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Everything posted by Andarel
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The other combo I was wondering about I saw in the a-cho videos, messed around with it and it seems useful: [w]A [b j.B 3C j.A] xN It gives low damage but great corner push, most of the way across the stage just about for free. Haven't seen it commonly used though - just because of its significant damage decrease? It's not that hard, but not sure how useful it is.
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So, probably going to sub Valk now that CS2 is out, he's really fun. A few questions, though: - I'm learning his BnBs, and I've noticed that your general paths are launch > [w]j.AAA > [w]j.236A strings. But there's also Mondlicht > [w]j.236A and [w]B > [w]236B > [w]j.236A. I see when to use Mondlicht (TK it after 2C), but when is it good to use the [w]236B launch followup? But really, two major questions have popped up: 1) What is Valk's primary gameplan? I've been using a lot of 5B/2B/j.B in footsies to confirm into corner push or 236A RC stuff, with wolf form for pressure, but I'm not really sure if that's ideal for him. Pretty comfortable playing a poking game with him, but his defenses are so iffy that the risk/reward seems skewed. 2) What is your advice regarding 6A? I've been let down by it pretty often in terms of horizontal range, but it works well to beat moves that move at you quickly. I can pick up CH 6A with 5C, is the followup to that similar to the throw followup in challenge 7 (5C j.B Mondlicht > [w]j.236A) or is there something else? Oh, and I guess last but not least - practiced the double [w]j.B relaunch, but it's still somewhat unstable for me. I guess my two questions are when can't you use double j.B and what do you do when their torso is below the wolf's head, and the combo has a risk of sending them backwards instead of along the falling arc? Thanks.
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Nice to see Nagoya grand finals w/ no character overlap. That Litchi was fun to watch. Gotta love Action! > IAD > Land > Gold Burst
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Because it lasts for 20 seconds. Level 3 X-Factor does: - Flat damage and speed boost. (Ranges wildly, Spencer gets x1.99 damage and x1.15 speed, X-23 gets like x1.4 damage and x1.45 speed.) - Flat scaling cap at 60%. (Moves cannot scale below 60% of their normal hitstun and damage). - Red health recovers OR no chip damage (when being chipped, you take no chip damage but do not recover red health). - The usual rapid cancel benefits. - Lasts ~20 seconds RT / ~10 seconds game time I think?
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So, I'm back in the city. Anything going on anytime soon that isn't later today? Got a b'day party to go to, all that jazz.
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Airthrow > 214D~C > 6C > 5C > 2C > 6D~A > 623D for 3141, might have been able to connect another chain (4D~A) for a tad more. http://www.youtube.com/watch?v=mnAPqp_25Ig , at about 2:02
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No characters except Tager have >5 Primers.
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Might have to do with drive same-move proration?
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I know, which is why I find it weird. The combos are pretty similar (saw 3C -> 236C though) for the most part.
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Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee (/nicovideo) Dunno why, but the energy level seems higher in Tao's combos. Might be the lack of taunt loop, but they're hella fun to watch.
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Considering we've no Nu/CT Rachel/CT Arakune... Noel is looking beast right now. God damn.
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http://www.youtube.com/watch?v=gLaVQ0tXdgc 5:35
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So, when are all the QQ avatars disappearing? I know I'm honestly more hyped for CSII Tao than I was for CSI Tao, not that I play her all that much. Dunno about the mains.
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Bad feelings? Huh, wonder what that means. Anyhow, I am quite happy with the direction they took her in. Toning down damage, making her play more carefully, but keeping some strong starters. Range increase on 6A is nice, too. Does she have some form of oki again? If so...
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@Lumination - If you think they'll burst, walk up and standing 360B, or wait for a moment, block (since it takes some time for guardbreak to wear off) and then get a combo after you block it (6C?). Plus their primers have been hit hard, so aim at guard breaking them again.
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This loketest has basically every thread saying "Woah, this character might be fun to play now." Or "Woah, this character is good again!" Except Ragna, whose thread hasn't been posted in. Poor Ragna. Anyways, Noel being legit = always good! CSII is looking, well, like they might have gotten the balance pretty good this time. But it's Day 1 (and look at dem Bang changes), so we won't know for a while.
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Picked out JP summary of Lambda changes, untranslated since I don't speak jp unfortunately. Gonna try and transcribe/googletrans the combos they posted. http://www.dustloop.com/forums/showthread.php?7404-CS-Lambda-General-Discussion.&p=870495&viewfull=1#post870495
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My thoughts exactly, Zidane. Now I'm just waiting for that exact same thing to be said about Ragna. Against jump-outs, random shit like 5C (first hit) 6C dash 236(D)~C? perhaps? If that works, it would look hillarious.
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Most people seem like they're surviving CSII just fine, and are looking more fun to play. Any idea if his nails are remaining nerfed like they were in earlier loketests?
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Some buffs are legitimately boring - like, say, Tao's taunt combo buffs from CT to CS1. But yeah, these changes are fun. I wonder what you can do with the new 6A exactly?
