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Sahgren

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Everything posted by Sahgren

  1. We've disagreed on enough at this point that I honestly can't tell whether you're joking or serious here.
  2. You have to order the Limited Edition version of Carnival Phantasm Season 3. The only places I personally know of that sell it are cdjapan.co.jp and ebay, though cdjapan.co.jp is reportedly out of stock. You could also try Amazon.co.jp, but they apparently don't ship directly out of Japan, so you'd have to find an importing service. Be aware that you have to specifically get the Limited Edition version of Carnival Phantasm Season 3, the normal version doesn't come with the game. Otherwise you'll have to wait and see how they sell the game as a standalone product.
  3. Courtesy of Master Chibi of Melty Bread. The Current Code netplay for PC is out for anyone who already received their copy. You can download it from here.
  4. The "fancy" combo is the exact same 4 cannon combo as the meterless variant with 2C > 236B > RC tagged on in front. Though if you wanna be technical about it, the order is changed from 2C > 6B > 3C > 2C > 6C > 2C to 2C > 6C > 2C > 6B > 2C, which you should be used to from his other combos anyways. If you wanna make it easier, you can even just do ... > [w]4C > j.B > j.B > 5B > j.AAA > dj.D~C to get approximately the same damage.
  5. I'll agree that meter should generally be saved to make up for Valk's weak defense, but the combo I listed above pays for itself if you don't tag on the super. While I would personally love to know a practical combo that does 7K meterless, I also don't see the problem in doing a 7k combo that gets me back the meter for defense by itself until I learn of a better alternative.
  6. Not a problem. Don't be afraid to ask if you ever have more questions.
  7. If you end with [w]j.214A and stay in wolf form, you can quickly tap [w]5A > 5B a couple times to catch them if they try to roll. If you input the 5A > 5B quickly enough, only the 5A comes out if you miss (which recovers very quickly), and if you do hit them while they're rolling, 5B will automatically come out and give you more time to hitconfirm into a combo. If they neutral tech, then you'll have recovered in time to keep attacking. If you go back into human form after landing after [w]j.214A, you can similarly do [h]2A > 2C for the same effect. Attempting to catch their rolls with 2B > 5C or 2C > 6B will lead into higher damage, but they're bigger risks since they don't recover as quickly as 2A would. You'll just have to use your own judgement over whether that risk is worth it in each situation.
  8. Ah, then there isn't much more to that than inputting the [w]j.236B as quickly as possible after the [w]j.AAA or first [w]j.236A/B. You'll get it with practice.
  9. I meant it exactly as I said it. If you were in a situation where you could punish with 2C, there's nothing wrong with adding a third or even a fourth 2C depending on the combo. Take this combo for example (courtesy of Leo7): 2C > 236B RC > 2C > 6C > 2C > 6B > 2C > j214B > 6D > w[j236A > 236A > 236B > j236B > j7C > jB > jB > land 5D] > 5B > 2C > jB > jB > jC (7119 Damage, 54 MG) This combo does 7.1k damage, builds its own meter for super to put it up to 8.3k, and uses five 2Cs in it. To my knowledge, this is the highest damage practical combo that Valk has.
  10. While the repeat proration from 6C isn't nearly as harsh as it is from 6B, it's still good to get into the habit of remembering to only do it once. The 2C > j.A is easier than 6C > j.A as an added bonus. Still, point taken. Don't freak out and immediately drop the combo if you accidentally do the second 6C. Just cut the combo shorter. Though I'm not certain what's wrong with adding a third 2C. The proration on that move is very good; there isn't any penalty for doing it as many times as you can feasibly fit in a combo.
