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Everything posted by Mumm-Ra
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Carl combo video by Renza, finally a combo using Tenerezza in it! https://www.youtube.com/watch?v=2lT4DAuKUp0 So like is Tenerezza or whatever you write it useless now that it only does 1 hit? I was making stuff up in training mode, would this still work in CF? With Nirvana behind you 5B>6B>Tenerezza>236A (opponent is sandwiched now)>dash>5B>6B>cantable>stuff Hopefully it's still useful because I love vacuum moves.
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So is this also going to be the CF General? Because I want to learn Carl but I don't know where I should ask stuff...
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Agreed, doesn't help that his voice is fucking atrocious.
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It's just a video game dum dum, if they're your friends they won't care about it, also you're already playing VSaV which is the superior game compared to any other you listed anyways. Also you could start a local BB scene yourself, fuck I live in the middle of bumbfuck nowhere in the mexican part of the Arizona desert and still managed to find a couple of guys that play anime games, you could also teach whoever the game if they show any kind of interest. Also GG>BB eat it
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So, does koko still have unblockable setups? Haven't kept up with her since CPE.
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[CF] Nine the Phantom Combo Thread (Updated 3/18/16)
Mumm-Ra replied to Monarch's topic in Nine the Phantom
Sooo... what stops you from just looping unblockables in the corner all day? -
[CF] Nine the Phantom General Discussion Thread
Mumm-Ra replied to Monarch's topic in Nine the Phantom
Teleports might be normal cancelable, or they might give her playable mode a dash or something else entirely. -
[CF] Nine the Phantom General Discussion Thread
Mumm-Ra replied to Monarch's topic in Nine the Phantom
Wasn't the clock a low? That's what I mean, if the beams hit low, you might be able to setup unblockables with it. -
[CF] Nine the Phantom General Discussion Thread
Mumm-Ra replied to Monarch's topic in Nine the Phantom
I want to see if there's reliable unblockable setups with her, the clock takes way too long to hit the mark, wonder if there's a way with OD involved and some high blockstun spells. -
[CF] Nine the Phantom General Discussion Thread
Mumm-Ra replied to Monarch's topic in Nine the Phantom
We should call Rachel's wind "Farts" because of how shitty she's looking this version. Just kidding I completely agree with you, better make things clear from the beggining What about using buttons to label them? A/A, or A/B/B, A/B/C, etc. -
Yeah I also noticed mothra not adding extra curse time or turning the meter a different color anymore, maybe OD mothra?
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[CF] Nine the Phantom General Discussion Thread
Mumm-Ra replied to Monarch's topic in Nine the Phantom
So how does her mechanic work? Depending on which colors you have (after you hit with a button), you press D and a spell comes out, right? so she only has one D normal? -
Gotta say I'm pretty glad about how Arakune turned out this version, he's looking strong (finally!) and his new tools look really fun, can't wait to harass people with Mothra. Since I skipped CPE I gotta ask though, you can make C bug completely unblockable? I think I read somewhere here that by abusing mechanics it became impossible to block because of how guard switch works or something like that. Please, someone, spoonfeed me ;_;
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Probably exceed accel, the new mechanic that is a super that uses a burst instead of meter. Also thanks man! And hooray for finally having some good news!
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Who's most likely to come back for revelator?
Mumm-Ra replied to ViolaSorel's topic in Guilty Gear General
Well, there's the Kazunoko army asking for HOS return, and I also read here that the JP are telling each other to never ever vote for Zappa, so... -
Okay here's a video with a few Arakune matches in it, classic loketest, one round to fool around then the final round is the real deal. You can see the new super here, which is what Houdini mentioned, not the Exceed super, and looks really weird lol, some characters might be able to crouch below it? but well, that makes them easy prey for Arakune during curse. Also like I suspected before, it seems like after curse ends, the X appears on the curse meter for like 2 seconds? So you might actually be able to recurse, but only if the combo lasts for two seconds after the meter depletes? New teleports... not sure about them, you can combo the new teleport followup thing though, although it seems kind of useless since it pulls people waaaaaay up, but let's not get ahead ourselves. https://youtu.be/30971Q4vurY?t=698
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6D no longer overhead, jeez. So it means you cannot get ANY curse after curse ends for X frames?
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Maybe Active Flow is involved?
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Like, even if they come out after curse has ended?
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So just a visual indicator, right? Or am I missing something?
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What fast fall glitch?
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It's almost seems like that they're trying to change Arakune's gameplan from being "be crap then be really good" to "be really annoying all the time", giving him a pseudo counter and easier ways to play keep-away (cloud staying and activating curse in 3 seconds) pre-curse then a super that stays active for 9 seconds (maybe even more since it seems like it makes curse last longer) and has tons of pushblock and crumbles during curse. Dive being overhead again is nice though, even if it's slower, it might lead to some ambiguous crossups? neutral jump>dive/jump back>dive or something, and since normals don't have SMP you might be able to throw another set of dives there, which might add some damage to the old and busted rekka>wheel combo, maybe. The tools are nice, but I really liked being able to kill Tager in two combos back in CS1 Let's hope you can kill him in 3 or 4 this time around.
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I'd like to believe that big changes like these have a 50/50 chance of staying or going away, hopefully Arakune can break 7k in a realistic situation. Action Flow adds 1.1x damage right? That barely adds 500 damage to the combo then
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5100 damage with 2C starter and laser ender, lol sure Uh I don't even know how to make up for it, I guess you can use 1 bug for each segment like C bug>rekkas>Dbug>A and B bug>wheel or something to avoid repeating bugs, but it was the D and C bugs that added the damage to begin with.
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I actually want to know if they will change bug startup AGAIN, can do with quicker Cbug.