Jump to content
Dustloop Forums

Digital Watches

Super Moderators
  • Posts

    2,422
  • Joined

  • Last visited

Everything posted by Digital Watches

  1. Superjump. If you turn around after crossing up, your JI was a SJI, if not, then it was a normal one.
  2. Um... it's definitely not throw-invincible, so either you're outranging the throw, or, in the case of command grabs like wild throw, hitting it before it's active.
  3. I'm guessing you just missed a throw, near the same time as a HOS did.
  4. Hm... I didn't see you at Evo.
  5. Could be that the particular 2A used brought your hittable box low enough to not get hit by the air attack, or even just low enough to not get hit by it until your active frames were out.
  6. Er, most likely the hitbox of the specific character's move for which the command was 2P/2A worked in such a way that it connected with your opponent before their attack connected with you. I don't really see how it's all that shocking.
  7. Man, if you're doing this, I'll take it and probably even pay you extra for the trouble.
  8. Writeup'd. Kind of minimal, please tell me if there's something I should add.
  9. Well, they get to tech so early after that that you may not have time to set up right, so if they tech a way you don't expect, you end up getting beat out of whatever you tried to do on anticipation.
  10. So, according to rumor, match vids of this year's GG tournament will be cut together and released as a spaghetti western. The working title of the production is The Man With Eleven Shadows.
  11. Uh, no. Those are characters that AREN'T like other characters as far as combos go. For them, you pretty much have to go character-specific to do anything beyond routine BnBs. For Axl combos, Zappa tends to be pretty universal, as does Anji. For most combos, you can also use slayer, but his falling hitbox is a little horizontally big, so he might get hit by stuff that others don't.
  12. Fair enough, but you can definitely get more damage out of 50% meter. For the record, you shouldn't test combos against Sol for character universal-ness. That's cool. I dunno about "Ultimate," but it's cool and flashy and I'll keep it in mind.
  13. I mean 3P, 2D, Rensen FRC, IAD (j.D) Bomber, duh.
  14. Honestly, it doesn't seem that useful, considering that there are cheaper ways to do that much damage, even from 3P. However, it's cool and flashy, the damage is respectable, and if it works on stagger lv. 3 like you say, then it's practical enough for most opponents.
  15. Now, is this corner only, or...?
  16. Oh. I thought that was just Youtube.
  17. Eh, play a bunch of mediocre-to-good I-Nos (I played Honnou and Mynus at two different Evos, and get to play 9TNine with some frequency, so that's three good ones, albeit only two in AC). She's no Millia, that's for sure. If you know what to look for, you can get used to it real fast. Read my matchup guide. And what I said is that I didn't mean that. I mean the airdash is reactable.
  18. I think unless stated otherwise, the frame window for all cancels/gatlings starts the frame after it connects, even if it's still technically in the "active frame" portion of the attack.
  19. Well, I wasn't going to say anything, but if you really want critique, I guess I'd say oust most of the throw setups you do, as well as the majority of the oki note stuff. I dunno about how useful that is for I-No players, but it just comes off as sloppy, since it doesn't combo, it's not really mixup, and it doesn't set you up for anything unusual or cool. It's especially noticable in the combo at 1:55 or so on Testament, where it doesn't even combo after the note. Also, I'd think SBing would only be good in a CMV if you could make an unusual situation work because of it. Weird things also include the two counterhit STBTs vs. Eddie (I forget where it is). Which brings me to my other point: There's not really anything interesting or unusual about most of the combos here. I mean, I understand that a lot of BnB stuff ends up looking about the same, but the point is to jazz it up a bit, maybe do weird, if slightly less practical, things that you wouldn't do in a match, or showcase some odd things that happen in completely hypothetical situations. For example, at 1:07, is there any way to make that cross up so you land behind Dizzy and she slides towards you? I know that at least Chipp and Axl can do that on counterhit, and it seems like the kind of move that could set that up with a dash or something. Another SMALL complaint would be that a lot of the blockstring-->Combo stuff seems pointless. If you're going to build the guardbar up to flashing, you should probably be able to get at least 75% off the combo if you're in training mode.
  20. Um, no it's not. If that were true, I-No mixup (Which is like, the same thing but much better/faster) would be totally unreactable, which it isn't. True, but people can mash at lv. 3, and will. Um, did you try this against anyone?
  21. I disagree that it's impossible to react to the airdash, especially if it's just blocking. Plenty of people try to IB 6H. From my experience, I'm telling you: People can and will react to it, and even if it's a real blockstring, then all you get is essentially a very expensive and inferior version of rensen FRC IAD. It's cool, it's flashy, but it's not that dangerous. For the other combos: What level stagger are you setting? I'd set it to lv. 3 as a rule of thumb, and I'm not sure if those would connect at that setting, since you have to run fairly far forward to get c.S to happen..
  22. Yeah, but the airdash itself is really telegraphing. 6H (RC)--> 2K/j.P happens in like... 10-15F total either way, with a 7F overhead and a 7F low (but it takes longer because you have to land). An airdash adds a LOT of time, making it more reactable. You'll catch someone by surprise sometimes, sure, but that doesn't make it more solid (Don't get me wrong, I love messing with JI 6H RC stuff, I'm just saying it's impractical). Now, if you really like the airdash thing, the way to make it ambiguous is to sometimes omit the j.K in favor of a land-->2K, or do a bomber after the j.K sometimes, etc. I guess there's also the fact that 6H RC j.P is really technically hard... but like I've said before, that should never stop you from doing something.
  23. Apparently, we're talking about a situation where you're NOT one frame off, but still get an RC. Being off in your timing and getting an RC is, again, normal and expected.
  24. Aye, sounds like a personal problem. Your timing is off. More specifically, it's late.
×
×
  • Create New...