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GreeniX

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Everything posted by GreeniX

  1. On the subject of meaties, run up instant j.D is the obvious choice to beat wakeup throws. Just be sure to know your combo from a j.D hitting a standing opponent because pushback differs slightly.
  2. With a bare minimum of calories you can output some monstrous damage. Anyone got better than this for punish situations? (5000 Cal, midscreen) 2H(2) 5H(1) 6H 623S 214S 236[H] 214H (5000 Cal, corner) 2H(2) 5H(1) 6H 623S 214S 236[H] 214K j.K 5H(2) 214H Corner version does 250 damage on Sol and goes up to 280 if you replace eating by RTL. Sin is a big boy. Oh, and if someone's been having difficulty with the last challenge combo, I found that adding an extra j.6H in-between both supers made it easier. So there. Swag.
  3. Dude, I used up all my good Kula resets (AKA two variations of the same one) in our match, I can't win anymore. But yeah sure KOF is a fun game and I almost never get to play it so I'm up for some more fite-ing. Whenever we meet next, which is to say, ???
  4. Nice tournament, thanks to everyone who ran stuff while I was actively keeping every single bracket behind! A few hiccups but you're genuinely trying to run a great event so I'm sure things will be smoother in the future. You can bet I'll be interested in coming to whatever is the next installment! Shoutouts to the road to Ottawa being really easymode, except when the fog is being frighteningly real at 3AM holy crap.
  5. You absolutely are. However I regret informing you that prior to the event we had decided that whoever gets further into the mystery game tournament is the tiebreaker, so I STILL WIN HA HA HA I'm sorry I held up so many brackets I won't do it again~ Probably. If anything the Melee people openly disliked that I was playing anything else than Melee for the entire day so uh. I might skip that one.
  6. OK but what about the Pot Monster Chicken final standings??
  7. OK l'objectif c'est d'être plus de monde de MTL que de monde d'Ottawa. That'll show 'em.
  8. Hosting meetup tonight......... if you can make it over here (joke de Sherbrooke)
  9. Hi Blade I would like to play enough games to try and gain back some actual semblance of knowing what the hell to do and not suck complete balls. When can we play (that's not Monday night because I'm busy that day)? Thanks. This could be easier to setup if you were to come to the Sankishin chatroom wink wink nudge nudge.
  10. I won. I am the fastest at replying half an hour late. It's me.
  11. 1- Parking is you take whatever you can find in the street. Sometimes I got off easy, sometimes I had to settle kinda far and walk a couple of minutes. 2- I think everyone and their mother is bringing their PS3, but our goal is to have 15 of them for bragging rights. (I was told to bring mine in a "might as well" fashion, so that goes for you too I guess, being in a car does make it pretty easy to bring) 3- Twintails kneesocks or bust
  12. The upcoming tournaments are the Ottawa one generating all this parlage de poubelles which is a one day event and NEC which is probably going to be a 4 day trip or so. Please refer to the forum threads Pedro makes they are great and helpful and exactly suitable for this kind of situation. http://www.sankishin.com/board/viewforum.php?f=37
  13. I'll probably be coming over to this week's friday meetup and bringing my ~brand new PS4~ complete with Xrd demo. You can only play pad in 1 player arcade mode with Sol or Ky and kinda training mode with Sol only, but hey, if it gets some people hype they can try it. We can put it on a closet setup or something.
  14. Guys I think we can solve this one with hedgehog music
  15. The only way to do this AFAIK is to be doing a jump normal while falling and letting the momentum carrying you to the ground as you cancel that into a j.D. Timed right, j.D won't come out but you'll still be in drive state, so if you don't press anything Noel will land and reload, but if you do input a followup to the j.D that didn't come out, you'll instantly get a d.6B, or any other drive-only move of your choice. So yeah outside of that specific case you need to start drive with a standard D move. Finding out ways to make the opponent respect you enough to start a drive sequence is one of the hurdles of playing BBCP Noel, but no one can deny the mixup game itself once you get going is pretty threatening!
