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Everything posted by 50-50罠
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50-50罠 replied to CakeWasBannedd's topic in Site Feedback and Suggestions
I would personally pay for larger av. The mods arent the only ones that one to design cooler stuff in bigger sizes. So I can put in more detail. I think it should be like $2 for a month, $5 for 3 months, and $10-20 year (Maybe also make members only threads with this option). At least that's somewhere around what SRK had it at, and I think those are fair prices. Also I think the reg size should be increase in height a few px would be nice. Also it could raise money for DL to enhance and redesign a DL a little. Make it look a little less mute. 50-50 -
Ok I can give a little insight on this match-up after playing AXIS's Plat at the last to Cas meetings. This is what I've found out: Valk Vs. Plat is a tough match-up on both ends. Whoever can control the corner stronger & merit strong defense will win. One item that helps determine how I play & space Plat is to keep note of her current item stocked, and if you can; the next item summoned. Depending on which item Platinum is currently using will determine how you approach her. I'll cover this a bit: Magical Bat Magical Bat (Air) Magical Bat (Special) This is her Upper (DP). Most cases Plat will always pull this whenever you use rasen wolf pressure, to regain momentum and continue her offensive. Valk can use his mobility, stay outside bat range and play the footsie game while Platinum has Magical Bat. The moment Platinum gets froggy and activates Magical Bat punish the whiffed move with 236A.html]Konig Wolf-Ground (236A)>5B.html][w]5B>236B.html]Konig Wolf-Ground (236B)>236B.html]Konig Wolf-Ground (214B)>rasen Wolf-Air (5C)>j.B.html][w]j.B>j.B.html][w]j.B>5B.html][w]5B>j.D.html][w]s.JD>j.B>j.B>j.C If you bait this with Plat in the corner use rasen Wolf-Ground (5C)>5A.html][w]5A>5B.html][w]5B>j.B.html][w]j.B>rasen Wolf-Air (3C)>j.A_1.html][w]j.A>5D.html][w]5D>2C>6B>2C>6C>2C>Mondlicht (j.214B)>Geschwind Wolf (1D, 2D, 3D)>236B.html]Konig Wolf-Ground (236B)>236A.html]Konig Wolf-Ground (236A)>236B.html]Konig Wolf-Ground (236B)>rasen Wolf-Air (5C)>j.D.html][w]j.D>j.B>j.B>j.C Magical Missile ~Start-up 19f~ Magical Missile (Air) ~Start-up 19f~ Magical Missile (Special) ~Start-up 19f~ Magical Missile (Special Air) ~Start-up 19f~ You can jump this move and rasen Wolf-Air (5C)>j.214A.html]Eisen Wolf (j.214A) ~start-up 22f/Recov: 12f after landing Frm Advan: -f Untech time 50f~> * Oppo miss tech follow up Magical Bomb ~Start-up 19f/Recov:Total 40f~ Magical Bomb (Air) ~Start-up 19f/Recov:Total 40f~ Magical Bomb (Special) ~Start-up 19f/Recov:Total 40f~ Magical Bomb (Special Air) ~Start-up 19f/Recov:Total 40f~ [*]The hardest to punish the recovery of. She has a lot of start up, which is 19f. Valk should atk her in between the 1f-18f. Best option to punish with, is 236A.html]Konig Wolf-Ground (236A) Magical Cat Hammer ~Start-up 11f/Recov:20f Frm Advan: -9f Untech:19f~ Magical Cat Hammer (Air) ~Start-up 14f/Recov:20f Frm Advan: -f Untech:19f~ Magical Cat Hammer (Special) ~Start-up 11f/Recov:21f Frm Advan: -8f Untech:21~ Magical Cat Hammer (Special Air) ~Start-up 14f/Recov:20f Frm Advan: -f Untech:21f~ Magical Frying Pan ~Start-up 10f/Recov:18f Frm Advan: -10f Untech:60f~ Magical Frying Pan (Air) ~Start-up 16f/Recov: -16f Frm Advan: -6f* Untech:40f~ Magical Frying Pan (Special) ~Start-up 10f/Recov: 18f Frm Advan: -3f Untech:55f~ Magical Frying Pan (Special