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TheGreatReptar

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Everything posted by TheGreatReptar

  1. There were like almost 50 people last year. BB better not drop to 50% of what it got last year, especially with more out of state people coming <_<
  2. Eshi and I will be there. I think Dogysamich is going too. Ivysaur is up in the air. I'd be willing to play some Arcana, and you could probably get Dogy to play as well. Or...you know...people who want to win or something...
  3. Yo, it's seriously gotten to the point to where I don't even know all the gimmicks I know anymore. Sometimes they just happen. I was trying to get a count going of all my setups and stuff yesterday, and I figured I have 6 different ways of knocking someone down in the corner, like 4 different unblockable setups, 2 ghetto crossup setups, 1 legit crossup setup, and 2 ways to punish rolls. If only my character still did damage =\
  4. I figured out a new Tsubaki gimmick today. You guys are going to be doomed when I remember the other half of my gimmicks in a tournament =P
  5. Eddie getting 2 mini-Eddie bars sounds scary as shit... Also, could anyone explain how Order-Sol's red health things works with his charge gauge?
  6. I dunno if this has been posted, but I figured out a 3 charge combo that starts with just 1 charge (or rather, saw a 2 charge, 1 starting combo in a video and tried to see if I could squeeze a third charge out). 22D>5D (1/2 charge)>3CC>RC>5D (1.1 charges)>5CC>623C>j.236A>j.214D>j.D (.9 charges)>j.C>dash>5C>2C>236C>214A>22B>236236C
  7. That 5B CH combo also works with 5BB>3CC or 5A>5BB>3CC on crouching opponents. Oh, and j.CC>5B>3CC crouch confirm also works.
  8. Tsubaki changes I'm hoping for: 236X being + when spaced correctly again 236D and 22D getting frame advantage back 2A going from 6>5 frames 5A having 1 less recovery frame so it's +1 5B and 5C flip flopping their startup frames 5B, 236D, 6A getting a proration buffs 3C jump cancelable again 623C untech time increase and proration buff (I want midscreen dive-whiffs back =[ ) Buff j.C's hitbox, shave like 3 frames off the startup 22X proration buff so IAD combos are doable off CH 22X again Just break the bitch for me ArcSys. Kthx
  9. Yo, I have a new favorite thing. 5C>delay>C>6C. 5CC>6C only gatlings on hit, so it confirms itself =O
  10. The j.BBC loop almost always drops at j.C on a third loop if you're using 3 hits to confirm it. I like doing dash>5C>neutral jump>j.BC>j.236C for a crossover reset on the third loop when I still have more charge to burn. The easiest way to go into it is off of 236D>5C, since 236D forces standing. Other than that, you just have to confirm that the opponent's standing.
  11. I've actually been goofing with how to get around Jin's DPs on wakeup today since I've been meaning to do it for a while. The best option when Jin is in the corner is probably to jump over Jin+barrier, then OS blocking for each DP if you're in the corner. C DP moves Jin out of the corner, so you have to block behind him, D DP doesn't, so you have to block in front of him. You jump up, barrier, then switch sides. Since C DP is slower, you'll block for either one. You can also just stand block and 5C between the hits of Jin's D DP. Jyo normally mashes jab or something silly when I just sit there and block, so I was trying different junk. I wonder if he's going to upload last night's matches where I decided that wake-up mugen was a good idea for like 10 matches.
  12. Here's some footage of me going full retard http://www.youtube.com/watch?v=tpao2Nsu0ZM
  13. Arakune match - Work on antiairing. He was jumping in for free the entire match, never even trying to bait an antiair by airdashing. 2C will beat out any jump in clean if you do it early enough. Mu match - You used 6C>623C>j.214C as an ender. Never do that unless you're sure it will kill and don't have meter for super. It puts you in a really terrible position, and you lose time to charge. Tao - When you get a j.CC confirm, you can almost always land and then continue comboing. You canceled into j.236A>j.214C and gave up a bit of damage and charge time. Small things like this add up. 2nd Arakune- you were doing like 5BB>5CC>623B/C a lot. I don't know if that was intentional, but it kept making it so you lost out on charge time off those confirms. You need to work on bursting in general. You saved them to the very end a lot, and several of them were blocked. Burst more during longer moves. Double green-bursting against Arakune is also a good way to throw away a round since he can guard break super easily. Also, work on just confirming into proper combos. You'll be amazed at how much easier matchups can get once you make time to get charges.
  14. Vomiting on some of the people at Final Round would have been an improvement...It seriously smelled like a petstore near where the bracket was. The kind that has like Iguanas and dogs pooping everywhere.