  16. Oh that is IT I am QUITTING fighting games FOREVER.
  17. From those same videos. Normal hit 6B into 5D still works fine. Stay calm, people. http://www.youtube.com/watch?feature=player_detailpage&v=-JBytnySNYc#t=166 It looks as though hitting 5A after corner 236C on a grounded opponent requires being incredibly close. d.6C 236C 5A did not work, but d.5C 236C 5A did because d.5C moves Noel forward a lot more. In drive strings, the way to go will still be launching the opponent before wallsticking them if at all possible. In the above example, d.6C d.6D 236C likely makes it so Noel can follow up with 5C or at the very least 5B. sjC jD still works as a corner air combo, but it's not usable midscreen at all. Midscreen launch into j2C j4D does not sideswap because Noel tracks the opponent and j4D hits towards her front, but j2C j4D d.6C connected at some point which leads me to believe you can still sideswap at will with j4D d.2D if close enough. Also Noel players have completely forgotten combo theory and never go for 22B oki or d.5B 214D corner carry, instead they're still pretty much flailing around. And yeah, 4D got beaten clean by another Noel's d.2D, which may mean it lost projectile invincibility and thus was beaten by d.2D's head attribute. Or it simply doesn't have invincibility for the entire duration of the 30f startup but that would make the move suck major ass so I dunno. RIP 4D. The one time I saw a Noel try and end her drive corner combo with 236C 6C(2) 6B 22B, the 6C whiffed... but it was from a throw combo so in BBCP1 it would have also whiffed after d.236D. Nothing conclusive on that front. I'm thinking it probably still works because in all other situations new 236C behaves as good or better as old d.236D in corner combos. Edit: http://www.youtube.com/watch?v=jcfem2G2ufc&feature=player_detailpage&list=UUyV9c57z3v5Ot5d4PklDxeA#t=810 http://www.youtube.com/watch?v=jcfem2G2ufc&feature=player_detailpage&list=UUyV9c57z3v5Ot5d4PklDxeA#t=852 Combos/resets still need fine tuning but this is a start.
  18. OUI MA LA BIÈRE DERQ, LA BIÈRE RE: Decisions having weight behind them This was really well said by Pedro. As a specific example, I think knowing an easy hard-hitting punish combo and landing it when you are given the opportunity goes a long way. When asking yourself "My opponents don't respect my pressure and mixups, why won't they just sit tight so I can learn how to actually hitconfirm this shit?", you'll often find the answer is either that you're not making them pay hard enough often enough, or that they are playing Azrael and don't have to care. RE: New people asking for training partners Hi! I play games with people over the internet. It's kind of a thing I do! My PSN is GrappleIguana but I don't really pop my PS3 open and look if people message me there, which is where the next matter comes in handy. We have our local community website forum over here http://www.sankishin.com/board/index.php and if you log in you can find a Mini-Chat button in the upper right, and this will open a wonderful realm of possibilities. Most evenings I'm lurking in there, as are other people who may be willing to play various games, so ask away!
  19. That's right, it doesn't work, 22B or 22C simply can't come out in those circumstances. Moves that give the needed knockdown would be a j.D that hits an airborne opponent, ground grab, air grab, Muzzle Flitter (214A) and 3C. You don't need to do the 22B or 22C immediately after that move, since as long as you did get that knockdown you can special cancel into those moves anytime during the rest of the combo.
  20. Anytime you use meter to confirm a drive string, you can also opt to use Spring Raid instead of Chamber Shot. This has the advantage of being a lot harder to drop than 236C RC 665B, by going with, say, 623D RC 5C into superjump C. You give up corner carry by doing this, and I'm unsure where you stand on overall combo damage and if it affects the kinds of optimized enders you can use, but hey, it's there.
  21. Le total pour ma ride à Summer Jam, soit le prix de l'essence et de l'hôtel converti en $CAN, monte à 117.51$ par personne. On va mettre une taxe abstraite de conduite/usure de la voiture pour monter ça à 120$ et garder ça simple. Ceux qui ne sont pas Pedro, vous pouvez donner l'argent à Brice ou Pedro et c'est certain que je vais me ramasser en leur présence à un point ou un autre dans les mois à suivre. Merci!
  22. Going straight into Muzzle Flitter from CT makes some magic happen and skips the special proration so you get the usual raw 214A damage, AKA very good damage (a simple midscreen meterless combo grants more than 4k with okizeme). Using anything else than 214A makes it so it's actually hard to get a meterless 3k while still getting a decent knockdown. You can opt to always go for something that works regardless of crouching state, like 5D d.6A d.5B into followup, but if you're able to identify a standing opponent, Muzzle Flitter is the way to go.
  23. They stay in the same state, so you need to hitconfirm into 214A on stand hit for optimal damage on the followup and do whatever else on crouch hit (I do 5C 3C into stuff).
  24. Je viens de checker les archives du thread et c'est vrai, Rhannmah nous avait averti!
  25. Ben comme je dis, quand le delay est à peine remarquable... c'est plus un OS qu'autre chose, rendu là. Mais bon, to each their own.
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