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Airk

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Everything posted by Airk

  1. The problem with using 5A > 2B for the low is that it seems people can cue in that you're doing something different when you do the 5A, because you're only doing a 5A when you do a low? Though I guess you could use it for a tic throw too. Can you finish a combo if you hit with a blue-beat 6A after 236D? Anyway, the gist is, another option you have with one charge midscreen is to use a 236D Reset of some sort; There are lots of interesting options and the more of them you try out, the more success you'll have finding what's effective for you!
  2. Something I do a lot which works for me (though I don't see a lot of other people do it) is to use 1 charge for 236D for either position switch (if your back is to the corner) or mixup/reset shenanigans. You can do: 5BB > 5CC > 236D > 5BB > 5CC > 22B to switch sides You can do: 5BB > 5CC > 236D > 5BB > 6A or delay 2B or delay throw to mix up. Or if you have 50 meter you can do 5BB > 5CC > 236D > 5BB > 3C for a fairly nice payoff if you hit (and the 50 meter makes it safe). Don't do this too often, because people will start DPing you, but it can be hilarious to do 5BB > 5CC > 236D > 5BB > 6A > 5CC > 6BB > 236D > 55B > 3CC > RC > 2CC >IAD etc. Makes people rage (and also does a pretty good pile of damage, which it better, considering it's two stocks, two resets and 50 meter. :P )
  3. Ugh, no please. This game has plenty of rushdown as it is. Make Kokonoe a grappler or something, I don't care, but enough with the rushdown. We're having a hard enough time making those characters unique and balanced.
  4. That's not how you troll. Trolling would be making her like CS1 Rachel. "Here! Are you HAPPY NOW?!"
  5. Bah, tooltips?! What is this, some sort of like, real application or something? Fine. But that was not entirely obvious. x.x
  6. And I guess "G" means..."ground"?
  7. I'd be DEEPLY shocked if they'd changed Hell's Fang. In fact, you can tell that they didn't just by looking at the frame data - since it goes straight into recovery, it's only -4 instead of like -17. Similarly, I think, we can tell that Tsubaki's 236 series doesn't do this, because if they did, all versions would be even on frames all the time, because they have the same amount of blockstun as they do recovery. Though I think I messed up my math earlier and the best we can do with precise spacing is even, but that's...not too bad. Also, another frame data related question - I don't see an answer for this anywhere on the wiki, but it's possible I'm just not looking in the right place - what the heck do all the random letters mean? Like 2C lists ground hitstun CH as "S48" which I guess is "stagger 48"? But what's "F34" on 6B? That can't mean that 6B is a fatal now? And 6BB lists air untech time as "Sd60"? 46D>236D Aura lists "Wb60" in air untech? I'm guessing the T's in the recovery column mean "Total" and the L's are "Landing" so I get that part, but the stuff in hitstun/air untech really eludes me?
  8. Wait...CaButler has come back to BB?
  9. GGs, Lime, Chao, Ached, but running out of mojo. z.z
  10. I note with some pleasure that having looked at the CP frame data, there's nothing in it about the 236X series doing the "automatically goes straight into recovery on hit" thing like Ice Car/Hell's Fang, so it looks like, once again, these can be spaced to be...well, +1 at absolute precise spacing, which is better than we have now in Extend, where the 'best' you can hope for is -1/-3 depending on the version. They're somewhat less crap as starters, too. Huzzah.
  11. I just saw Badlime! And the sun! at the same time! I might not have really been him though. That or the sun saps his powers, because I actually won. o.o
  12. This; Basically all the crap that was DLC in CS is on the disc in Extend, so if you don't have any BB versions yet, Extend is TOTALLY the version to buy. If your friends already have CS(2) and don't feel like spending any more money, fine, but Extend basically offers four new characters on top of anything else, since Makoto/Valk/Plat are paid DLC for CS.
  13. No worries; Seemed pretty weird.
  14. I guess I better get cracking on my CP Tsubaki then. :P Most of my posting is done at times I can't play anyway. Thanks for your support though. The insults really weren't necessary. -I'm- not attacking anyone.
  15. I don't think even the theorycrafting makes a strong case for her as 'worst' in CP. Too close to call maybe, but not a clear worst. Is she as good as she SHOULD be? Absolutely not, and in some stupid ways (@#$% you, 5BB) but meh. When they give us an awesome, S Tier Tsubaki, we'll all sit around and talk about how awesome she is, until then... business as usual!
  16. I thought only Terumi was some sort of "pre-order DLC" nonsense, and that Kagura was just a flat out new character?
  17. But it doesn't seem unreasonable for a "new version" to coincide with the console release, since there will be new characters. The thing that annoys me is that there's no reason she COULDN'T have something, but for some reason, they KEEP nerfing her special tools (There's no excuse for her to have at least one D move she can abuse the crap out of in neutral.)