  15. Yo, Arcana at Storm? I'll have to brush up on my Eko herp derp. And Romey, you'll have to get past my Tsubaki to get that title =P
  16. I tried 5BB>j.B on Lambda as well. There seems to be 4 categories of characters for the j.BBC loop. Characters it works on, characters it's awkward on, characters that j.B works, but j.BB doesn't, and characters j.B just doesn't work on at all. With characters that only j.B works on, you can still do j.BC>j.236C mixups.
  17. 623X>IAD>j.C just gets a little bit of extra corner carry. On Tao's stage, starting in the corner, I was just in front of like the barrels by the mailbox in the background, compared to being just behind the mailbox by doing j.214D>run a bit>5C>2CC. It's really almost negligible..lol I can't get j.BBC to work on Lambda for anything. j.BB always misses. I just discovered the most bizarro thing with Ragna and the j.BBC loops. If you start with 5BB, on counterhit, Ragna gets a forward reeling sprite on the 5BB, which causes j.B to whiff. You have to delay the mess out of 5BB to get the backwards reel, or just go into 5C.
  18. Possible, spacing specific: Bang Arakune Makoto Tsubaki Rachel Relius Tager (got as low as 2 hits on him..lol. I don't think you can followup with IAD j.C though?) Always take only 4 hits: Noel Platinum Carl (finally good news in the matchup) Mu Litchi Lambda Hazama Doesn't work on at all: Hakumen Valk Jin Ragna Tao Using 623D seems to have mixed results too. It seems sometimes the opponent won't be in untech time long enough for you to IAD j.C. I'll goof around with it maybe tomorrow.
  19. I couldn't get only 4 hits on Valk, but could get it pretty easily on Bang. Haven't really tested it on anyone else. Too bad you can't react to the combo counter and adjust accordingly =[ It works on everyone all the time with 623D though. 2500 damage and almost full screen carry off a reversal <3
  20. Funny thing I noticed from Kuresu's rampage here http://www.youtube.com/watch?v=qjFwEW0WArQ&t=11m10s . He does 623A>j.236D>j.214D>IAD>j.CC>5C>2CC>blah. Interestingly enough, it one works when the orb only does 4 hits. If it does 5, it drops at 2CC. Seems to be really character specific, and of course spacing specific. Gets like 3/4 screen carry though.
  21. That man mashed more guard points in that one finals match than I think I do DPs in an entire tournament.
  22. I love how Kuresu was using the 22B drop technique I ended up discovering the other week on accident. All those blue beat 22Bs are actually timed so that if they whiff, the oppenent eats a meaty 5A, which people are more prone to trying to hit buttons since you've just whiffed something in their face. Then if the opponent just doesn't tech, you get the extra untech time for charge or 6A/2B oki.
  23. That 2B wasn't meant to be a tech trap. He did it to punish a possible roll and buffered a 22D into it in case it hit. Also, as for the 214D no tech punish, they just did that to say "Stop fucking rolling". That Jin rolled every time ground teched through that match, and he did it almost all the time in their match against the Tsubaki's Lambda teammate. I wouldn't advise using that.
  24. I dunno...maybe it could just be reordered a bit with better headings for certain things. Maybe messy wasn't the right wording. I think the organization is a little rough though. j.236C is amazing. CH j.236C is a free confirm into 2CC>IAD. You can also make it whiff and use the forward momentum to switch sides then cancel it into j.214D for a ghetto crossup. j.236A/B are still pretty useless though. The only use I've found for j.236B is for lowering yourself off of really high j.CC confirms so you can combo after a j.214D more easily, or just doing j.CC>j.236B when you don't have stock to lower yourself to get more frame advantage. j.236A is pretty much useless outside of combos.
  25. That whole first part was from CS2. I went through and did some quick edits to it. I'll probably start going through and making a bunch of edits to the wiki starting next week when I'm done with finals. There's a lot of things I want to change with it, and there's a lot of oddly placed first person writing I want to get rid of. There's still seems to be some remnants of CS2 all over the place, and there's some new setups and mixups I want to add. Also, her safejump description's been wrong for a while thanks to me I think things need to be reorganized too. Meh...I've got a project for next week now at least. Edit: Fixed the blockstring stuff, changed j.236X's description since apparently I'm the only person who has realized what an amazing air-to-air move it is, and fixed the safejump stuff again (which was mostly just reverting it back to the way I used to have it). I think the offense section is a bit of a mess right now. I'll probably separate oki setups, mixups/resets, and blockstrings sometime within the next week.
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