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OrionXElite

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Everything posted by OrionXElite

  1. Fixed it, something just messed up with the redirecting address and it would give you http// instead of http:// so I just redid the hyperlink and copied the names back in, works fine now
  2. Double post, sue me: In corner - something along the lines of 3C > A sledge > hammer > 5C > ~ or collider in corner > B sledge > hammer > 5C ~ works From the loketest thread, this is a very interesting change. Hammer>5C now links in the corner? I'm guessing that means either they SEVERELY reduced the recovery of Hammer or they made Sledge>Hammer knock them up much higher and in turn received much more untech time. This can give us more opportunities for combos that don't involve taking them out of the corner and then hoping the proration is good enough to put them back in. 5A>5B>3C>ASledge>Hammer>5C>6A>4D probably works now. Decent damage and heat to keep them in the corner to try and set something up for bigger damage. Sounds interesting how they're changing his combo abilities.
  3. 6A and 5D primer breaking would be too strong. 2D could work just cause its slow as all hell. But 6A definitely would be too good in pressure if it broke primers as 6A>4D is a true blockstring, something like 5B>6A>4D would be free primers every time which isn't how primer breaking is supposed to work. 5D is too safe to really be a primer breaker as it pulls in during recovery and is +2. 6A>5D would be 2 primers that would need a good read to do anything about which is too strong. Carl and Rachel are rare exceptions cause of how their character designs work. Carl literally has NO primer breaking moves on his own so he has to rely on the Doll to do anything. Rachels only Primer breakers are 5CC, 6B and 3C but shes designed around utterly relentless pressure and her Primer breakers for the most part limit her mixup potential so its a trade off on her part.
  4. Good fucking luck with PNW coming down. They're the kings of the Haku matchup :3
  5. Spark doesn't wanna see you Vineeth :3
  6. This guy seems to have a couple other ones littered around the site: http://www.dustloop.com/forums/showthread.php?12346-Selling-gt-Dumps-Fullz-Track-Bank-Login-Shopping-Transfer-......................&p=1120868#post1120868 http://www.dustloop.com/forums/showthread.php?12345-Selling-gt-Dumps-Fullz-Track-Bank-Login-Shopping-Transfer-......................&p=1120861#post1120861 http://www.dustloop.com/forums/showthread.php?12347-Selling-gt-Dumps-Fullz-Track-Bank-Login-Shopping-Transfer-...................... http://www.dustloop.com/forums/showthread.php?12343-Selling-gt-Dumps-Fullz-Track-Bank-Login-Shopping-Transfer-...................... http://www.dustloop.com/forums/showthread.php?12344-Selling-gt-Dumps-Fullz-Track-Bank-Login-Shopping-Transfer-...................... I think I found them all aside from the one Zeron posted.
  7. Thats only assuming the j.2C wouldn't be techable by that point in the combo. With 6C having an 80% P2, you usually gotta throw that pretty early in the combo in order to get the untechable j.2C. But we'll see,
  8. According to that, no. The current changes to BSledge make it impossible to it. So our go to option as it stands now will be EGadget or if there is a necessity for Heat, Spark>GF. I'm sure other options could pop after the changes are finalized and people get to experiment more.
  9. The combo rating thing was a mistake on my part. I forgot Combo Rating didn't apply to untech time. But the second statement still holds true that a Combo Rating buff of even 10% would make his damage output huge.
  10. Valk's ground super in CS1 did 1800 minimum :3 I'm just glad to see that we're getting at least CS1 damage back. The fact that we can get 3.6K off of a 2B is great cause that means we're back at CS1 standards. They nerfed the shit out of 5B/2B Starting proration in CS2 so we have that back. If I had to guess though, given that they made Collider have more severe Repeat Proration, that instead of just giving us back 100% P1 for 5B/2B, they're giving us a combo rate buff to give us more comb options. Adding a combo rate buff would dictate a need for a more severe Repeat Proration or else Tager would be getting 4-4.5K off of pretty much anything. But this made me go into my theoretical Training Mode again and think up how maybe we could get some really good use out of things like the ASledge>2B link. Like a high Proration starter with Magnetism could probably yield a lot of damage and more importantly, Meter. Something like AA 5C>AC>ACWhiff>6C>j.2C>5B>3C>ASledge>2B>2C>AC>BGadget might work. Hmmm...I wish I had some visual evidence of how stuff works now cause then I could come up with more legit theory combos :3
