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Errol

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Everything posted by Errol

  1. I find the orb in EX to be quite useful sometimes as it is. It has nice setups.
  2. Dunno what's so awesome. Just barrier block it?
  3. TBH It didn't sound like Spinoza really tested 623C, and previous reports were that it did have invulnerability, so I'm not sure it doesn't. She sounds fun, and good to me.
  4. ロケテ行ってきた ・カラーは赤青黄緑とデフォカラーにピンク交じりっぽいのがあった。 Colors: red, blue, yellow, green, default but with pink mixed in ・6A5CCD剣2CCから低ダコン入った。ダメは3000いかないぐらい。 6A> 5CC > 214D> 2CC > IAD Combo. Damage didn't quite reach 3k. ・C槍同技 623C has same move proration ・衣中相手ノーマルガードでD風最大溜めがガークラ During mugen, max charge 22d guard crushes if normally guarded. Spinoza twitter C槍A翼スカの後、5Bと5C繋がるよ! 623C> j.214A (whiff) > 5B and 5C connect! あっ、忘れてた。A光使った後は弾が消えるまでA光使用不可(当たり前といえば当たり前ですが)。また、弾打った後は着地まで行動不可。D光は確認してないです。ちなみにEXはどちらも可能。 After j.236A, until the ball disappears, you cannot use j.236A again. You also cannot move after launching the ball until landing. Did not confirm on D version. In EX, either worked. そういえば、ついにこいつはCG0だと切り返しのないキャラになったのでCG1確保することの重要性が増したと思います。 The importance of getting a charge has grown as she has no reversals without a charge. 槍スカはその場5B>エリアルが可能ですね(5Cも繋がりますけどjc不可なので)。IG回転率はとりあえずコンボ中に回収しながらっていうのは厳しいですね。立ち回りで灯を置いたりしながら溜める、コマ投げを決める、ODを使うなどで稼いでコンボで吐く感じですね DP whiff followup is 5b> aerial. 5C Connects, but cannot be jump canceled. Charge recovery seems hard to do during combos now. Feels like, you get charges back in neutral, while the new projectile is occupying space, by landing a command throw, or using OD, and then you use them during combos. 翼はJDキャンセル不可になってその他も軒並みDボタン押せる猶予が無くなったので、回収コンは何か新発見がない限りは不可能かと思います。D灯自体は起き攻めに使えるほど優秀ですね。ただ、相手ダウンからD灯置いてガードさせたところにD閃で破裂するネタはありそう j.214X can't be charge canceled anymore, and other D moves don't have room for charging. Unless there are new discoveries, charging in combos will be impossible. D projectile is useful in okizeme to the degree that you can use it. Appears that if you do it on wakeup, and 236D into it being guarded, there's a special effect. 編集してたら間違えてました。灯自体は強くないけどですねw灯の追加で立ち回り考えること増えたのと鎖の追加で攻めの選択肢も増えたので、今の所は使っていて新鮮です。デメリットはBC光削除で空中でやれることが減ったことかな。今からでも遅くないっすよ、アークさん! Noticed a mistake as I was compiling/editing.. The Projectile itself isn't strong. But The addition of it gives more to think about in neutral, and offensive options have increased due to the command throw. It feels fresh to use her right now. The downside is that the loss of j.236B/C gives us less to do in the air. あと現状開幕OD発動したら効果時間終了時に溜まるIGは2.5でした。 OD at start of round gives 2.5 charges. 5CC>D風>AB>6CC>3段で3800くらい Corner> 5CC> 22D> Crush trigger > 6CC > Special Ender > 3800 dmg About 3000 damage without the crush trigger. With 2 charges, can do about 3800 even mid screen with a throw, thanks to crush trigger... 6or4投げ>D剣>D風最大溜め>ダッシュAB>6C>3段 これで3800。アホか。 Throw> 214D> 22D (max charge) > dash AB (crush trigger)> 6C> ender, is about 3800. crazy. そこですよね。ODとコマ投げは確かに増えるけど、それ以外、というか通常Dボタンだと貯金し辛い感じは自分も感じました。 Certainly get charges during OD or from landing the throw, but outside of that, it definitely does feel hard to acquire charges. あとは3Cfc時の追加Cが高く浮くようになったので、3Cfc時に限り3CC後に5Cで拾えます 3CC after a 3C(FC) floats higher, such that you can pick up with 5c. Only on fatal counter.