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Optic barrel combos? What is this. Copypasta'd: + j.4D is faster, hits low. + Optic Barrel has less startup frames + "5B > 2B" works. + "2C > 5C" works. + 6A hits crouching opponents. + 5B has a bigger hitbox (?). + j.B and j.C both with bigger hitbox. + d.6A is FC now, less prorate. + d.5C is faster, does not jump cancel. + 6C has a bigger hitbox (?). + 4D has bigger stagger time; "4D > 6A" is possible. + Assault Through has a bigger vertical hitbox. + 22C (1 hit) and 22B can be followed-up with a lot of stuff. - Assault Through's travelled distance has been reduced. - Bullet Rain causes less damage. - Revolver Blast causes less damage. - 5D is slower. - Spring Raid can only be followed up in corner. o Bloom Trigger has sliding property. o The opponent flies higher when hit by 22C, does have Dash Cancel, it could have same move proration. o "d.6B" causes wallbounce if the opponent is hit while in the air. o 6C's second hit can be followed up in the corner; has same move proration. o 2D may still be causing cross ups. Combos [2.200 Damage] - Throw, Muzzle Flitter, 2B, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [2.300 Damage] - 5A, 6A, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [2.600 Damage] - 6B, 6C, 2C, 3C, 22C, 2A, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [2.800 Damage, Corner] - 5A, 6A, 6C, A Optic Barrel, 6C (2 hits), 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [3.000 Damage] - 6B, 3C, 22C, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [3.100 Damage] - Air Throw, 2B, 6C, A Optic Barrel, 6C, 22C, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [3.500 Damage, Corner] - Throw, 22B~C, 6C, 4D, 6C, Spring Raid, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [4.000 Damage] - 5D, 5C, 6C, Muzzle FLitter, 2B, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [4.286 Damage] - 2D, 5B, 6A, 6C, Muzzle Flitter, 2B, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [4.500 Damage] - 2D, 5C, 6C, Muzzle Flitter, 2B, 6C, Throw whiff, 6C, 22C, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger [3.500 Damage, oponente agachado] - 2D, 5C, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger [3.950 Damage] - 3C, 22B~C, 6C, 22B, 6D, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, 6B, 5C, Bloom Trigger [3.900 Damage] - 3C, 22B~C, 6C, 22B, 6D, 6C, 5C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger [4.400 Damage, corner] - CR.6B, Spring Raid, 6C, 4D, Bloom Trigger, 6C (2 hits), 6C, (Throw whiff?), 6C, j.D, 6D, 6B, 5B, 5C, Bloom Trigger [6.000 Damage, corner] - j.4D (FC), 6C, 2D, 5D, 5C, A Optic Barrel, 6C, 2D, Spring Raid, 6C (2 hits), j.D, 6D, 5B, 6C, Bloom Trigger, Fenrir [Astral Heat] - 5A, 6A, 6C, AH - 5D, 6A, 6C, AH
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The plan is: If you're playing against Tager, think 3 or 4 times before bursting. Pretty sure he still has issues getting in - so bursting is still great to knock him across the field - you're just eventually going to eat 2C 3C. Or, stop blocking and take the like a man. All things considered, I don't see a problem. Will teach scrubs to get better at IB > Backdash.
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My face during loketest: My face during CS2: Seriously. The combo posted earlier sounds interesting and more fun to watch/execute than her CS1 combos, and does pretty legit damage, too. If her damage output stays between 2.5-4.5k per combo, CS2 Tao...I'm quite okay with this.
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An easy way to start the process is, if something doesn't work, asking yourself why you did what you did. Did they jump out of your tick throw for the 3rd time? If so, jab into anti-air might be what you want. Did you throw jab jab low overhead four times in a row and are wondering why they blocked it? Did they just backdash out of your blockstring again? If so, did you leave a large gap in the same spot? Maybe you can sweep them or use a move with long range to mess with them. Every little bit helps, and in general it's not like netplay is completely trash due to a bit of input lag: prediction is always going to be useful. Being able to read patterns and fix your own while picking out your opponent's...it's something really important. Look at pro Street Fighter players (especially Daigo, who is amazing because of this pretty much) and you'll see it, and it's only a little more complicated in airdash fighters. Breaking off autopilot is so important, and sure ST will help you get better at ST but why throw out the game you actually want to play? Long story short, you're playing against a person - it's not a combo video, or training mode. They do things. Maybe even things that are illogical, or tricky. Conceited as that sounds, most people have bad habits - as a player trying to improve, your job is to start picking those out and exploiting them. At the same time, look at how people block - it's harder to react to overheads online, so if your overhead gets blocked, why? Are you being predictable with it? Is your crossup always crossing up instead of being a legit mixup? Thinking while you play is the most important thing. And, with a bit of work, that gets you progress. If your opponent loves to dash 5a, catch them with a 3c. Respect their blockstrings if you need to, but reversal out occasionally. It's all about practice, and experience.
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What RaveSage said. It works on some people (I think it's Tager / Haku / Arakune / Tao / Bang?) but not everybody, which is a pain because it's good damage when it doesn't go blue.