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Posted

You're right the throw escape pushback is different. My thoughts: at 1:18 Arakune broke the throw a lot sooner than he did at 3:29. The huge amount of pushback may have something to do with how late he broke the throw. But there's nothing in the system data about that. Another thing could be the physics of the game. At 1:18 Carl was the one you got pushed back. He had a lot of space to do so. But at 3:29 carl was in the corner. When arakune escaped the throw, Carl got pushed back only a little before he hit the wall. To make up for the loss of spacing the game actually pushed Arakune back so the distance would be the same as 1:18. This would need to be experimented with on console unless Zeero or you can test it out.

Posted

@3:29 throw break causes additional horizontal pushback-

http://www.youtube.com/watch?v=pvWttlya5co&feature=channel_page

Same video. @ 1:18 does not cause horizontal pushback. WTF?!?

Oh I guess i should have mentioned that in the guide.

When a throw break occurs, theres pushback on the person who did the throw (so carl did the throw, throwbreak happens, carl gets pushed back @ 1:18). If that person is in the corner (3:29), then the pushback occurs on the person breaking the throw instead.

Thats why a lot of previous Carl vids, when carl is in the corner, most claps in the clap loops dont even hit, just nirvana at a distance clapping nothing, and carl just keeps jumping and throwing coz his airthrow can lead to another airthrow. (airthrow, land, airthrow, repeat)

Let me go add that in the guide...

Posted

Noticed the latest 101 Zeero. Looks great! I think we should note a few more things. - 5 Frame buffer window on all links. (especially useful with 623C & 3C, 2B combos) - More variety in the overview section. (poking, mix-up, movement options & Anti-air options) I can get to these after a while. =)

Posted

I'm not sure how 5 frame buffer window is useful... so u can add that in =P I'll add some more stuff u mentioned when i have time.

Posted

I have a question about this video:

http://www.nicovideo.jp/watch/sm7440659

They don't do the loop on Hakumen and Rachel I assume cause they can easily escape it. However they do include Ragna. I thought he could Inferno Divider RC after the throwbreak to safely escape it. Is this a new loop or something that avoids that? Just wondering why they put him in, unless he can't escape that one.

Posted

may be he's doing it just high enough so that technically Ragna's ID would miss nirvana. =/ Also if Ragna has low meter, then he probably won't gain enough meter to get an RC so. I can see how it is viable.

Posted

Also if Ragna has low meter, then he probably won't gain enough meter to get an RC so. I can see how it is viable.

Ah that's true. I suppose that makes it worth putting in. He only got 37% meter from his entire life draining :vbang:

I guess it would be smart of Ragna to try to keep some meter ready for that. Or not get hit with a 2A >_>

Posted

Rachel only gains wind while touching the ground & not in hit stun or guard stun. As they CAN escape his throw loop, it doesn't mean ALWAYS. Kinda a saving grace ya know. Yay for frame Data Did everyone notice that in each throw he walks Nee~san towards. o.0 Gotta learn that one.

Posted

She gains a tiny bit of wind when she bounces on the floor during hitstun. Yay for frame data errata.

Posted

I think this is a bug -- could argue it's a feature -- it happens in arcade, but I don't know what it's disposition is in console: :CA: behind Nirvana [3D], Nirvana walks forward OPPONENT any super (least disruptive are the Install varieties: :RG:, :TA:, :BANG: (best/most illustrative) :CA: release D during super flash After super flash, Nirvana keeps walking (wiggle the stick, no D = no direction change). Hold D again, Nirvana remains activated. Any release of D after acts like normal. This has screwed me over twice so far. It's kinda cool that Autonomous takes on a whole new level (Carl walks back, Nirvana keeps bull-charging forward), but seriously, I need her facing the right direction when I cross up :mad:

Posted

So SRK finally got a Blazblue forums. We best make sure we keep the Carl section alive and active because that will definitely take a lot of people away from DL.

Posted

you can also do the bug yourself by doing 632146C~D

Ah! Then we can call it a feature: 50% Heat for Mecha-Nirvana :yaaay:! um.... you know what I mean... :sweatdrop:

Posted

basically its on the lines of nirvana's activation frames + distortion drive freeze, then the bug happens lol. Although i'm not sure what you can do with it lol.

Posted

basically its on the lines of nirvana's activation frames + distortion drive freeze, then the bug happens lol. Although i'm not sure what you can do with it lol.

Corner lock-in:

{CARL}> {NIRVANA}> <{OTHER} |{WALL}

Activate Auto-Nirvana, and you can block as Nirvana keeps walking forward, trapping in. Poke, on ground or anti-air, to lock down.

Well, in theory. I've actually used Auto-Nirvana to safely cross-up into sandwich setup (high jump, barrier, air dash, j.2C), but not for corner lock-down.

Posted

My plane leaves Sunday at 5. WhyDaFuck does the BB quals start so late on Sunday?!? It appears no Carl from me at Arcade UFO.

Posted

So, maybe I was a bit off the mark? I managed to pull off the D-glitch on an own Laetabilis Cantata (632146C, gear super) super flash, but Nirvana still responded to joystick. So it looks like just the D-button-holding state glitches out, not the entirety of Nirvana command?

Posted

I think its just the activation flash, when you make nirvana do a command, it doesnt glitch... not sure though, i havent tried to purposely reproduce this glitch and put it to use lol.

Posted

I wish i had the game :( Canada gets it a day late (july 1st)... and July 1st is Canada day which means its a holiday... SUXXXX

Posted

<3 Training Mode. I'm finishing combo's now! Still lot's of work to do with the Clap-Traps tho.

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