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Posted

I got it 4x today. Humanly possible, yes, but I would say it's up there with Pot Buster FRC 6H: Possible, rare to see one in a real match, and the risk outweighs the reward.

However, I did notice you can kara-cancel Taunt instead of D, for slightly less risk (haha) since Taunt is not in counterhit state.

In fact, you can kara-cancel Taunt into any special - 421+Taunt~B is pretty funny since you still get the Taunt voice.

Posted

I got it 4x today. Humanly possible, yes, but I would say it's up there with Pot Buster FRC 6H: Possible, rare to see one in a real match, and the risk outweighs the reward.

yep pretty much, its a cool gimick though, and neat for maybe a combo video :yaaay:

speaking of which, i should talk to you about that mike

Posted

Potemkin Buster FRC 6H is much easier IMO... though I didn't give this a shot yet so maybe it's not appropriate for me to say, lol.

Just that there was a button input technique to help with the FRC -> 6H.

Posted

I gave this about 20 mins. A few things to note: -Final input has to be 7, 8 or 9. -I found the shortest input to be:63214789637C: -Game also accepts input of 63214789637D+C -I presume the standing "720" input is: 6321478963[D]7C - I can roll the first part consistently. 6~3[D], But from there you've only got 3? frames to kara-Cancel into 7C. I have yet to do it. :gonk: Although, while missing the input I end up doing a kara-collider. which... isn't all bad... could be worse. May be better than taunt as there is awesome recover and some kinda offense. :I: I'm really trying to find the rules that makes this input work... I've only got 1 far'fetched hypothesis. The game will register 360's in both direction. So something like 632147896, 6987412369C will actually be a "720". This engine could be buffering the majority of the second circles inputs. the game registers something like: 632147896, 36987C. while you actually input: 63214789637C Just a theory...

Posted

I gave this about 20 mins. A few things to note:

-Final input has to be 7, 8 or 9.

-I found the shortest input to be:63214789637C:

-Game also accepts input of 63214789637D+C

-I presume the standing "720" input is: 6321478963[D]7C

-

I can roll the first part consistently. 6~3[D], But from there you've only got 3? frames to kara-Cancel into 7C.

I have yet to do it. :gonk:

Although, while missing the input I end up doing a kara-collider. which... isn't all bad... could be worse. May be better than taunt as there is awesome recover and some kinda offense. :I:

I'm really trying to find the rules that makes this input work... I've only got 1 far'fetched hypothesis.

The game will register 360's in both direction. So something like 632147896, 6987412369C will actually be a "720".

This engine could be buffering the majority of the second circles inputs. the game registers something like:

632147896, 36987C.

while you actually input:

63214789637C

Just a theory...

i spun the stick really fast and mashed d then c

Posted

technically the shortest input is this: 42684268+C It's possible without using any kara... just not necessarily by us humans. Didn't know you could cancel jump startup until Kensk mentioned this thread on irc... so I never gave any thought about standing 720 being possible for humans or veterus.

Posted

- You can't do a 720 as 360s in opposite directions, I checked a long time ago. (You can in 3s, though.) - karas in BB are probably 4-5f, they feel a lot longer than 3s's which are 3f. - You'll only get kara-Collider if you screw up when your 360 started as 632etc. If you were on the other side, you'll get a Spark Bolt or D. (Collider recovery is CH state, too.) - I was also able to get (skipping diagonal numbers, too long) -- 6248632+ABD,1 which cancels jump startup into D into ground Barrier. -- hold A+B, then 8421, which cancels jump startup to ground FD to FD-crouching-anim which makes you not jump. (I'm not sure either of those is helpful for standing 720, but for engine-mechanics buffs, there they are.) Also, Vet - Bang's been cancelling jump startup since the game came out - 6D->6239B.

Posted

I did it 3 times...but no consistency at all... According to the video maker, the full input is 6321478963+D, 214+C, 78 He says that doing with 2D is the best to perform the complete motion, but using 5D is also possible Holding C seems to be crucial as well, to activate the 720 during the last inputs The most difficult thing for me is jump canceling 2D performing the full upper half circle... The kara itself is not that hard. I got 4 direction inputs inside 2D to C kara input (Side note, kara 720 is good to avoid purple exclamations after block/hit strings) He's a player on the XBL and his user name is 鋼鉄の兄弟たち (Koutetsu no Kyoudaitachi - Steel Brothers) Maybe someone can ask him for tips.

