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shtkn

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Everything posted by shtkn

  1. it's also important to note that the frame advantage listed is if you don't cancel the attack into anything. most normals can be easily canceled into other attacks to act as a frame trap, or canceled into a jump > air backdash for safety. check the revolver action table at teh bottom of each frame data page to see what options are available off any given attack. studying your character and your opponent's table. this can make blocking easier ex: the opponent's overhead can cancel from X and Y so i should look for an overhead if I see X or Y ex: the opponent only option after Z is to jump, so i should prepare my anti jump option when i see Z it can also give you ideas on how to set up your block strings ex: A is frame disadvantage, but i can cancel it into B and C, so that can be a frame trap
  2. yeah, if you can find decent pictures of them. hopefully we'll have sprite rips to work with eventually. also, if you use images, then you can probably remove the description of the attack from teh move (since that's what the image is for) and only use text to describe the utility of hte move.
  3. interesting, i like their translation of kanji's attack names, even if they are a bit longer. also they named mortal blows as instant kills. i guess that makes sense. i guess i should start updating hte wiki to use the real english names... edit: how odd, narukami's ik is called 'million truths', but the attack in teh rpg is myriad truths... are they the same attack or is this a translation error?
  4. what this tells me is go for purple throw on 6A hit without 50 meter.
  5. i only have one system change to highly recommend: gold burst combo starter should not be able to kill. a dp that's +5 on block is too strong as a round finisher imo.
  6. ky for hte most part i think is fine, i just feel that basically, everyone above him has more abusable bs haha. i'd be happy with a more useful 222H that did a guranteed 10 damage and an improved 6H (more gatlings into it? faster?) i'd also want them to fix that bug where if you are falling too fast and do a j.214D too close to the ground, the cross doesn't come out and hte meter is lost.
  7. sign me up. i can bring a ps2 + ac usa, but no tv.
  8. sign me up (as if you had to ask)
  9. You are wrong. One More Cancel is ABC all Bursts are done with ACD
  10. don't you mean hitbox ™?
  11. currently ac is on comp through emulation. we don't allow piracy discussion on these forums obviously, so please don't discuss getting ac+emu any further.
  12. there is no announced pc version of ac. just ps3/360.
  13. why would you use netplay psr to gauge any form of skill? also, i'll be mashing narukami, mitsuru, elizabeth, and maybe kanji
  14. ok, then i will bring my component-capable monitor. hopefully next week i'll have the equipment needed to use an asus instead
  15. so... any moniotrs taht can take component? i have one, but it lags by about 2 frames
  16. i think i can show up now (albeit a bit later) so i can pick up dana if he's willing to wait. also, do any of you guys have a tv that can take in component? that's the only way i can use my dvr to record matches without buying more hardware.
  17. ah, thank you. the way i've been doing it the ice car crossup is to rc immediately on the first hit and let hte really fast momentum carry you to hte other side. my way is definitely faster, but it assumes taht the opponent remains crouch blocking... guess i'll experiment with this more.
  18. i don't get it, how would this cross up? the freeze leaves them in a standing state and i don't think it'd be possible to crossup if they're standing.
  19. i'm nto sure if the equipment i have can work for live recording (to say nothing about streaming), but i will fiddle around with my equipment tonight and see if it is sufficient.
  20. i actually just came up with that when mashign training mode last night, didn't know the japanese were doing it haha. I also have another really silly one: air hit j.D > j.214D RC if you hit the opponent with j.214D at his feet, you will cross over him when you hit hte ground. you can then either combo him (5B > 5C > sekkajin > stuff) or do a back air dash before you land to do a high/low/throw mixup. yes, this is 75 meter for something that isn't that effective, but it's fun to do imo
  21. one of these days i'll actually sit down and learn combos so i can stop being free to everyone in tourney also, nice to meet some new faces for bb yesterday. I won't be there this friday sadly, but i hope to see you guys again on tuesday or next friday
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