Air) ~Start-up 12f/Recov: 16f Frm Advan: +1* Untech:55f~ Magical Piko Hammer ~Start-up 18f/Recov: 19f Frm Advan: 0f Untech:19f~ Magical Piko Hammer (Air Lv.1) ~Start-up 12f/Recov: 17f after landing Frm Advan: +3f* Untech:30f~ Magical Piko Hammer (Air Lv.2) ~Start-up 38f/Recov: 17f after landing Frm Advan: +6f* Untech:30f~ Magical Piko Hammer (Air Lv.3) ~Start-up 41f/Recov: 17f after landing Frm Advan: +8f* Untech: 30f~ Magical Piko Hammer (Special) ~Start-up 17f/Recov: 21f Frm Advan: 0f Untech: 21f~ Magical Piko Hammer (Special Air) ~Start-up 13f/Recov: 26f Frm Advan: +4f* Untech:30x2, 21f~ ------------------------------------------------------------------------------------------------------------- Pressure: This blonde haired, pink tailed, staff waving gremlin has some really " respectable " pressure. When I mean respectable I cannot stress that enough. Plat's stagger pressure is really strong. It's long ( which will make you want to press buttons ) and she can utilize mix-up between 2A image, 6B image & Swallow Moon image>j.A image. Don't let her to land 6B on you because she can link 6B>5A. Which forces me to block low and look for grabs & overhead. Outside of the corner you don't take much dmg for it, however; it's about the conditioning in this match-up. You want to establish early that your defense is what's gonna to win Valkenhayn this match-up. In a nut shell that'll help turn the tide in your favor. A solid defense helps minimize dmg taken in this match-up clearly. In the corner Platinum can open you up for mad dmg if your defense breaks. She can net 5k in the corner maybe more depending on how she started the combo. A list of some Combo starter moves: ------====== THE REST OF EDITS COMING SOON====----- Lunch break
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I didn't even know he had an instant air dash loop? I did do something interesting on Tager the other day. I back threw Tager, and RC'd it, and Tager stayed in front of me. You can combo off this too. Which combos idk. I haven't played with that to much. Anyone else ever do this?
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
50-50罠 replied to Tong's topic in Zepp Museum
Yea I agree it's quicker, but the gradient mesh gives you more control over spreading color, also you can resize the image and not worry about distortion because it's vector based. I mean it all looks good either way. I was just wondering.... Also it's funny someone requested the same color for Valk that I like. That saves me so much time..... -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
50-50罠 replied to Tong's topic in Zepp Museum
I just thought, how come none of the PSD's are in AI format? You could use the gradient mesh tool, and it'd be vector, so no pixelation, and you have more control over your coloring... just a question. -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
50-50罠 replied to Tong's topic in Zepp Museum
For some reason I can't DL anything from Megaupload. I wanted to recolor some Valk stuff, and Rachel as well as Taokaka... Edit- OK for some reason it's working now, maybe refresh is amazing... idk.... Good stuff really a great thread. I can work on some school projects now... -
Ok I'm glad I've found this thread. 1. Can sprites here be used freely for av's or does one need credit given. 2. Is there a Valkenhayn Astral Heat gif here? I really need one for an Av idea I floating around in my head. 3. How are ppl recoloring gifs? I really want to get in and show some photoskills. 4. The above pic is gdlk!
