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Everything posted by Cryingvoid
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Guys, guys, I'm doing some progress with TL, so there is a couple of issues I wanted to clarify once and for all, not to feel myself an idiot. I'm practising 5B->6A starter (with 236CC -> 2D~6 -> j.C -> 9D~9 -> 3D~3 -> j.236Bx5 ender). I now managed to get 14 hits during TL, and 236CC didn't connect after taunt on 14th hit. It was in the corner though. How the TL sections are counted? I assume, calculation of one TL section starts with a taunt and ends with j.D~b? What is the maximum TL section count? I heard somewhere, it is 9 sections (repetitions) max? So it is 18 hits of pure Taunt Loop (excluding starter and ender) I assume? I don't quite understand "Number of Taunts List" section on the first page, so please excuse my arrogance of asking what is already written. Is it positive, that 236CC TL ender is not recommender in the corner (of even simply not applicable in the corner on full taunts)? Thanks in advance for your patience!
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lol, even your time data looks more like a damage data ) Way to go, Taokakaism!
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Taokakaism No, you just chose Tao as the opponent, then set recording and try to pull it out while recording is running (ingame recording function I mean). So when you happen to pull it out - voilĂ , it is already recorded :3
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Taokakaism Meaning, your ver. does 100 more? Nice. Is it possible to shoot it on video? 'For those who can yet do nothing but look' :3
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Ronove Thanks for explaining! Speaking about air-to-air combos, what air-to-air starters are recommended to get the full air string in?
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So you want to say, if I have energy to seek improvement for non-taunt/single taunt combos, better use it to learn TL. My last hesitation originates from online issues: non-TL are more online friendly, since you need to strict-time only once or twice per combo, while in TL every repetition is strictly timed. However, it is worth a try, okay.
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XDest You mean, 5B->6A->JC->j.2D~B->TAUNT->214D->j.2D~B->5C->'full' ender ? When off 5B->6A i do 5B->6A->JC->j.2D~B->TAUNT->236CC-> it requires to do 3D~3 -> j.2D~A -> etc. instead of 3D~3 -> j.2D~C -> j.2D~A -> etc., otherwise the opponent will tech on j.C part. I guess this is the fault of 6A hitstun proration. You sure 5B->6A->JC->j.2D~B->TAUNT->214D->j.2D~B->5C-> will allow full 3D~3 -> j.2D~C -> j.2D~A -> ender version?
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Thanks for the ddvises, guys, I'll keep on practice. I really like the ender 3D~3 -> j.2D~C -> j.2D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 it feels very complete. I guess it can go from 6C/236CC starters with up to 3 or 4 taunts in the loop, not more. 5B/6A starters don't allow this 'full' ender, making you always wiff on j.C part, so j.2D~C part is excluded to make it to an end (just the same with throw combos). If I can't yet do all taunts, am I right to consider this ender to be the best?
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XDest Got any tip or advise on how to train j.3D~3 -> 236B loop? I'm still struggling with this. I try to train it in 236CC -> 3d~3 -> j.3D~3 -> 236B loop. What is the approximate maximum number of reps in this setting? PS: damn, this is no easier than TL ((
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Though it can serve as a firm 'one taunt' combo for beginners, while they are still in the middle of TL learning (such as myself), and it also is good for solidifying the full ender into your head 2C(CH) -> 6C -> 214D -> j.2D~b -> taunt -> 236CC -> 2D~6 -> j.2D~C -> j.2D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 AND it is easier connected than 66 -> taunt variant (Tao mission 10). So it can be considered as an 'improved version of mission 10' (just kidding) Slight delay of 2d seems to solve the problem, but I see that 66 variant is 'more true'. Guaranteed low TL startup = no need for re-adjusting, just keep one single rhythm.
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About this part... pretty damn undoable if not strictly in the middle of the screen or at the corner (corner ever not requires 66, taunt connects by itself). Just be slightly to the side of middle position on 6C and 66 taunt won't connect. It is a lot of pain during actual versus gameplay, since you almost can't predict the accuracy of your 6C every time. And here is the reasonable (in my opinion) substitute from the CT past: 2C(CH) -> 6c -> 214D -> j.2D~b -> taunt loop. The awesomeness in substituting 66 part with 214D -> j.2D~b is in 214D range - you will NEVER wiff technically this way, no matter the position, 214D will always deliver you to the right place. So how much damage might we lose if to exchange 66->taunt for 214D->j.2D~b->taunt ?
