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Everything posted by Mike Z
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360A to BSledge vs. back techroll won't whiff on some characters. Jin gets hit/blocks it, for example.
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So if you Quick Rise (Down+any button while on the floor), you get up but aren't invincible. You can't cancel this to movement, blocking, or jumping, but you can cancel to attacks very early on in the animation. (Frame data says 13f or so, but it feels a lot faster than that.) However, if you cancel it to 4+A~B or 4+B~A, which is just an attack which you kara to Barrier, and then you can let go and immediately be able to move/jump/etc. It's a ton faster than Quick Recovery ("neutral tech"), and has come in handy a lot since I've been trying it out. The downside is you aren't invincible during the Quick Rise frames, but you're also not stuck on the floor and it's a good mindgame escape. [edit so Supa doesn't have to reply]: "Oh yeah, I've been doing this since the game came out, doncherknow..." (It'd be nice if there were a thread I could just post this in, instead of making a topic...)
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QFT. You will never land one against someone who is holding Up the entire game because you always let them jump. That said: - if already magnetized (or vs. Jin) blah blah AC, 6C->j.D land (they tech), Collider, 720. This works no matter which way they tech, as long as you hold the Collider long enough that they land in front of you instead of behind you. - 360B, intentionally late ASledge as they tech, 720.
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Gnat - Tager players don't get Communist points, we give them. :^P Although if I could give 'em to ya, you'd get 46 for Pol Pot and another 200 for Rocky 2.
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500 Communist Points to Severin for actually switching to Ragna for the last game of winner's finals, after losing a game as Nu. Nothing said you actually had to listen to my shittalk. You are no slouch, sir! 10 Communist Points to Blue Garbage for 3C xx super. WTF, that's dumb. This tournament had at least one representative for every character...
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Apologies if this is old news... Someone at FFA did 3C xx ground super today. He did it two separate times and both times it worked for pretty good damage. I'd never seen it before, and when I asked they said the computer did it and that's how they found out. I went and looked at the frame data, and WTF 3C is jcable?! So not only can you do 3C xx super, you can jumpcancel to keep it safe, and even can do 3C, j.D, C~B bugs, combo. Also it's P1 is 100. Huh.
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If you have problems with crossup j.D, you can 2C it for free CH awesome, no matter which side. You can also 2C CH if he does the 3 ice swords, which will result in you not getting frozen and still being able to combo him. Or you can jump up and airthrow.
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You can't land a 5C after Terra Break on most chars - Jin is the easiest one, and Rachel, obviously. If you do the Terra Break slightly early so they don't hit the floor first, you can followup on every character no matter the position (near corner, etc) with 6B->2C xx AC.
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Oh, poor kensk (and Nobus3r1)...I was really hoping someone would catch it. There is no Up recovery in BB - it's exactly the same as neutral. Your ground tech options are: 4 or 1; 2; 3 or 6; and 7,8,9, or 5. So the lack of Up tech wouldn't hinder your play at all. Does this mean ken will finally stop being a jerk when he thinks people don't know what they're talking about? Tune in next week!
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No Up recovery doesn't hurt THAT much, I use it maybe once every ten games or so. However, as far as I've tested you can't 720 without doing at least one full 360, and you can't even skip a direction in that first 360, so this wouldn't get you 720s. (As noted in the standing 720 thread, you can skip directions later on - 6321478963 78+C works.)
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There's no Up recovery... And if you disconnect Up, the most you can do is 63214 63214, which I'm betting is not nearly enough to get a 720, or we'd all be doing standing 720s in every match.
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MvC2? :^P
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Glitches from that one crazy Carl video explained. http://dustloop.com/forums/showpost.php?p=446574&postcount=13
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Special thanks to render for being willing and able to translate the text file that comes with the nico version. Cantabile bug (link): The hitstun from a Poison Nail is extremely short. If Carl is hit with a Poison Nail as he performs Cantabile, a second one will come out (I assume you have to hold the button down), and from then on, as long as one is still out, you can keep throwing them. (I didn't try this one, because I spent too long on the next one.) Anima bug (everything else crazy): I recommend recording Carl with Memory in Training Mode so you only have to get the input right once, and you can then try vs different characters. - Do Anima, and right before it grabs do the gear Super. If Anima grabs the opponent at the exact same time as the super flash, the opponent can do weird things. - The opponent must tech Anima during the flash, which will allow them to do a move after the flash is over, while Nirvana still throws them. Depending on which moves, you get different things. You have to do a throw-invincible move, though, or else Anima will just hit you at the end. (You can also buffer the throw tech before Anim actually grabs, once you have the timing correct.) - Basically, the opponent will become stuck to Nirvana in various ways. Activating/deactivating/killing her can do things, and hitting her removes the glitch. - Good examples and their effects from the vid are: Litchi's Great Wheel, Hakumen's Yukikaze, and Tager's 720, which is all the Tager stuff. Messing around some more, Tao's Berzerker Barrage makes her completely disappear, and Jin's Ice Car will get hit but looks neat before he does. So yeah, fullscreen 720 is done to Tager by Carl, sorry guys.