  11. Thats the supposed translation of a note from the Loketest. Not 100% confirmed as far as I know.
  12. It should be DLC, I don't care if I need to pay $10 or so for it as business is Business but if it becomes a full release(which is possible given all the extras they're adding to the Vita version), I'm gonna be frustrated since I already have to buy UMvC3 not even a year after that was out, we've only had CS2 for what, 6 months?? RAAAAAAAAGE:v:
  13. ???(Bang) vs ???(Valk)
  14. Oh I fully agree, 360B is amazing. You get more damage in the corner for it than a 720 :3 Its godlike and you get like 40 heat before the MTW so you can get that shit pretty much any time you want:yaaay:
  15. Well looking at the proration values as they are now, it makes no sense. But If they did change them, thats understandable then.
  16. That would only work if AC starts to pull soon enough for them to stay in the air and even then, the air untech time would have to be pretty long in order to work. 3C>Spark should work just fine though. Maybe 3C has a different hit style now or maybe it hits them up higher when you use OTG like that. But that brings up an odd concept, the proration on 360A is worse than 360B so in theory, it would work on 360B and NOT 360A as it stands now. I'm wondering if that means they switched the prorations of them in order 360A a better punish and 360B a less painful tick. Strange...
  17. Technically you could take BART from Fremont to Millbrae, catch Caltrain southbound for like 4 stops and you'll be in San Mateo a block away from the Arcade :3
  18. Well then yeah, its just a delay thing. Instead of slowing down the whole motion, you just need to start the whole thing later.
  19. But my point is you're using a buffer for something that already has a buffer. The VTC is you buffer, not a normal AND VTC. Whiff 5A>VTC 720 is 17 extra Frames of completely unnecessary buffer for it.
  20. Why are doing it for whiffed moves?? You don't need to do that for any move, just 720 during the recovery and hit C once its over. As for your question, Isorropia answered it right. Start the entire motion later during the recovery of the 5A. Make sure you learn the different timing for hit on Block, Instant Block, Barrier Block, Hit and Counterhit. Most people have issues cause they just regulate themselves to one timing and its usually the block timing which is bad cause if it ever hits them, you're gonna purple grab.
  21. Well I was doing my own theory combos in training mode and just doing 3C>RC>ASledge and I could link a 5A>5B but not 2B cause they weren't high enough. So maybe something along the lines of 5A>5B>5C>6A>AC>4DWhiff>3C>VTC is possible. Hmmmm...Interesting
  22. I already was, the conversation is over already:v: [W]5B got Head Invul back, w00t :3
  23. One thing to keep in mind is that I believe we have also been given back our Self Canceling 5A as there was an overall system change that allows anyone with a Self Canceling 5A to do it up to 3 times. I'd like to hope they apply that to Tager for the sake of making his pressure better but we'll see. 5B Jump cancel: I think this is great, gives us better pressure and more options. VTC 720 Canceling off it will be fine so long as you can do it :3 3C techable/Special cancel: Very odd change to me. Means unless they change something about ASledge to let it be combo'd after, our only option is gonna be Spark. I would've rather had a 3C>4D gatling. But I suppose there is the possibility of ending a combo on something like AC>4D>Whiff>3C and then Cancel that into XYH for some free Spark meter. More untech time on Spark: This is good, means we can make our combos longer, easier. This is also a counterbalance to the increase in repeat proration to Collider so something like AC>Spark>GF is most likely a viable option in more cases now. Now if it creates an Untechable Knockdown on CH, that would be a huge buff cause it would make it even easier to combo full screen off of it when dealing with Lambda/Mu/Arakune bullshit. More untech time on Collider: Good change, gives us more time to combo after and probably some new combo routes will become available cause of it. This is also fair to counter balance the extra repeat proration their giving it. More harsh repeat proration on Collider: ehhh...Not sure why, but whatever. BSledge more recovery: I can't say anything until I know how much but even then, this is kinda silly:v: It was only +3 so no real reason to kill that. These have to be the weirdest changes I've ever seen for Tager, can't wait to see the final product :3
  24. Double Post: Adding the Changes in the recent loketest: +Wolf 5B now has head invul up until the hit -j236B (Moonlitch, I forgot the motion) is now air blockable without barrier. I'm just glad that they gave us back Head Invul on [W]5B. They had every reason to reduce the Head Invul though so its completely fair. Although I'm wondering if its Frame 1 Invul or not. If it isn't, I'm guessing it'll be like 4-7 Head Invul or something. Mondlitch...Eh whatever, Air Unblockable was more for troll tactics for me than anything :3
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