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shtkn

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Everything posted by shtkn

  1. A version seemd like it was special cancelable too. he kept canceling into A lion. i wonder if you can cancel into 236D...
  2. i updated vbulletin just last night. the plugins probably have some incompatibilities and i need to go update those. also some templates are probably out of date now
  3. explained on the wiki: http://www.dustloop.com/wiki/index.php?title=Persona_4:_The_Ultimax_Ultra_Suplex_Hold#System_Changes
  4. you can see it quickly performed three times in this video, it's pretty short http://youtu.be/0Q9FYo5_nN0?t=2m4s
  5. huh? dash cancel? you can dash cancel more stuff in OD? interesting...
  6. having everything be Fatal Recovery seems like overkill... i don't know what they're thinking
  7. OD stuff > 6D, then astral
  8. made a video showing off one of jin's gimmicks with 623D RC
  9. i'll bring my ps3 + acr + cp + p4. no way am i bringing a monitor onto the plane haha.
  10. 5 points just for entering? is that standard? seems a bit high imo
  11. typically the shaking is done during every frame of hitstop, but since youtube is 30fps, you're going to miss it in a 60 fps fighting game. my conclusion is based solely on the final hit where stuff slows down a bit
  12. no, i mean the shaking of the sprite/model every character does on hit. it's hard to see in videos, but i'm pretty sure every FG out of japan does it an easily noticeable video example is the KO hit in sf4: http://youtu.be/Oypj0SKy3J4?t=5m33s
  13. this is pretty minor, but it appears that none of the characters shake when getting hit (the minor 1 pixel shaking characters do on hit). I'm mostly indifferent to it, but i did find it distracting in SF4.
  14. in previous games (i believe in XX and #R), Ky could double jump after air stun edge if performed high enough in the air and shoot a second stun edge. It's the same technique that Jin uses with his air fireball in BB.
  15. whew, mostly finished with my button artwork. roa, how do i send it to you?
  16. sure, i'll throw in $40 usd. let me know how i can send it to you (paypal?)
  17. thank you for the videos Aristobule!
  18. Throw Side Swap: Throw > 214B (whiff) > dash 5B(1) > delay 5C > 2C > super jump forward j.2C > jc > j.C > j.2C > j.214C you should be side swapped at the j.2C or the double jump. this is pretty crude and can probably be optimized further. however, i wonder if this combo route will work off CH 623C? that's be nice since you can use a j.D to freeze and go for mixups right away.
  19. i've had to delay the 5B or else the opponent will fly too far and miss the delayed 2D. it's kinda finicky.
  20. iirc players were doing that last location test
  21. time affects hitstun decay: http://www.dustloop.com/wiki/index.php?title=Damage_(BBCP)#Combo_System
  22. i've fixed the cancel tooltip discrepancy. also, many of the moves have hidden frame data in the character pages because we copied most of it over from the frame data pages, but decided to not show ALL the frame data to make it not look as crowded. my apologies for the late reply
  23. you should have gotten a dlc code: http://www.dustloop.com/forums/showthread.php?17815-CP-Order-Shipping-Discussion&p=1557450&viewfull=1#post1557450
  24. it needs to be a full charge and a CH for fatal good luck getting that
  25. i'd replace dash 5C with dash 5B > 5C > 6D > astral 5B pulls in the opponent so you can make sure the 6D doesn't whiff
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