Jump to content
Dustloop Forums

Tong

Members
  • Posts

    2,666
  • Joined

  • Last visited

Everything posted by Tong

  1. Oh yeah, that's right. It's because I've seen people getting hit by bursts during the OD cancel, but I guess my example wasn't the most accurate portrayal of that. Would probably only happen if the ODC is delayed or cancelled from a JC.
  2. http://www.youtube.com/watch?v=pfN6w_P-T9s&feature=player_detailpage&t=1037
  3. It only worked because of the additional Counter Hit hitstun. Under normal circustamces, say 5B > 5C > (ODC), you would get blown away.
  4. Great! Must get this combo down. This better help in tournaments.
  5. Done.
  6. I used Kanji lighting effects, since I couldnt find the game effects.
  7. This is the best I could do, sorry about the quality but the size limit was just too strong...
  8. I like to delay the j.tatami after FRC so the dummy may be as low as possible for the j.SD > ad j.SD
  9. I did it off a video, how is it? Yeaaah... I'll give it a try, but it's not impossible. Don't think I've ever seen something like that.
  10. There they are:
  11. You want this animated right?
  12. How is it?
  13. Yes, you're supposed to be close to hit the sj.P. Your gattling pushes the dummy too far, and unless you FRC the Tatami sj.P won't hit. Try: c.5S > 2D > Tatami
  14. Oh my, thread's quite dead. Sorry for the downtime, but I had to take care of irl stuff. I'll be more consistent with requests this month, so... Regarding these: ) For the background I would like the stage Altar, and I want Makoto to have the red/pink and black color scheme (the one at the top of the colors you unlock from the gallery). It doesn't have to have my name on it or anything. Thanks in advance! Still up or you guys wish to request something else?
  15. That looks sick! Loved the color blending.
  16. Yeah, I've tried 2A before but some air hitboxes are just horrible. 2[C] is the main combo killer imo
  17. Not sure if it's been posted already, but here's a "practical" corner OMB SMP 5B > 5C > 2C > OMB > dash 214C > 5A (214C hits) > 214D > 236A~B(1)~D > 2[C] > 5C > SMP until 4.9k Pretty useful if you get burst'd out of a Mudoon SMP but manages to land a random hit in corner.
  18. Zephyr's back! Thanks for the TL :D
  19. There are things sprites can do better and easily than 3D, and vice versa. And yes, I'm aware that ASW uses 3D to then draw the 2D sprites, but look at how they edit each sprite to give motion and other effects. Xrd is mixing both worlds, realtime 3D models + keyframes to keep the "sprite feel". My point is while motion effects are feasible, how to properly implement that into characters that have weird and unorthodox frames/motions?
  20. j.A j.C doesn't even work on standing opponents lol
  21. I wonder how they're going to animate the likes of Robo Ky and Faust, if you're limited to a character model. Sprite allows more freedom when it comes to drawing unique animations.
  22. Not every anti air must have head invul to function as one. There are many cases in the game, Jin's 2A can be used to low profile some air attacks, many 5B/5C have good speed/hitboxes to work as great air unblockables, 5A's, specially Hazama's, are often good when it comes to countering IAD and cross-up attacks. They all may be specific, but so 22C is. And since 22C requires special conditions for activation, its use is very limited outside combos and gimmicky situations (like the one shown in the video).
  23. I'm just trying to say that it could behave as such under specific conditions, everyone will agree with that. But just because we're not on the same page here, they disregard my thoughts on the matter as false and misleading.
  24. Indeed, two different conditions but can be treated as the same if we're talking specifically about that case. The poster even asked about that. Of course its primary fuction is as command grab to catch grounded opponents, but at the end of the day, you would need to treat 22C as an AA to explain that gimmick. There's no other way around.
×
×
  • Create New...