it looks interesting

muffinman, that series is THE SHIT. get it now!

Hold a fucking tournament if I come up next weekend. :slight_smile:

I’ll take every single one of your dollars, bitch. Even your milk money.

I wonder were Scott’s money did go. A-money-money-money-ooooooh.

Tantinizzle talks way too much smack. It’s time to kill that mutha fucka and go on with the attack. He may think he’s hot shit with his Anji, but no sir, I’ll waste that fucker in one quick motion blur. Bitch may be cryin’ when I take his money, but Spirit Jizz all over his face is pretty damn funny.

I’ll be sure to have a money match with you, Tantin, next time I come up there (if it’s possible we can do the projector thing at the arcade?) so we can set things straight. :slight_smile: