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skd

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  1. sorry lol. i do stuff like jB 5C 6A 214D 5C 2C(1) JCC OD 5C/5A 6A 623B~D 6D 66C jC sjc9jB djB j236C~D Super Super, sorry about the drought of information. i really prepared for evo, spending time posting up everything would take so much time out of my prep and i was worried i wouldnt be ready for evo in time. Now, i have to prepare for arc revo but...yeah haha. I have a bit of breathing room. slapped together something quick. not really the most organized, but its not a ton of combos to remember. http://youtu.be/wsjAyvKXPn8 astraea combos are based on height, yeah. some confirms you just dont want to 236C at all, but 236C delay 6D actually does play a big role in many combos. Unfortunately for a lot of optimal combos the timing you want is relatively tight, so if youre messing with converts into OD astraea ~ delay 214b 5C 2C(1) you need to either structure your combo for a proper confirm afterwards depending on spacing + hitbox or do a lot of really tight delays. The delays are just unavoidable in a lot of improv situations, though The dash jC is really good because it works on a ton of characters, and i wont sideswap against certain character's hitboxes if i want to get an air combo without a super. It does like literally 2 damage less than 214B 5B 5C though, lol. The dash jC you want for high hits,(and thin / small characters) isnt the fastest possible one, you dash for a little bit before doing it. There are little quirks here and there, which kind of suck :\ Kind of just have to internalize everything. Good luck! tl;dr Low hitting astraea, delay 214B gives you crossup 5C. 236C~delay 6D can give you that as well, but its a very small window. 236B~delay 6D can also give you the height. Low hitting strike fall does give you a good height for astraea followups as well! Sometimes, it's best to just omit the 236C for combo time as well as opening up crossup 5C. Sometimes the height is a good thing, and is the only way to get super enders for certain combos within combo time! And also, it gives you late active phorizer (the last combo in the video) so it has its uses.
  2. PS3, but ps4 pad works on ps3 as well, if you have it connected while you play. Running events and as a player, DS4's on PS3 are way more convenient than DS3's.
  3. No rotating game this time since it's super short notice, but we'll likely have some exhibitions (ft5s? mms?) j u s t f o r y o u.
  4. Sorry for the delay, im super tired after evo :< Congrats to all the tsb heads at evo! Results: I'd like to point you all to my challonge account! ( http://challonge.com...superkawaiidesu ). If you'd like to reach individual results, or check the progression of the tournament as it goes along, you can access things through the template of "challonge.com/<first 3 letters of month><year>TSB<initials of game>". Location: Next Level 4013 8th Ave Brooklyn, NY 11232 Equipment needed: PS3's! Next Level has a good amount of Benq and Asus monitors, but without the actual games we can't do much. *Time, Elimination Rules, and Entry fee may change from month to month, so make sure you know whats up! Please call me or send a text message if you are running late, please be sure to include your tag! If you'd like my number, just PM me through here, or you can get in contact with me through Facebook group at the bottom of the page. Persona 4 2 PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim BlazBlue 3PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim Guilty Gear XRD 4PM 2/3 Rounds. 2/3 Matches, 2/3 Matches for finals. $5 Double Elim Streaming/Recording: Arturo! Check him out at www.twitch.tv/nycfurby There is also a TSB Facebook Page, If that is more convenient for you (It is also a very good way of getting in touch with me): https://www.facebook...2?ref=bookmarks If you'd like to get event invites / calendar notifications through facebook for these events, please join this group! https://www.facebook...18216978271919/
  5. Well, my pet peeve is people who think they know how to play blazblue, but really only know how to mash in delay Kappa not kappa
  6. A bit more on track, but still kind of square one. What exactly are you limiting on offense? Let's go back to just hoping you get a hit and confirm it. Do you think your opponents are so bad that they'll just let you run this sub par offense on them? Part of why you're having this issue is because you don't have a good basis of understanding why your offense works against whoever it works on (if you care about ideal pressure structure, I'm going to throw netplay out the window), probably because it "just does". Of course, you can come to proper conclusions but you do have to dig a bit. So, have you really not thought about why your offense works the way it does? How restricted are my opponents options? Is it lag? Why not try to figure it out? That should give you a reference point. You can't only limit your opponents options, you need to consider how that affects them too. Oh? This situation is more linear? Suddenly, it becomes much easier for me to react to certain specific options. Just, pretty easy idea, what if you tried to open yourself up offline? On defense, how would you respond to your own pressure? If you've hit a wall, think about different ways of responding. Develop your defense tactics to deal with things. If your logic is sound you'll give yourself familiarity with properties and concepts that you can apply. Extrapolate. Rinse, repeat. Refine. If you're stuck, you could ask a more specific question, how do I structure pressure to beat x, or how do I deal with x on defense. Tbh, this thread seems more of "how do I develop" than anything. IMO for you it extends beyond pressure, so you should try to think about the game in general in a more perceptive way. It's really not a secret, and asking for the answers is not going to help you grow as a player. This is more than an issue of not knowing how to structure pressure, it's not knowing how to develop period. And if you don't know that getting direct answers will not stop you from getting left behind. So please, be critical of every little thing that YOU do. Even if you choose to do nothing, it's a choice. Saying "I just do stuff and don't think but I want to get better" is like, blowing my mind. There's your answer! Think about things! You said it yourself. I'm more than a little salty about that. I personally don't know what kind of answer you want. In terms of your last reply my impression is you're too focused on a method of deriving these things. it feels as if you barely consider the other player. Of course, this might be due to experience but now we're back at a wall of personal experience, most likely netplay affecting your theory, so you need to shift your head away from that. Imo, stick to training mode. Focus on developing theory. Take stances as both players. Start by questioning your own play decisions. Don't be overly doubtful, but make sure you understand as much as you can about the situation. What ideas make up this decision? Chances are, some of them are useful in other areas. Eventually you'll build a knowledge base of how the game's systems and properties interact, and you'll be able to come to more substantial, practical ideas about how to attack and defend. The game is SMART, deep, developed. Smarter responses are, well, smarter. And this happens more and more as you learn more and more. I didn't really want to touch this thread and this isn't the most on topic post but okay
  7. Yes, 1.0's "hold 3/6 to get 623 over 236 or vice versa" input priority was indeed character and motion specific. It was changed in 1.1 where, universally, pressing 4 would clear a preceding 6 input in the buffer (I'm semi sure this is how it works now, but id like to check) but 6236 will now almost universally result in dp over qcf. I say almost because, while very specific, that priority IS retained in CPEX . But as far as I know, only concerning overlap between air 236/623 and ground 623/236, which is actual very useful.
  8. wow!!! im going to sign up!!! for this tournament!!! on july 11th!! whoah!!
  9. Guilty Gear Xrd*
  10. JUST A HEADS UP, It ***is*** JULY 4TH SO MAKE SURE YOU HAVE AMPLE TIME TO GET HERE. TAKE THE TRAIN. TRAFFIC WILL BE FUCKING AWFUL. This tournament is starting early in hopes of us finishing very early. P4 and UNI start at 12PM, with BB and GG 3v3's starting at 2. And yes, BB and GG are going to be single elim 3v3's to mirror the Arc Revo qualifier format. Results: I'd like to point you all to my challonge account! ( http://challonge.com...superkawaiidesu ). If you'd like to reach individual results, or check the progression of the tournament as it goes along, you can access things through the template of "challonge.com/<first 3 letters of month><year>TSB<initials of game>". Location: Next Level 4013 8th Ave Brooklyn, NY 11232 Equipment needed: PS3's! Next Level has a good amount of Benq and Asus monitors, but without the actual games we can't do much. *Time, Elimination Rules, and Entry fee may change from month to month, so make sure you know whats up! Please call me or send a text message if you are running late, please be sure to include your tag! If you'd like my number, just PM me through here, or you can get in contact with me through Facebook group at the bottom of the page. Persona 4 12 PM* 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim ROTATING GAME: UNDER NIGHT IN BIRTH 12PM* 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim BlazBlue 2 PM* 2/3 Rounds. Single Elim 3v3. $5 Entry Per Player Guilty Gear XRD 2PM* 2/3 Rounds. Single Elim 3v3.. $5 Entry Per Player Streaming/Recording: Arturo is back! Check him out at www.twitch.tv/nycfurby There is also a TSB Facebook Page, If that is more convenient for you (It is also a very good way of getting in touch with me): https://www.facebook...2?ref=bookmarks If you'd like to get event invites / calendar notifications through facebook for these events, please join this group! https://www.facebook...18216978271919/
  11. I can't really help you aside from saying "just do it", I don't think it's very difficult and 5c will always link after 6c aegis, even on standing hit, so it's not really a problem of height. 6c 6c may add too much combo time and ruin your confirm, especially if you /need/ to do 5c, so I'd refrain from getting into the habit of it. Regardless, the only time you need to do 5c after aegis is for 5c 6a combos, which don't give you a super ender (But do let you pop OD rather effectively) but problematically require your opponent to be very low for both hits. As such, even if 6c didn't extend the combo time over the limit. You'd still have a really high hitting aegis, ruining the ender for almost the only times you'd want to do 5c after aegis.
  12. thats incorrect! her hurtbox just expands horizontally during teleport recovery (most moves with backwards hitboxes cover 214B/D well), on air 214D this means her hurtbox going forward. technically, this is still during startup (before the invuln has actually kicked in). The invlun is real (during it's intended duration), but what you are seeing is the move connecting during startup which has "movement". Positioning is not changed by going from point A to point B in a line or anything like that, it's a legit teleport.
  13. just posting in this thread to say naimat is a god
  14. Yes, but only because it causes hard knockdown. Essentially, a few moves that enable it actually only do so through hard knockdown. In contrast, 3c enables it immediately without needing your opponent to hit the floor.
  15. both parties DONT* unfreeze simultaneously in terms of positioning, but as far as combo time goes, they do unfreeze simultaneously. So you are forcing your opponent into 2 extra frames in the same place. Positioning gets altered, frame difference maintained. **perhaps, the person initiating the superflash may also have their positioning restricted for an extra 2 frames, but i dont believe they do. i haven't gone through any conclusive test for that in particular, its really difficult by hand due to overall momentum changes and i dont have all of my recording equipment atm. I have a good idea of how to figure that out, but its just a guesstimate atm.
  16. It's not something like raw plus after flash, it's regardless of whether you come out on advantage or not. If I did something and someone did od on wake-up, my positioning may be affected but the raw data is unaffected (in terms of static difference) so something like plus after flash isn't quite relevant. To be clear, what's affected here is strictly positioning. Then, as an extension, it becomes applicable to static difference in certain situations but the concept itself is not related.
  17. hello! interesting find, though i cant quite test it in 1.1 so easily (ill get around to it eventually) but... superflashes (OD, and Supers) apparently freeze your opponent in place, while keeping the combo timer going for a certain amount of frames. This means you can alter what height your opponent will be at specific points of their untechable time according to how you are able to use superflashes. one example: for the sake of theory, lets say a move has 6 frames of recovery. you hit with it (vs air opponent), and have 7 frames to link something before the opponent hits the ground. instead of letting that move recover normally, you OD cancel. In my tests, this situation would cause you to have /9 frames to hit someone before they touched the ground/. I can assume that overdrive stalls your opponent in the air for 2 extra frames, though I have no idea what this is linked to exactly, or if its uniform. Other moves that can do this, im not entirely sure but i know izayoi trans-am can achieve the same effect, though i cant tell you the exact duration of the stall for trans-am. Other people will have to play with their install supers. however, this does NOT extend combo time. It just changes where your opponent will be at X frame in a timeline. This means, moves that have enough untechable to bring the opponent to the ground with untech time to spare benefit because overdrive will literally extend the amount of time you can combo in total, because you prevent your opponent from reaching the floor as quickly. Otherwise, you just cause them to recover in a different position. In fact, you can even mitigate your own knockdown by OD canceling and doing superflashes before they hit the floor. OK! My GUT feeling is that this existed in 1.1. It explains why a ton of combos into phorizer works, but i never really looked into it. Fortunately, it didnt benefit 1.1 izayoi very much outside of that, but in 2.0 it is a rather big deal for her!
  18. It's officially summer. Yeah. Thats about all i wanted to say. Oh, rotating game is skullgirls! Results: I'd like to point you all to my challonge account! ( http://challonge.com...superkawaiidesu ). If you'd like to reach individual results, or check the progression of the tournament as it goes along, you can access things through the template of "challonge.com/<first 3 letters of month><year>TSB<initials of game>". Location: Next Level 4013 8th Ave Brooklyn, NY 11232 Equipment needed: PS3's! Next Level has a good amount of Benq and Asus monitors, but without the actual games we can't do much. *Time, Elimination Rules, and Entry fee may change from month to month, so make sure you know whats up! Please call me or send a text message if you are running late, please be sure to include your tag! If you'd like my number, just PM me through here, or you can get in contact with me through Facebook group at the bottom of the page. Persona 4 2 PM* 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim BlazBlue 3 PM* 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim Guilty Gear XRD 4 PM* 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim ROTATING GAME: SKULLGIRLS?! 5PM* 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim Start times for the games may shuffle around, I do want skullgirls to start a little earlier if possible so those guys dont get booped. Trying to get it at 4pm, but i'll decide how the other games should go based on entrants/comparisons from May TSB (which hasn't happened yet). Streaming/Recording: TBA There is also a TSB Facebook Page, If that is more convenient for you (It is also a very good way of getting in touch with me): https://www.facebook...2?ref=bookmarks If you'd like to get event invites / calendar notifications through facebook for these events, please join this group! https://www.facebook...18216978271919/
  19. Results: I'd like to point you all to my challonge account! ( http://challonge.com...superkawaiidesu ). If you'd like to reach individual results, or check the progression of the tournament as it goes along, you can access things through the template of "challonge.com/<first 3 letters of month><year>TGITSB<initials of game>". Location: Next Level 4013 8th Ave Brooklyn, NY 11232 Equipment needed: PS3's! Next Level has a good amount of Benq and Asus monitors, but without the actual games we can't do much. *Time, Elimination Rules, and Entry fee may change from month to month, so make sure you know whats up! Please call me or send a text message if you are running late, please be sure to include your tag! If you'd like my number, just PM me through here, or you can get in contact with me through Facebook group at the bottom of the page. BlazBlue 7PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $1 Double Elim Persona 4 7 PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $1 Double Elim Guilty Gear XRD 8 PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $1 Double Elim There is also a TSB Facebook Page, If that is more convenient for you (It is also a very good way of getting in touch with me): https://www.facebook...2?ref=bookmarks If you'd like to get event invites / calendar notifications through facebook for these events, please join this group! https://www.facebook...18216978271919/
  20. yeah, pretty sure this is right. the game doesnt process certain inputs fully while fading in (most often specials and supers, i think?) so you can end up with stuff like that if you try to record something around that restriction.
  21. 2C JC OD 5C is...pretty practical tbh, just grind it out! Its actually fairly easy imo :<
  22. ahahah, thats a rather specific starter. you can do 125 meter combos off FC 2C/6C in normal mode, for sure, but you need auto heat gain from sub 35% life. Off 2C, i'm not really sure, mainly because of no good way to combo into CT, meaning meter penalty gets negated later rather than sooner. Regardless, instead of forcing the CT in there, you'd get more damage from a double phorizer combo, so its probably best to go with that in practical terms. If you absolutely must spend 125 meter, theres one route you can run, something like Corner FC 6C CT 2D 6A 236236C~214D 5C 2C(1) 3C 623C~D 6D delay 214B 5C 2C(1) 236D~214D 2C 623B~D 236236C~214D 236C(w)~6D for ~8.8k? I think i got a little higher than this, but i really dont remember the combo haha
  23. midscreen 6 star conversions off normal starters, example route. i can talk more about the jump loop and character specific variants + the limit of decay on these kinds of confirms later, i have pretty big assignments due and i should get those done lol. https://www.youtube.com/watch?v=FERIsW18oB4
  24. uh, try 2C 236B~214A/D 5C 2C 3C 236C~6D~214B 5B 5C jB jC jB jC j236C~D, D teleport instead of A teleport at the start makes it a little more versatile in terms of spacing, but it costs an extra star. Generally, we dont want to spend stars for unoptimized damage unless it's going to kill, or set us up in a way where we might require fewer hits to seal out a round off specific, likely hits. Unfortunately, 2A combos are restricted to 4 star midscreen (with oki!), 6 approaching the corner, and your choice between 6 with oki or 8 in the corner 6 approaching the corner, you can do: 2A 5C 236B~214A 5C 9jB j236C 6623B 6 with oki in the corner, 2A 5C 236B~214A 5C 29 (slight delay) j236C dash 5C 623C 8 in the corner, 2A 5C 236B~214A 5C 29 (slight delay) j236C dash jAB(slight delay)C j236C 623B
  25. Touchpad yes, share and option cant be bound.
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