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Footsie I used in the match up was 236A>[w]5B>214B>236B>j.B>j.B>5B>sj.D>[h]j.B>j.B>j.C for 3007k+dmg: helps to get them into the corner. If they like to start rounds off w/236B, or C. [w]236A will beat clean. If they use 236A you can walk under that in [w] ( must be pretty fast ), and punish w/5A>5B into corner carry combo. Rachel can be grab out of overhead so if mid-screen or close to the corner can easily setup for a 5k combo. 6A was helpful in getting me out of pressure you can 6A her overheard and j.2C attack in her mix-up. I also used 7 or 9j.C>236+236C helpful in a pinch. Basically up close you gotta respect Rachel, but at Valk's 5B range you can just abuse her. If she jumps either AA w/6A or [w]5B. You can force into jumping if you footsie back and fourth in wolf, by using beast cannons they'll try and jump to avoid a 236A, and you can 5B. If she gets you in the corner you can either wolf dash out or predict a time to hit w/6A and place her in the corner for pressure. She has no Upper( DP ), but she has 2C which can be baited and thrown if you see this, you can net 4k from her mistake, and conditioning her for 6C overheads or j.C instant overheads. If the rachel tech rolls towards Valk you can 2C>6B her for punish, and if she rolls backward 2C>j.C>RC>j.C for 6k! If you avoid her projectile spacing and punish at correct times w/236A you can take the match pretty solidly. Again that's if you can manage to dodge her 236A,B,C.
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Ight sweet stuff.
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Wait is this a feature of the program? Or you mean I can find the pictures on Dustloop somewhere?
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Where can I find valk stuff? I have a mac so will the program work on my OS?
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Thank you! I thought I would never find the answer to that. Thank you so much. I can stop feeling mind f@#$ now. Something else I'm trying to clear up. Is instant blocking worse than Instant barrier? How big of a role does attribute play in actual matches? Can a little detail be given on this and how it works. For ex... Tagers j.D has H attribute. Does that mean Body attribute Invul?
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I don't understand what is hitstop can someone explain this please.
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Wat are her frame traps Luna?
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I noticed the hardest thing to deal w/is the high-low mix-ups. Out footsie'ing Rag isn't to bad. As mentioned above if you can stand outside Rags 5B/5C range and punish the recovery w/ 5C>Rosen if CH, or try to fly in behind the normal with [w]C. The tide turns once you get Rag in the corner. The only option he seems to have is DP or Carnage Scissors out, and if you bait it, he's eating 3.5k or > for it. 4D dances out the way of Inferno Divider when you do it late enough and comes back just in time to D>2C. If I have RC stocked I just go for D>2C>JC>j.C>RC>j.C>3C>2C>6B>2C>6C>2C>JC.214B>j.A>j.B>j.B>j.C. At least thats one way I punish it. Normally I'm always trying to bait the ID before I follow up anything in the corner. I also look to bait burst while I'm doing my combos in the corner. I try and maintain corner control on Rag. Mid screen I use Wolf, and stay out of hell fang distance to force a jump. If he sits longer than expected I fly and hope I don't eat a ID for it. If I get in normally I try a grab setup so I can toss him in the corner. Just somethings I kinda do to make the match up a little more fun... I've been practicing punishing dead spike, but I cannot seem to get 6A to connect after. After IB his 5D I'm just out of range. The best punish I got so far is 5B>3C>Jager, or 5B>3C>Schwarz Jagd>Weiss Jagd. Does anyone have a good punish after IB 5D before deadspike? I noticed if you Barrier the string when Rag does 5C>5D the 1st part of 5D whiffs giving a window to CH w/Valk's 5C>Rosen. I think this might be a good way, but that's if they even do 5D in the blockstring. If they do it's possible to get a 3k+ combo and make Rag think twice about doing deadspike strings. I think this one is the best punish I've thought of.
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Ok so I was practicing some stuff against Tager. Did ya'll know you can 4BC>5RC and Tager will stay in front of Valk??? This is some super silly looking junk right here... lol
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Oh ok! My bad, my dumb ass was doing 7C. Thanks bro! I'm getting 2757 is that right? Just want to dbl check...
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Does it have to be 4C though? Or did you mean 4C~C? It seems like I don't get the 2nd j.B if I do 4C which make valk go away then downward toward Tager, but if I go 9C toward Tager I get the 2nd j.B, or if I just do C I get the 2nd j.B.
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Good looking out. That combo is sick!