Posted

Also, Vet - Bang's been cancelling jump startup since the game came out - 6D->6239B.

I meant cancelling it into D moves... seems like they are considered "special normals" ...

I know about cancelling jump startup into specials... take a look at the Ragna astral finish combo on the tutorial DVD :)

Posted

Definitely a nice find. But on a practical note, I don't seem me using it ever, especially considering that the 720 can be put into an IB and get pretty much the same effect or putting them into a block stun then AC buffer into 720 as they are just coming out of the stun. Like MikeZ said earlier in the thread, the risk far outweighs the reward in this case. One wrong motion and you whiff the wrong move, then put into combo which can be a death sentence for Tager depending on who your fighting.

  • 2 weeks later...
Posted

What I have been using online, and works most of the time is (in the corner) 6c, 5d, 236b, 720c. Cause they are already at the corner, they can tech in the air and most do it to avoid the sledge and into a free 720.

Posted

my favorite 360 would have to be. 236B>2A>6A>360, the 6A is punishable but not too many people realize it. another mean trick i use is J.D(wiff and only with magnet.) 720. doesnt work with everyone but it sure is hell good when it works.

Posted

People don't know that 6A is punishable? Lolwut?

yeah stupid right? i met at least i dont know? alot of people who dont punish the 6A in the string so a plus for me, hmm i should stop using it so much before people catch on.
Posted

yeah stupid right? i met at least i dont know? alot of people who dont punish the 6A in the string so a plus for me, hmm i should stop using it so much before people catch on.

If they don't catch on, why not use it? Unless you come across someone who knows it's punishable and punishes you after the first blocked 6A. Then it's time to stop.

Posted

If they don't catch on, why not use it? Unless you come across someone who knows it's punishable and punishes you after the first blocked 6A. Then it's time to stop.

yeah, its a shame i don't use 6A for better means, i mean its a ok anti-air right?

Posted

yeah, its a shame i don't use 6A for better means, i mean its a ok anti-air right?

I don't think so. Not even by Tager's standards I don't think. Not unless you're trying to beat out an air projectile or something. It would have to be done really really early otherwise, earlier than if you were to 5C or 2C. Tager could really use an ok anti air.

As I understand it, 6A is mostly for adding on damage within combos and for punishing stuff like uppercuts with a better initial proration value.

Posted

MikeZ is a verb at University of North Florida.

"The act of whiff AC to 720."

I did it the other day and everyone watching said "Oh shit, he got mikeZ'd".

Posted

This may be a strange question but I was wondering if on an arcade stick (one that used wires to each directional input instead of a wiring harness) it would be possible to disconnect the 'Up' input and still have the game register a 720 input? Not that this, if viable, would necessarily be a good idea, I am mostly just curious if it would work. In this case one method of recovery and the ability to jump would be sacrificed for a standing 720.

Posted

There's no Up recovery... And if you disconnect Up, the most you can do is 63214 63214, which I'm betting is not nearly enough to get a 720, or we'd all be doing standing 720s in every match.

Posted

There's no Up recovery...

And if you disconnect Up, the most you can do is 63214 63214, which I'm betting is not nearly enough to get a 720, or we'd all be doing standing 720s in every match.

Yeah, the no Up recovery and no jumping would be a huge liability. This question sort of formed for me last night when I thought I broke my arcade stick (or at least had jerked on the stick hard enough to disconnect something) and I disassembled it looking for the problem. Mostly I think you're correct but a part of me thinks that the game might go "What happened to 7,8,9?" and then fill in the blanks and this was what I was curious for someone to test.
Posted

last night i was in a match against a rachel, and i accidently 6A her on neutral tech, air juggles...another example for 6A. it has win. anyways i found that i can 360B then if they block 6A when close to the ground, god 360A is so much more fun.

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