funny you mention that. In slash, i remember that could actually air dash forward > fireball with ky without mashign extra directional inputs. in AC, i need to do a 270 spin to do that otherwise i would get a j.623S/H. i also have the same problem with jin in BB (3C > 236C turns into 3C > 623C if i don't do a 270).
i'd be down for an ac side tourney too. i'm a bit worried taht we won't have enough time to run all of these things, but assuming we can, yes, put me down for both
there are a few ranges where you can't combo into sekkajin, so i try to use 5D (or 5D > 214D) there. It's also useful as a frametrap in blockstrings (though not very rewarding)
also, the mook is wrong: ice still has 'throw protection'. do 5D > dash cancel > throw. It will be purple '!!'s.
Here we go.
Initial stuff, 623C > 5B is hard, but 623C > 5A is pretty easy once you get the timing/spacing down.
CH 6B > gold burst > bla hasn't yielded anything good for me yet...
i always forget i can combo to 5D on ground hits
added a floating toolbar at the bottom that has links to the relevant sections, checkboxes for the various columns you can hide/show, and a back button
please make sure hte links work for you because i typed it in by hand and i might have had some slippery fingers...
tao notes updated. i noticed that a lot of the notes on her d moves were wrong, so i checked those again and hopefully it should be good
rtl: yes that logo will be fine, i'll add it later today
manta: i wrote the popups myself, so yeah they need some cleanup
notes are finished, but i would like to clean it up a bit more. regardless, i'll switch over the links on the site to point to cs2 stuff now.
also, if anyone has access to a high resolution cs2 logo, please let me know. i'd like to replace that as well.
look at the level table
http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html#attackLevel
notice the row hitstop (counter hit), that's what i'm talking about.
6A has 3F active, 20F recovery, 26F hitstun on ground hit.
so that would mean 3 -1 + 20 = 22 frames of recover for jin.
so it would be +4 on hit
also semi-intersting, when you counter hit an enemy, hit stop is increased ONLY for the defender. This is the reason why a counter hit 6A can combo into 5C even though a counter hit 6A would only add 5 more frames of hitstun and 5C has 10 frames of startup.
This is also the reason why back in CT 5D could combo into 6C since the extra hitstop gives you enough time to do it.
edit versions received, i'm working on putting that together now. also, system data (ppl's run speeds, jump startup frames, etc.) uploaded.
once the system notes are finished, i'll change the links around dustloop to point to the cs2 data instead of the cs1 data. cs1 data will still be there, but tere won't be any direct links to it.
yep, just waiting on polka to send the edited versions back to me.
there's more stuff in the mook, combos, playstyle descriptions (i think), etc. but i don't think we'll be putting that info online... it would probably be outdated by the time we get it up.