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Yeah, I remember, there was a whole post of Pounce Distortion usage some pages back. But I'm curious about how to continue after the Pounce Distortion. You can still combo, after Tao's Rightful Vengeance is done. Taunt connects right away. So what for the best should follow next? Some path to CAT2 seems reasonable, but would it connect?
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The topic about the best continuation of 214214c was raised about CT in the archive, so I want to ask here how is it in CS? I presume, it is best to somehow connect CAT2?
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digitalPersona Ensure that you do not mash buttons. Since 214D takes effect slightly after the actual input (after the Taunt), afraid of missing the 2d part you may mash it. This usually works for 1-2 repetition. But for the full loop you need to catch the exact rhythm and execute it perfectly.
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Oh! I just tried that, it seems the flip performer '3' is actually substituted by '36' part of immediate 236b! Huge thanks, fellow! I knew there was some trick for this part! BTW, if anyone remembers what it is called when you use the input of one move in favour of another? kataridragon And, as you can possibly see in previous page last posts, the only answer to that jpn players found in epic AB2 enders!
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I'm just afraid, the opponent will be able to tech on second hit after gold burst. Did you know, Ragna's Burial Edge is techable WITHIN IT when BE performed second time during one combo? So it is quite delicate. Could it be possible to cat-combo till 9k, it would have been already discovered, I guess. I'm just common sensing
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It doubtlessly will not combo because of low hit stun. The more hits in a combo, the less is the hit stun they cause to the opponent. So your second part won't connect as the first one: the opponent will recover due to reduced hit stun. ______ BTW, it is embarrassing, but I found myself struggling with j.3d~3 -> 326b part. I mean, it is quite confusing to perform a flip by holding 3 after j.3d, and do 236b immediately. Any tips how to ease the this?
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There are some stuff. The easiest is air grabbing 214214c -> 6a (2 hits) -> j.bc, but it is breakable of course. The most damaging way (without gauge) I found is: 214214c -> taunt -> 326a x n -> 5d (it looks simple, but with the use of taunt 10% dmg boost, 236a really deals some damage, so it can be your finisher, and it ALWAYS baits bursts). The BEST way is when you have 100% gauge: 214214c -> taunt -> 214214c. Again, due to the taunt 10% dmg boost peculiarity, your second 214214c will be the same (!!!) damage as the first was. But keep in mind, that taunt after 214214c is pretty hard to time, and it is even harder to time your second 214214c after the taunt. I may recommend instead of just "taunt" to input "214 + taunt", and then - "214c", so the first part of 214214c input would be executed beforehand.
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Guys! Please direct me to videos of matches with AB2! enders, I'm curious as hell :3
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Hell yeah, I've been waiting for some insane AB2 use, giving around 7000 dmg. BTW, there is also j.236b -> j.2d loop existing. I wonder, can it be used in such an AB2-ender for boosting the dmg even more? Also, anyone here tried any of that? Is it hard? I've seen a bunch of vids with jpn players failing AB2 enders.
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Lol, first I thought you were replying to that credit to your stick above (about distraction), look: ))))) yeah, indeed. Moreover, there are more than just two )))) omg, sorry, but that was so ZONGish, I couldn't resist
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That's convincing. BTW, is it easy to merge different button parts like that?
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Same preferences about Sanwa, though I'm not the one to judge, FAQ on SRK says both are big sharks. Never know until you try, that is. But even if to try, I guess we still won't be able to judge, since we didn't grow up at the Japanese arcades, to know the 'right feel'. I'm now reflecting on black rims/white buttons and a black balltop. Do black rim/white button's look nice?
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ZONG_one I was thinking about cut outs of original art, but whenever I see examples, it seems as if one is trying to hide the existence of buttons O_O Strictly speaking, I liked BlazBlue layout cut outs only. But I also don't like it much with my art. Maybe I'll reconsider. BTW, buttons all white - nice idea. With a white balltop, I assume? Oh, never mind, that was lust a joke 'bout some nasty liquids, inevitable by your stick, I'm sure you get it.
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ZONG_one Be sure to keep it as dry 'n' clean as possible, bro ) Okay, here is my future TE art template, inspired by Shiozaki Yuji's Ikkitousen manga series (which is actually much better and more epic, than the anime adaptation): Maybe the BlazBlue buttons don't fit this design much, but in my opinion it is better, than just transparent ones, or regular coloured... also, there is always an option to install regular coloured anyway... I'll repost it, when it is ready )