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skd

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Everything posted by skd

  1. i really like the design for that form ehrik
  2. unless theres something im not aware of in EX, midscreen combo damage went way, way up which is most of the time you will get to use crossup ID. In terms of practicality...imo its a buff. what would you do to get 4.5k midscreen? :>
  3. im curious as to when you think this situation comes up
  4. WELL in my own exp... i dont play in japan or anything, but isnt ragna just like, footsies and solid pressure? his mixup is...okay. grabs are good, and yield really high reward. I dont really have issues winning on neutral control and playing honestly. Hes a really "2p" character, if that makes any sense. You should be playing around your opponent. A lot of his strength comes from simply having answers and strong options to deal with other characters (and the damage to really back it up). I really disagree with having to play gimmicky to do well with him. your meter return on a 2D RC combo is like 8 meter orz general meter gain peaks at like...30ish iirc?
  5. amazingly enough, i am emotionally obligated to make this post that doesnt really contribute to the thread. im actually offended for digital watches. i suggest you re-read and try to be flexible about your interpretation of what you "want". if anything, dont you think aba doesnt really fit in with your initial description of who you would like to play? with the mention of starting pressure from far away and giving examples of Yukiko and Relius...i dont see it. the fact that you happened to like her is awesome, but isnt that a testament to how you were...i dont know...initially wrong? He gave wise, blanket advice that you could use and even threw in specific examples while trying to clearly define aspects you are looking for so that we could better understand your request (which by the way, was not worded properly as to what you are REALLY looking for). What else do you want. Nobody is required to do your thinking for you. Stop acting so privileged. Jesus christ, my faith in humanity.
  6. im fairly sure that 2c wasnt even active at that point so it might be a stretch to talk about the hitbox. 5b 214a would definitely not work if it was within 2c range, its ~10f startup until invin + hitstop. waaaay too late for that. you would need to blow meter on a super or rc. if anything, 5B stance cancel. at far range where 2c wouldnt hit.
  7. yup! and oops, ill switch that around. oh yeah, 236B is gamma haha, 236C is beta. on grounded opponents, 236B combos only from C normals, while 236C combos from B and C normals. Its preferable to use 236C in gain art confirms (which is beta, which is what i assume youve been using, just notated incorrectly up there) because gamma gets used later in some combos (both moves have smp).
  8. probably the latter! keep in mind astraea cancel off of beta/gamma is possible even on whiff/startup (charge) and still leads into a combo without having launched an opponent beforehand so the only thing that really matters is what comes afterwards. Sent from my SCH-I535 using Tapatalk 2
  9. 623b is...alpha right? i dont know if that links into 6D (doesnt it go into strike fall?), but as far as astraea > b mira > 5A, im pretty sure it works but i dont know what the problem could be :> seems like a basic cancel > 5A ASAP but idk.
  10. ah yeah, that was before extend came out, courtesy of james xie, so none of us really knew the changes at that point haha. if you have a dp, you can probably beat unlimited mars.
  11. he is definitely not going to charge you 50 bucks to fix a button. Sent from my SCH-I535 using Tapatalk 2
  12. yup Sent from my SCH-I535 using Tapatalk 2
  13. its not system wide, jin ice car w/o followup (CP ice car or 214A in EX) serves as a great example
  14. bb was awesome, congrats zomb for deciding on a main
  15. the max life od combo route is literally 5c 2d dc, that's all the unburstable damage you get?! it's not like od locks out burst for the rest of the combo :O Sent from my SCH-I535 using Tapatalk 2
  16. you can get 5.2k iirc at max life od off of the same confirm w/ 50 meter but i agree. the issue with these confirms is that even though they turn into damage...most of the combo is burstable. even if it is a trade of OD for burst (which is apparently in your favor, but still) why wouldnt I do a midscreen 2D combo and get 4.3/4.4k with a lot more security? while an OD confirm at max life without super nets you like...4.4k as well... the real incentive here is the meter gain you get by avoiding the meter cooldown from RCing early+whatever you would get in the combo, all while being accessible at low amounts of meter. while it may be nice, you pretty much trade up your burst for a hell of a lot of meter while getting damage. Using super at the end seems like a pretty bad choice unless you literally burn OD with the intent to kill and you know they wont get their burst back, so pretty much the only time OD is really a go-to option is when you want(aka lack) meter. otherwise, i would definitely blow 50 and keep my burst. pretty much situationally necessary, but i wouldnt prioritize it over keeping my burst (which also gives me the option to burn od on my next confirm if necessary. NEAT HUH)
  17. 2/3rds of your burst gauge, as it should!
  18. I believe it's automatic, but the actual attack connects at varying times depending on the move you initiate it with Sent from my SCH-I535 using Tapatalk 2
  19. the last time a character was designed to be easy to use, we got izayoi (who is apparently pretty hard) orz
  20. ye http://www.dustloop.com/wiki/index.php?title=Izayoi_Frame_Data_%28BBCP%29#Revolver_Action_Table the rest of the frame data page is up! aside from blatant mook errors it should be alright as far as what i speculate to be wrong (aside from missing stuff like strike fall starter rating, etc) -Valkyrie Astraea untech too short, or teleport duration too long (relationship between teleport total duration and untech is off) -Similarly, Crusade Seraphim Alpha and Aegis blade suffer from the same issue with teleports. Im leaning towards either teleport having different data on cancel, or it being wrong altogether(in the good way, so its better than we thought?!) also i have to get all the trans-am startup data by hand orz #whensoctober
  21. rising jB (whiffed) airdash/empty low etc. you have to do 3 hit oki though, no max range stuff it is a legit escape from oki unless you punish it
  22. Welllll....there aren't that many notable players. kuresu is strong but that's mostly just due to him being an innately strong player haha. otherwise, sanjou kanako is good? other than those 2, I feel like most are just "okay".
  23. they should just both be 30 and be done with it orz Sent from my SCH-I535 using Tapatalk 2
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