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After 360A I usually do 2B xx XYH (vs. Tager), 5B xx XYH (Ragna, I think some other people but truthfully I forget) or 3C, XYH. The first two put you in an odd situation, where they will usually air tech but you bought yourself a longer charge; the last one, hey, it's 300 extra damage and you didn't cost yourself much, because good players will be neutral teching / rolling forward at the last moment anyway.
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If it helps, you can do 41236+C+D (for the Spark Bolt), then add A+B and mash D. You'll never get an RC, but yeah...not very useful...
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Vids from recent FFA tourney: (Sticks were AWESOME so missed 720s are common...) Loser's Semis: Soniti (RA) vs. AlmightyGnat (TG) (Is it Almighty, or AlMighty? Mighty mighty, either way!) Grand Finals: Mike Z (TG) vs. Bang Camaro (BA) Lots of AWESOMENESS from Bang Camaro, and the soon-to-be-famous Dove-funka! Random other vid recorded that day: Rex (RG) vs. Mike Z (TG) (Sorry, Rex...)
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Seems like you can't Astral in Ranked unless you're Rachel/Nu/Ragna.
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Bang Camaro is tha rillest! Finally proved that umbrella is viable (in at least one instance. :^) Special thanks to HFA for saving my scrubby self. GGs to everyone, that was one awesome turnout! Extra special thanks to the new players - you guys (and girls!) are what make it fun. I pine for you, Gnat. Also, I am officially starting a "fix the sticks for reals" petition. By that I mean: take out the actual stick part (spring and everything, not just the base with the switches) and replace it...with a really new stick, not a somewhat-used-means-still-new one. :^) That 2p stick has felt like it's immersed in molasses for 3+ tournaments now, and I remember at least 20 missed 720's from various Tagers today - I've never seen so many 5C's! If the house is taking a cut of the money, is working equipment really too much to ask for? Even *I* was rooting for Bang - I've never felt like such a villian. [edit] Throw loops next time plz!
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99% sure the Tager glitch isn't something Tager can "do to" Carl, it's something Carl sets up and then does at the right time (after the super flash) so that Tager ends up next to him. They just did it like that because it makes a cool video - like most of the 2-player glitches from Marvel.
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I'm going to guess it has to do with either a throw or autoguard, combined with the doll's throw...
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There's no "guaranteed 720" unless they have landing frames from something (like a j.D). Off a throw tech where they do nothing they can just hold Up...
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Buffer from hitstun is really common for me - an easy example is Haku IAD j.C then land and miss the combo, or if Litchi is hitting you on the ground and the staff comes back, the staff hitstun is practically nonexistent if you're standing so a lot of the time it'll let you out of her combo. As well, if Tao does 5C->6C and you get regular hit, you can 720 her out of the 6C, so I pretty much always do one there too. My hero, Yumura, buffered a 720 from getting hit by a poison nail in some vid I saw once. My advice for generic combo->Shot would be to finish the combo and take your extra legit damage. Usually people are waiting to not tech by the time you get to the Shot...and also the tech time may be scaled enough that they can tech in the air, which can ruin your setup anyway. (If they are determined to not hit buttons you can even jump up and airthrow for unscaled stupidity.) But, if you land a random Shot usually they are trying to tech because they are hoping you'll screw up, and as well they pretty much HAVE to bounce tech, so that's a much better opportunity to go for the 720. Also, backdash is easily readable, try doing jump, late j.B that whiffs, 720 instead...and of course mixing it up with actually hitting the j.B->combo.
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Whoa, totally didn't see this. Hah. My usual strat is if they stop teching, go for an airthrow - 5A->airthrow, etc etc. Throws are unscaled, and if they tech it puts them back on their feet at neutral. That, or just do ASledge over and over until they do tech, then 720. :^) Hey, if they let you have black beat combos, damage is damage!
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AKA one of the coolest English quotes for a grab super in any game: "Gotcha! Any last words?! This is going to be...your end!" If only this and "Power of Science!" were in the same voice set. ;_; ("Power of Science!" goes along with "Genesic...Emerald...Tager...Bustahh!")