Jump to content
Dustloop Forums

Mike Z

Moderators
  • Posts

    1,300
  • Joined

  • Last visited

Everything posted by Mike Z

  1. More info on the cord? www.monoprice.com ?
  2. - You can't do a 720 as 360s in opposite directions, I checked a long time ago. (You can in 3s, though.) - karas in BB are probably 4-5f, they feel a lot longer than 3s's which are 3f. - You'll only get kara-Collider if you screw up when your 360 started as 632etc. If you were on the other side, you'll get a Spark Bolt or D. (Collider recovery is CH state, too.) - I was also able to get (skipping diagonal numbers, too long) -- 6248632+ABD,1 which cancels jump startup into D into ground Barrier. -- hold A+B, then 8421, which cancels jump startup to ground FD to FD-crouching-anim which makes you not jump. (I'm not sure either of those is helpful for standing 720, but for engine-mechanics buffs, there they are.) Also, Vet - Bang's been cancelling jump startup since the game came out - 6D->6239B.
  3. I got it 4x today. Humanly possible, yes, but I would say it's up there with Pot Buster FRC 6H: Possible, rare to see one in a real match, and the risk outweighs the reward. However, I did notice you can kara-cancel Taunt instead of D, for slightly less risk (haha) since Taunt is not in counterhit state. In fact, you can kara-cancel Taunt into any special - 421+Taunt~B is pretty funny since you still get the Taunt voice.
  4. Spinny super is all regularly blockable in the air. However, depending on your height and where the first hit touched you, the last hit will crossup. It's not random, you can learn to see it as soon as it starts hitting. As a Tager player I've learned when it's going to happen so I know not to RC before that hit.
  5. The OED says it can go either way - twice a week, or once a fortnight.
  6. Wow, he cheats like mad on the first one: R,DR,D,DL,L,UL,U,UR,R,DR+press D, then D,UL,U+C.
  7. Tell him to go to Denjin instead. <3
  8. I realize exactly what kind of post I'm responding to, but I figured I'd point out that this isn't true. If Tager does the B-Sledge late enough, he won't get frozen by the EX Ice at all. A LOT OF JINS AND TAGER'S DON'T KNO THAT. (Props for using "negates" amongst all the rest of...that...)
  9. To be honest those are true about command throws/super throws in any other game, and they still land quite a lot. (^.^) You forgot the one unique to BB: C) If you couldn't hold Up, throw-tech after the super flash.
  10. Maybe this should go in the combo thread too, but I tend to land a lot of 2Ds against Nu (you can get them easily if you predict a 5D) and I came up with these... Vs. Bursted Nu (which happens right away ;^) starting with: -- 49 meter: 2D, late RC 6A->2C, small delay 5D xx Shot, wait until she almost lands 5C->6A->2C xx AC, RC BSledge. 100% damage. That's right, even with an RC in the middle, this combo builds you 51 meter for the RC at the end and will kill Bursted Nu/Carl/Ragna (although good luck getting the 2D etc 2C on Carl). -- 35 meter: 2D, late RC 6A->2C small delay 5D xx Shot, wait until she almost lands 5C->6A->2C xx AC. vs. Burst the 2D will give you 15 meter, so you can pretty much do this whenever, and it does around 98% damage.
  11. From frame data: 6F-16F high/mid guard point (not invin), extendable for as long as it goes while you hold the button. Also, it will guard any projectile, including Nu's low wheel, all of Nu's D's, etc.
  12. XYH = Cross Your Heart = Voltaic Charge = 421+B.
  13. They are probably airdashing toward you after the tech. In that case, you can't get a 720, but you can hit with the AC. It doesn't matter which throw you do, all the combos are exactly the same. You're probably just doing the AC too early.
  14. My advice: Find out which way you can do the motion the quickest, and always do it that way. For example, I can do RightDownLeftUpRDLU the fastest, so even if my backdash is L,L I go back to R to do the 720. The other key thing is to make sure you switch and start the 720 as soon as you hit the last 4 (for a backdash) or press the button (Collider/CrossYourHeart).
  15. 5D wall bounces on counterhit only.
  16. You can throw the D one (invin from 6f on), but not the C one (invin from frame 1). He even says "Inferno Divider" differently, so you can tell which one he was doing.
  17. I have to mention, the frame data makes little sense when figuring out blockstun. 5D, according to frame data: (23f startup) 4f active, 38f recovery, -10 on block. Assuming it connects on the first active frame, that means the rest of the move lasts 3f(rest of active) + 38f(recovery) = 41f. If it is -10 on block, then that means it inflicts 31f of blockstun, which is definitely more than 18f. Even if you take out the rest of the active time, 38 recovery/18f blockstun/-10 on block makes no sense, since 18+10=28, not 38. In addition, 5D xx BSledge(35f startup) seems like it gives a gap that's closer to 4f (35 startup - 31 blockstun) than 17f (35 startup - 18 blockstun). I think it even block-combos vs crouching.
  18. Aww, at least don't delete your post. We need the Jais wisdom!

  19. It's worth noting that 6A->5D leaves around a 10-frame hole, so anybody not scared (or mashing) is going to wreck your 5D.
  20. Actually, the answer to this and the other question about why the 2nd 720 was too early are the same: Basically: a too-early held 720 isn't guaranteed. In the vid, the 720 was too early because the opponent could have just held Up and escaped; and Noel can reversal super for the same reason. To do it properly you want to have the 720 flash happen on the frame the neutral tech finishes. Analyzed: If they are vulnerable to throws on the frame of the 720's super flash, they get grabbed and there's nothing they can do. However, if they are not vulnerable to throws, for example in the middle of a neutral tech, then after that animation finishes it's possible to go straight from that to jumping (also not throwable), or a reversal throw-invin move (Noel's super has full-body autoguard until 9f after the flash, which will guard throws) and avoid having any frames where the 720 could grab you. It is worth noting that if the opponent neutral techs and holds Up during the tech so they will jump as soon as it is over, there is NO WAY for you to 720 them before they jump, perfectly timed or not. They are going from throw-invin to throw-invin. The same goes for reversal throw-invin moves. The reason it was too early in the video is because the opponent hadn't finished his tech, so he could still have reacted during the super flash, held Up, and escaped. All a perfectly-timed 720 buys you is if they weren't already holding Up, they can't get out.
  21. Again, save your gold bursts - if she does corner combo to DP, burst and 720. It's won me so many matches... You can kinda tell when she's going to DP vs. do another 2C->6C because the 2C has to be done right as soon as she recovers from the 6C, so they usually mash it, but for the DP there's usually a small pause before she does it. This also works, with the exact same timing, if she does 5C xx DP (5C? the one where 2 staffs stab forward and hit twice).
  22. Also it appears if they attack out of the protected time and the attack is not in startup counterhit frames, you will grab the attack and they get the protected chance to break anyway.
  23. If you already have Spark charge, you can just do (6A->)3C, 5B xx Spark, etc.
  24. Dive will only knock you out of spinny super if your autoguard is gone - you can spinny a dive on reaction and it'll work.
  25. There's a ton of recovery if you do j.D. If you do j.B or C, there's less, but still a tiny bit. Also, she can time a 5D to hit Tager out of the air before he lands. I was this to work when I do it too, but it usually doesn't, and I cry inside.
×
×
  • Create New...