  5. I see, there's also some stuff on jpbbs. like 22D full charge during mugen guard crushes normal block. More later..
  6. There could be more before I go to sleep. I'll check. Think the goal of this test is infrastructure rather than balancing or getting opinions, so what comes out is probably close to what we'll see. Nothing, but I'll have my eye out for anything.
  7. IAD, yeah. lol...
  8. Not much JCCD翼2B拾いから低ダコンできた jCC > j.214D > 2B> air dash combo worked. (damn, what do we call this again, I can't remember OUR term for it.. or we just write the notation?) Actually, that's all.
  9. I'll scour the jp web for information when I get home from work.
  10. If you want help with jBB loops, ask Kiba. Hit confirms and does full loop into proper ender across an ocean of lag, every time. but as I remember, if you do it the same way every time, it'll work on every character that it works on. which means practice on the more annoying characters, like.. Jin IIRC, and not the easier ones like Tager, Hakumen, Ragna.
  11. Yeah, I know the theory of how kara cancels work and came to a similar conclusion. The thing that brought me pause is this: 6C>Jump cancel> Jump cancel cancel via Special. resulting in basically 6C>214D. Really similar, but only one of these works. but the other thing I wondered was if a chained jab-> kara cancel throw works. Cuz you can cancel a jab into 6c, and you can cancel a jab into a throw. Somehow I don't feel like it would work, but I don't know. Although I don't think it would particularly have a point either, since it'd always be pink
  12. Is there a connection between Bang and Elizabeth I'm not seeing?
  13. You can't do that, though it's not clear exactly why you can't do that when you can do other similar things. But I imagine it should work off a jab, the only move that's both throw and 6c cancelable. I just happened to be in here today for some reason. weird
  14. I don't play elizabeth, but playing against toan a lot the other day, I felt like it was just.. rough trying to handle that j.B. It has so much range. When they make bad jumps, you can AA, but otherwise I tried to avoid it. And if you block it, they're in. I think the right approach is just to avoid it. But Elizabeth's j.B is exceptional too, what about that?
  15. what, no, 214C is negative on block. Yukiko has a 7f 2a so that's what she would use.
  16. it's quite easy to test. pop the game in.
  17. uh no, he just did it, that video right there is a late chained 2a>5a. It is proof. This is getting tiring.
  18. I don't know if it's hitboxes or something, but it's true. Aigis np, Akihiko no good. Should also be obvious that this beats roll mash from every character., as do all gatlings which have only 1-2 frame gaps.
  19. 2a>5a
  20. That's not true... It depends on the properties of the moves. How quickly your move recovers, how quickly their DP becomes active. Ok. I'm out.
  21. Hey Ama, thanks, but 5a recovers fast enough for you to block most DPs if you late chain into it from 2a. You leave them a 1 frame gap where they can mash dp, then your 5a is active, then it recovers, then you block the dp, and then you punish. That right there is a frame trap that is safe against many DPs, I don't think it'll work on some, but it will work on many.
  22. I say there's not much point because other frame traps, like late cancelling gatlings between 5a/2a, 2a/2a, 2a/5a, both frame trap and are safer than using 4a, actually possible to do without eating a DP for free. But whatever
  23. Actually, you can't gatling 5a into 5a at all. 5a->4a doesn't work. If you mash 4a, it'll come out after 5a recovers, which 5a leaves you at +1 (barring IB). The opponent has time to attack and also will hit you, guaranteed, if they have a good DP (i.e. mitsuru). so, not much reason to use 4a.
  24. well, I think I'm thinking about something different than what you are. You're talking about late chaining 5a into 5a. Which, if you want to get a 5a, you need to do 4a. and if you do this you can leave a 1 frame gap, and you'll probably recover before a dp hits. I'm talking about the situation where you're actually at +1. no gatling involved. Which can't be 2a/5a mashed out of unless they IB. which, to be fair, is my fault, cuz while an important part of 'stagger pressure', isn't the 'stagger pressure' part itself...
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