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Digital Watches

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Everything posted by Digital Watches

  1. Fixed that for ya.
  2. I'll probably make this. And I'm always down for GG money matches. BB depends on if I get good at it by then. Haven't really played CT but plan to pick up CS.
  3. Damn. Old thread is old. I like big damage, so AC. Plus double-hit Axl is just so choice. If you have the means, I highly recommend picking one up.
  4. No mixup? Seriously, if you don't see mixup potential there I dunno what's wrong with ya. I see I-No mixup potential there with latch-jumps, no prob. That and tick throws. You can probably do some badass tick throws, what with the fast jab and the mist-cancelling and the fact that he's got a command grab and all.
  5. I accidentally UN-deleted it. Weird coincidence, huh?
  6. Yeah. Lv.5 Blockstun + Lv. 5 hitstop.
  7. Fatal Counter = That green shit from KOF12
  8. So uh. I read up on these BnBs and watched some vids. This character has convinced me to take BB seriously, possibly even buy the game.
  9. Ha! That's. That's kind of great.
  10. Some fun JO combos that are hard as fuck but flashy and cool: Throw->66, 2H(FRC), 5P, (Air combo) 5K/6P, c.S, 5H, 2D, Rensen (FRC), 66, (3)H FRC-->Rensen(FRC), (Air combo).
  11. Except when you accidentally mash out of stagger with it just in time to catch a sweep, then take credit for being PSYCHIC!
  12. Er... technically that wouldn't test what he's saying. Since he probably means actual gaps between active frames, and to make the dummy not block, there'd have to be ENOUGH of a gap that they're not still in blockstun.
  13. Yeah, I tend to use counters for escaping pressure. Axl has no jab, but counter comes out (as in becomes "open for business," so a hit will trigger it) in 1F. Think of it in those terms. It also matters what level of move your opponent is doing. Since the counter comes out during hitstop, your opponent can have from 4 to 0 frames to act. That is to say, a lv. 5 move will be hit on the "same" frame as it hit you, meaning they can't do anything. A lv. 4 move will give them one frame to move, etc. This gives your opponent options. If they have a DP or something, they can cancel anything lv.4 and below into it. If they have enough frames to jump and faultless, they can block the counter (Which I've not once in my life seen happen, but still). If you want to be TOTALLY sure they can't avoid it, buffer the FB followup ASAP. The followup comes out in less frames, and can be started on frame 2 of the counter. Minimum startup is 11F, meaning it'll beat a lv. 1 jab on the first frame possible. Notably, RCs also take one frame to happen, which means this beats that, too. tl;dr version of above paragraph: Target moves that are high-level, or aren't SCable. Or characters that have no invulnerable moves to cancel into. Countering isn't always your best option though. You may want to jump out instead, or DP, or 2K under whatever they're doing. As a general rule, I'm most prone to do the counter (defensively. There are also a lot of offensive uses for it) when I don't think I'll have enough time to do anything else, or when I know I can get a juicy CH for wallbounce off of it. EDIT: Oh, and if you're talking about the 214P one, just do something else. That thing is garbage.
  14. Yeah, interestingly enough, you get more framerate problems with arcade cabs than with PS2s. Rensen, being a 3-hit lv. 5 move with a fairly complicated visual effect, almost always kills the framerate on cabs with less processing power.
  15. Duuuuustloop Duuustloop, über alles, something something Vaterland! :v: (Er, wait...)

  16. There are a few things that are HIGHLY suspect in that tierlist. Such as Slayer being so low. Not to mention the top chart's stats not matching the bottom chart's.
  17. Yup. And if I recall, they rocked the MAS sticks. Methinks those things are like weighted clothing. HIDING THEIR TRUE POWER LEVELS. If them ladies whip out the Sanwas, be afraid.
  18. Er, that's a choice they made for all projectiles in AC. If chemical love gets it, I demand that rensen gets it too.
  19. No thanks. That would be disgusting.
  20. Pssh... More like "better be comfortable guarding for a good long time and not doing anything else."
  21. Here ya go, good luck ^_^ In other words: JUMP-INSTALLING 101 Also note that "installing" a superjump has different properties than "installing" a normal jump. This is most important when making considerations like turning around before airdashing, or double-jumping. The "TK" approach, for example, if done quickly, can cause your jump to be a superjump. The basic properties of this state that you should care about are that you will immediately turn when you RC (As in if you cross them up, you will be able to airdash at them forward, but not backward) and you can't double jump. Dunno how important for Bridget this is but it's JI-related and makes a big difference for me, so it might be helpful.
  22. Huh. I honestly haven't seen them before. Definitely saw a few "Oh god he got away with that?" moments, but some funny combos and overall seems kind of tricky. Not amazing just yet but definitely good. I've gotta keep track of that dude.
  23. You're from Eugene? Do you have a car? I know two people who play in Salem, one in... er... a bit west of Dundee now? And like 3 (well, including me) in Portland. Hit us up sometime.
  24. Nah, I'd want it to be an FRC so he gets the meter gain penalty.
  25. Yeah, doing it the 8-7 way actually makes it more like a 2F jump (Meaning you get 1F of the shitty state of being in jump startup, which is probably what you were trying to avoid by 1FJing in the first place), since the game has to recognize those inputs on separate frames. Granted, getting actual 1F timing is a little hard, but it's really a question of why are you even 1FJing in the first place?
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