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  1. Krackatoa

    Rising Thunder [PC]

    Certain things Crow does to keep pressure going are actually super gimmicky, I've found. Things like instant-air j.L xx air.S2 you can DP out of on reaction to j.L as Vlad (He can't avoid the DP if he doesn't special cancel because he did a rising j.L)
  2. Krackatoa

    Rising Thunder [PC]

    It does something very important, and does it well. Obviously there's issues, and the game is kind of kusoge, but that doesn't stop people from enjoying it for what it is, doesn't stop people from supporting it. It's new. It's an interesting thing (Because it's so accessible). And it looks...
  3. Krackatoa

    Rising Thunder [PC]

    Well, just like in SFIV, you do safejump vs. quickrise then take bog-standard honest oki if they don't. They have to commit to their wakeup timing before they can see you go for the safejump sooo... Also, the notable thing here is that the OS is far more lenient than other games. I thought it...
  4. Krackatoa

    Rising Thunder [PC]

    Reposting here cuz lol: Mmmmmmmmmmm. Safejump Option-selects vs. DP. I might be incorrect, because I can't really test outside of feel, but it seems that buffered attacks override buffered dashes if the attack is valid. This is important because Safejump OS was super fucking hard due to the...
  5. Krackatoa

    Rising Thunder [PC]

    Working on the s.H xx Sputnik > s.H link right now. Easier on some characters. Also s.H xx Sputnik FAJC Quick-Fly > j.H > s.H xx Fly > j.H > s.H sequence is fun to do.
  6. Krackatoa

    Rising Thunder [PC]

    Effects Vlad less. Standing mixups. Kappa. Sputnik Oki is also very easy to time.
  7. Krackatoa

    Rising Thunder [PC]

    It makes Vlad a rushdown machine. It's great.
  8. Krackatoa

    Rising Thunder [PC]

    Hold back before you input the super.
  9. Krackatoa

    Rising Thunder [PC]

    Exactly like Metsu except it's an invincible reversal option that's + on block if you KADC and leads to a free empty low setup.
  10. Krackatoa

    Rising Thunder [PC]

    That match is really read heavy, so there's not a lot of fine spacing involved. Connection was good enough.
  11. Krackatoa

    Rising Thunder [PC]

    It's really important because DP KADC is so retarded.
  12. Krackatoa

    Rising Thunder [PC]

    Crow is a bastard who doesn't need anything from lights.
  13. Krackatoa

    Rising Thunder [PC]

    Vlad can barely combo from his cr.L
  14. Krackatoa

    Rising Thunder [PC]

    The other characters' options are what define her own.
  15. Krackatoa

    Rising Thunder [PC]

    Her fireball is way better than Ryu's because She's the only one with a fireball that refreshes cooldown on hit/block/clash. Other characters can't sacrifice their cooldown-laden projectiles for momentum. Movement is so clunky in this game that neutral jumping over a fireball doesn't really...
  16. Krackatoa

    Rising Thunder [PC]

    List of Dumb Things KA reduce cooldowns. This means if you block a DP KADC, and you manage to successfully win the following neutral/disadvantageous exchange, you have to deal with another DP, Super or KADC attempt. Super KADC and DP KADC are completely safe on block. The size of the DPs...
  17. Krackatoa

    Rising Thunder [PC]

    Rising Thunder is an easier SFIV... but in order to play offensively well you have to do really hard things due to how powerful and dumb DPs are (DP xx FA is silly)... Vlad's whole offense revolves around conversions into tight safejump setups. That's not something you can expect new players to...
  18. Krackatoa

    Rising Thunder [PC]

    From my time playing, it is possible for the Burst to whiff (I've had it happen a few times now as the attacker), but I really don't think baiting is very practical at all.
  19. Krackatoa

    Rising Thunder [PC]

    I really do not like being able to jump cancel DPs, though. If anyone wanted my opinion. I think it should take 100 Kinect Bar at the minimum.