  11. As a quick note: You can use [h] or h in order to symbolize that you're in human and [w] or w to symbolize that you're in wolf. If you're in midair, put a "j" in front, and use 'dj" in order to show when you've used up your double jump. Generally you want both hits of [h]6B to connect, so the standard notation for both hits is simply 6B. If you only want one attack to connect, notate it as 6B(1). You can also assume that people will realize that the moment they see a D, you'll have changed forms and won't be changing to the other form until they see another D. As such, you can shorten the combo notation to this to save on typing: [h]6C > 2C > 6B > 2C > 6C > j.A > j.B > dj.B > dj.214B > 9D > j.AAA > j.236B > j.236B > j.214A For the combo: What exactly is the problem with j.214B? Are they teching before the j.214B lands, or are you having problems connecting j.214B > 9D > j.AAA? Combo Optimization: [h]6C, [h]6B and all of the [w]236 attacks have repeat proration, so using each of them more than once in a combo means that you're losing a significant amount of damage from each hit later in the combo whilst giving your opponent a chance to escape the combo sooner. I would suggest not doing the second 6C and changing the first j.236B to j.236a (or eliminating it from the combo altogether) in order to have the combo deal more damage and insure that they can't escape. For the second combo of ... > j.236236C > RC > 6C > ..., you run into the same problem of already having used [h]6C and 6B in the combo, so they'll be able to tech relatively quickly without adding much damage. It's generally advised to just stop at the j.236236C, since RCing it would require a full 100 meter and rarely allows you to extend the combo much further. Edit: Yes, the combo should be able to work in CS1 v1.03.
  12. Merry Christmas all.
  13. This thread here is still relevant. The ones I feel are particularly important are [h]j.D > 66j.D to get an airdash that flings yourself across the screen while still allowing you to barrier block for most of the movement, and canceling a wolf c-dash into human form to allow yourself to block or attack with human normals. Not listed there: For [w]4C/7C and wolf canceling with [h]4D/7D, practice stopping your movement with [w]j.C before they catapult you back into the opponent. It makes those movements a lot safer, since you'll manage to back off while in wolf without throwing yourself back into whatever attack they throw out in order to hit you while you're coming back in. Unless you're canceling your wolf c-dash with j.C, basically everything retains your momentum. Knowing when to switch is just experience.
  14. It's unknown if MBCC is going to receive any port other than PC. All questions of "Will it come to X?" have been answered with "Maybe.".
  15. Sorry, I haven't run into this error myself. Anyone else having problems with the server randomly going down? I just got kicked from guest mode without it even pairing me up with someone. Edit: Random freezing in matches that won't go away too. No error message saying the other person disconnect, so I'll just put it up as the server for now.
  16. I'm not entirely certain which ports I'm supposed to forward. I'm currently trying to see if Hamachi will work. Edit: just using Guest Mode now. There's some lag, but at least I'm getting matches.
  17. The match making mode seems to have trouble connecting people. I keep getting matched up against someone, then it immediately gives me an error and sends me back to arcade mode to wait. Everything else seems to be working fine, though I haven't done anything to really test the entire demo.
  18. The general consensus seems to be that ~90% of the cast is fairly easy execution for pick-up-and-play, and everyone has some more execution heavy stuff for if you want to go more in depth with the character. With VAkiha, you get some strong pressure, good mix up and movement with her 2 air dashes, and strong oki, so she supports a rushdown style.
  19. Ouch, you were shut down pretty thoroughly there. How did you do in NEC as a whole?
  20. Probably the best thing to do is look through the entries in the wiki at Melty Bread and look for a character that sounds interesting. For a place to start, all three of the Shikis (Tohno, Nanaya, and Ryougi) are fairly straight forward rushdown characters with decent to strong neutral. For more, you should check out the site Melty Bread, it's Melty Blood's equivalent of Dustloop. Just be warned: The forums aren't very active right now; both due to Melty Blood's age and next installment hype for Melty Blood Current Code, which is supposed to come out at the end of the year. People should still be willing to respond and help if you ask a question, but don't expect anything to happen until you ask.
  21. Unreal Black Thing reminds me of Dhalism with the stretchy arms. I'm wondering if he's going to be a full zoner or just a guy with really long reach. Vatista looks like she has Sion's j.C. Since having both a fireball and a beam for horizontal zoning would be redundant, I have to wonder what the orb does.
  22. And Waldstein wallpaper! *squee*
  23. It gets activity in the Valk boards?
  24. I would like to mention that at some point, it's highly recommended you find people in your area who play BB or start going online and playing in player rooms you have a good connection with (2 bars at the least, 3 or 4 bars preferably). As excelence already pointed out, the computer reads your inputs, so you lose out on the conditioning and yomi aspects of the game. The computer can only take you so far, since beating it is more about exploiting the AI than outplaying the opponent. It's never a good idea to use drive in a blockstring. Mainly stick to using it for mix up (2D cross up and the like) and abusing the invulnerability frames in order to ignore the opponent's attacks. Despite being a purely offensive mode, Noel's drive has rather large gaps in between attacks that the opponent can use to hit back. Tager is a notable case, since a blocked drive can lead into you getting 360/720ed.
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