  18. What? We're talking about CP? We even HAVE that stuff on the CP wiki already? Bah. Get that out of there then. _I_ was talking about Extend.
  19. Yeah, there's not really very many - characters generally have between 1 and 3 (excluding jump attacks.) so learning which attacks are which is important. You can DEFINITELY practice defense against the AI - at least in terms of learning to block certain moves, though I'd suggest just going into training mode and setting the AI to 100. (or at least, to as high as you can manage.) Sounds like a plan. This is pretty much what you're going to be doing as a newbie; It's not the RIGHT way to play, but when you're new, you really don't have things together to the point where you can do things "right". That said, you should still TRY not to just auto-launch yourself into a combo, especially if you see your opponent is blocking. Yup. Pretty much. Just keep in mind, if possible, what you shouldn't do. Eh, sometimes it's good to figure some stuff out for yourself too.
  20. THIS is why it's insulting. This is a character that was supposed to be all about needing meter to do explosive amounts of damage, and now he gets like 3-3.5k off some stupid looking loop from a random midscreen hit. He does better meterless midscreen than half the cast. Off whatever. Anti-air 5A? Sold! 3k! ...
  21. No, I think she pretty clearly is. The only competition is Makoto, who frankly, isn't that bad at all, and doesn't need to fiddle around with a special meter to do actual damage. This is not to say she's terrible or unplayable or you can't win with her, but I don't think she has any competition for the "worst" slot either.
  22. Welcome. As you say, this stuff tends to escalate from "this seems simple enough" to OMGWTFISGOINGON!? awfully quickly. Here are some things that might help you along. #1: Don't let the huge pile of combos intimidate you; Learn one or two and then just play the game. Eventually you'll start thinking "I really wish I had a combo I could do off a throw" or something, at which point you can go learn another one. #2: Unfortunately, combos ARE important, so you WILL have to learn one or two. Start with whatever you can manage in Challenge mode. Do it once in challenge mode, then write it down and take it to training mode until you can do it at least 3 times in a row. (You'll want to strive for more later, but 3 times means you at least have a fair chance of making it happen in a match). Then try to use that combo against the AI to get comfortable with it, or skip right ahead to trying to use it on people. #3: You'll need to understand the concept of 'punishing' - which is not necessarily obvious if you've never played a fighting game before. You'll notice that when you block something, there's a period of time where you can't do anything afterwards. This is called "block stun." You'll also notice that moves don't immediately stop "Happening" when they make contact with an opponent - moves have recovery, which, at this stage, is probably just best thought of as "the stuff that happens after the move is blocked or hits." For different moves, the amount of blockstun they cause may be more or (generally more often) less than the amount of recovery they have. So to take an obvious move, if Ragna performs an Inferno Divider, and you block it, he'll go flying up into the air, then come down, land, and stand there for a moment unable to do anything. All that time is the recovery, while you are only in block stun for a relatively short period of time. This means that as Ragna comes down and lands, he is wearing a sign that says "kick me". and you should. An important part of developing in fighting games is figuring out what moves you can punish, and how. #4: Blocking is important. It's what lets you punish things. You probably won't be very good at it at first, but holding downback can go a long way. The game has a convenient feedback system that tells you, when you get hit, WHY you got hit. When you get hit while trying to block, there will be a little exclamation point - a yellow one means you were blocking high (holding back instead of downback) and the attack hit you low, a red one means you were blocking low and the attack hit you high (most jump attacks and some special grounded attacks must be blocked high.), and a light blue one means you were in the air and tried to block an attack that must be barrier-blocked (Back +AB) in the air...without using barrier. #5: There's a TON and a half of good information on the Dustloop Wiki. Don't worry too much about the numbers, but the system explanations have a bunch of good stuff, and most of the character pages have good explanations of what that character's moves are good for. #6: Play, and ask lots of questions. If there's something you don't understand, we can probably help.
  23. I agree; There seem to be a lot of stupid looking jump loops in this game, but that one is the most offensive.
  24. In the name of providing an ACTUAL ANSWER here: A move's 'proration' is how much it decreases the damage and hitstun (or just damage, in CP) of subsequent moves in its combo. So if a move has 75% proration (note: it's much more complicated than this, but you don't really need to know it) then moves after it will do 75% of their damage. And this is all cumulative, so if you do a move with 75% proration and a move with 50% proration, the next move will do 37% damage, and so on. Moves that "prorate a lot" reduce the damage of subsequent moves a lot.
  25. Oddly for something that looks so fierce, Spike Chaser is just a level 1 projectile. That means that every projectile in the game cancels it out. Of course, for whatever reason, the frame data never includes details about projectile levels. x.x
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