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GreeniX

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Everything posted by GreeniX

  1. I do think KoF should be in there. Any game with 6246 input grabs is automatically an airdasher by my standards. Oh and the fact that's it's a really good game should count for something, right?
  2. So I just moved in and I'll be in Longueuil until the end of April. Can I assume the info in the OP is still accurate and there are actual meetups every Tuesday, Thursday and Sunday? Basically what I'm asking is, what would be a good time for someone new to just show up and expect to be able to play some games? I'm pretty much made out of free time until work starts on next Monday. I play BlazBlue, KoF XIII and Melty Blood, around the "kinda okay" level of play. I can totally bring my laptop as a ghetto-ish MB setup.
  3. All you really need to beat GETB is, like, two frames of invincibiliy? It stops being invincible one frame after the super flash, so as long as you do something that's invincible up to the point where you knock Tager out of it, you win. It's not like the concept was new. Done at the same time, Tager's 360a beats his own 720c.
  4. But... but... in CT, 6d often loses to your opponent not even noticing you did it and performing their blockstring like nothing had happened. 6d and teleporting behind them also frequently lost to the same blockstring simply because Bang was so close to them before his kick that he could be hit from behind. Or did they also change that? Longer autoguard frames on 6d, or, I dunno, 10 frames less of dancing around before doing that kick?
  5. And that's for 5k. Airthrows, at least correctly spaced, just went from "Why would you do this you idiot at least command throw or something" to an actual choice between being untechable or damaging.
  6. j.623b can be followed by 5b aircombo, or, this one is conjecture on my part, maybe even 5b 2b aircombo. The standard aircombo is something like j.b j.4c dj.4c dj.c, with an optional j.236a for poison. If you want to go for the super, 5b 623b may combo, I don't really know about the combo length the ground throw allows (comboing after a normal throw is quite a foreign concept to Bang players). But then, maybe you'd have been better doing a nail cancel d.5c 6a 623b, if you wanted to super that much. At least in CT, that was usually the most damaging way of going about it.
  7. On the contrary, I'd say 623b should get punished way more often precisely because it goes at the end of blockstrings. Anyone who knows Bang knows that a blocked 2c will probably lead into 623b, which means easy IB. Doing it any earlier to mess up the IB timing means foregoing mixup options, which isn't really good either. I mean, now that Bang is better than ever, people get to know his blockstrings. I see videos where, for example, Zakiyama is simply IBing every single move. Why 623b doesn't get punished more, I really can't tell.
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