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Airk

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Everything posted by Airk

  1. I would be surprised. If the move gives anything that even vaguely resembles decent knockdown, it's probably really easy, but you just have to wait for the thing to finish. /fingers crossed.
  2. S'okay, I totally missed the rapid cancel on the command grab. :P
  3. Oh is THAT what happened? I couldn't really see very well. =/
  4. If we're looking at the same spot, around the 38 second mark, he had TWO charges before he did the throw, then he follows up with 236D.
  5. Digital Masta has some new Tsubaki footage from the latest loktest. It's the last video at the bottom of his page - direct link There's all sorts of interesting stuff happening: 214X seems to launch on ground non-counterhit again throw does some sort of wallbound midscreen 236D apparently ALSO does some sort of wallbound midscreen when it hits an airborne opponent The Tsubaki player successfully used 623C on wakeup, though it's unclear what his opponent was doing at the time. 2C CH still staggers grounded opponents. Command throw only seemed to give like...two thirds of a charge and the damage was pretty forgettable. Projectile seems kinda slow to start up. Tsubaki seemed to cancel 623C into 214 not-D on block? Also, Bullet is boring to watch. :P Edit: Whoops, PK beat me to the video link.
  6. I guess he must've done it too late? Because the first hit of HF hit. Is chip damage much bigger now? Or does the lifebar just drain slowly?
  7. Opposite impression for me. Don't like either her aesthetics or the fact that she just looks like another "get up in your face and flail around do mixups" character. Unhype for her compared to the other two. A little annoyed about giving Ragna a projectile - I thought having the main character NOT be a "DP/Projectile/Advancing attack" pseudo-shoto was a breath of fresh air compared to the general trend. On the other hand, noticed that Hell's Fang 2 didn't knock down? That's interesting. o.o
  8. If the orb has the same virtually nonexistant hitstop and blockstun that it does in EX, it'll be pretty crappy oki anyway. Besides, we have a ground orb now, so it's probably not worth it to get all fidgety with the air one.
  9. You can't "play passively" in BB and have strong chances of winning, IMHO. Even the characters who can win by playing defensively have to play active defense - zoning, instant blocking, anti-airing, etc. If you want to play defensively with Tsubaki, become a zen master of 2C, master hitconfirming 5B into 22A/D, and practice your instant blocking until you can do it blindfolded.
  10. but...only during mugen? That's kinda weak. =/ I'm gonna miss my unblockables. Well, waiting for more infoz.
  11. Kuresu also did some awesome reset nonsense with this where he did like j.BB > j.A and it crossed up. The whole thing is super tricky (not difficult, but "full of tricks") and definitely seems worth learning. It's on my personal 'short list' for stuff to get to real soon now.
  12. On the subject of throw combos, I saw Kuresu do something interesting in one of the not-too-long ago videos where he did, going from my bad memory: Throw > 236C (Reaches the corner) > 22B > 6C > stuff Lemme see if I can find it, 'cause it seemed useful.
  13. Haha! That would be so awesome.
  14. Yeah, for whatever reason, you can't kara cancel a 6C that you have gatlinged into, so in order to use a Kara Throw, you need to wait for whatever move you were using to completely finish, and then you can do a kara throw. =/
  15. You know you like listening to me berate myself. z.z GGs to everyone. Thanks for showing me what for.
  16. I've been on a bit, though not in the last few days. Maybe my net connection is no longer playing nice with yours? Dunno. =/ Anyway, this should be an easy fix for you.
  17. Open the stick up; On the underside of the shaft is a screw. Hold the ball steady and tighten the screw good and tight. If that doesn't help, you could always super glue it, but that'll be a problem if you ever want to replace the joystick.
  18. So uh, Konan won SOB/Godsgarden 7. The Stream recording is here: http://www.twitch.tv/godsgarden/b/337046328 I found a Konan match around 27 minutes, but I haven't even finished fishing through the video yet.
  19. Saturdays are possible for me on a general level, but not tomorrow. I really only play BB though so I'm not much fun.
  20. I've been playing since CS release, and only recently do I feel like I've reached some degree of "proficiency". Of course, I don't play every day, or even every other day, and I haven't really played fighting games since like, 1997 otherwise. :P
  21. Does that work after a throw? The 6C doesn't even connect all its hits as a legit combo, I don't think, so the proration is getting pretty tight. That said, what do you do with people who don't emergency tech on the 6A? I dimly recall you saying something like a meaty 5B afterwards, but I could use a refresher. (You read stuff, but if you're not at a level to apply it yet, it doesn't sink in. >.>)
  22. Ghetto technology! After a midscreen throw that carries to the corner with 236C>214C>22B, if you then 6C > 22D[hold] it will blow up people who neutral air tech. Sadly, forward tech and back tech pop them up higher and you'll whiff, though I think you're safe under most circumstances.
  23. It's 11am for the East Coast. On a work day. :P
  24. Yeah, it is my assumption, but it's my assumption from what they're saying about how the system works. Who knows, maybe they'll prove me wrong. (Not a huge fan of regenerating bursts either, but that's strictly preference). It's mostly the fact that the design seems to imply that each character has one and only one (since it's a standardized input) move that can potentially break guard. That feels lacking. But you're right, I shall wait and see. Re: SMP, I assumed that WillWork4Instal was asking questions about how SMP will work in BBCP, which is basically like asking what Ragna's 4th alternate color scheme will be at this point.
  25. Because most of the cast can put you in serious danger of a guard break now if you burst+counterassault in one round. You really need to be wary of it against a LOT of different characters. Yes, only a couple of characters can seriously force your primers down if you DON'T burst in a round, but that's still better than "only a couple of characters will ever represent a threat of guard break". Also, why on earth would you want them to buff Mu's DP? It's already like, the 2nd best one in the game. Tons of invulnerability or super magic guardpoint or whatever it has (It even beats unblockables, so it's no ordinary guardpoint in spite of the blatant lies in the frame data.), comes out reasonably fast, can be done in the air, rapid cancellable. S'pretty darn solid.
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