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Everything posted by Shockna
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Uhhh.... I really, really hate to rag on you after all the trolling you get already, but wouldn't Lightning be a pseudo-clone of Ashe since Ashe came first? >_>;;
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I hate to be nitpicky, but my monitor is pretty awful and I can't see the video very clearly; when you do a 44 - j.C whiff - 2B, how low to the ground are you when the whiff comes out?
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Ragna Critique and Self-Improvement Thread
Shockna replied to Bandit Revolver's topic in Ragna the Bloodedge
I picked up Ragna as a sub because his combos are easy enough to regularly pull off through online lag, and so far it's helped out quite a bit. But his Blood Kain combos are kinda confusing me... When the commands say "falling j.D", is there any visual cue I can look for to know when to input it during the fall (Kinda like Hakumen's falling j.2C combo tells you to watch his knees)? Additionally, for the delay j.D whiffs, about how many frames worth of delay am I supposed to do? About as many as his 623C - 236C - delay 236C - etc. DP combo, or a little less? Thanks in advance. -
Conversely, anyone have tips for TKs on a pad? >_> I can do the loop just fine on the analog stick, but doing so is very quickly degrading my analog, so I need to learn it on the pad for now.
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When you do the 662DD after that 6C, when the notation says 2147D, do you input it the same as you would for a corner loop? I've yet to try it myself, but the combo videos I've seen appear to show Lambda going a little bit higher than she does when I do the loop.
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Probably not all the changes. There's pretty much always differences between the final product and the last loketest. I'd imagine most of the changes will stick, but some will be backpedaled, and there'll probably be changes we haven't seen yet as well.
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That's a pretty serious disadvantage for IBed C Parsers, but do you happen to know the frame advantage on a regular block? I mainly play online until I can justify putting away 150 dollars for a good stick, and IB isn't a terrible viable strategy online. Also, what's the advantage on just having B parser miss completely?
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Is C Parser an overhead? If not, couldn't you just block low to be safe from both B and C Parsers?
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Does 214D prorate badly? I figured it was just 6C that was screwed with the proration... That makes me worry about just how low the damage might be in this new loop. Hell, if it's really bad it's main use might just be something ridiculous like "keep them locked down so we can burn down the timer".
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You know, I'd really love to see a video of this combo in action. It's times like this that I wish Mu had more of a following in Japan, or that AkSys could have just implemented her in Arcades earlier. We hear a lot of talk of new combos/loops, but never any videos. Tad bit frustrating, no?
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So how did they change habaya to make it useful? Does it arc differently, or has the damage/hitstun (Particularly the latter) been raised?
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Doesn't something similar already connect right now? Something like 6C - 4D - 214D?
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You're not really overreacting... Did you pay attention to Hazama mains last week? >_>
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Which character was that? I wasn't around for the CT - CS1 Loketests.
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I have no idea. I'm really hoping they're just messing around with these loketest changes (Seeing how badly it affects performance, seeing how players adapt, etc.). Of course, the inner-pessimist in me wants to say they're nerfing her into the ground so we won't feel as bad when they remove her from the game in BB3, but I doubt that one. Alternatively, they want us all to play Jin and Ragna.
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So they just took away the Fatal combo, as well as pretty much every corner combo? Well that's just fantastic. Nerfing mid-tier for the lulz.
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If they're letting Ragna do 22C off 3C, I don't see why they can't just reduce the recovery from Mu's 3C so we could still do 2B off it. Will the new combo allow us to still do the same combos? 2C - 6C seems like it'd be similar to the existing 3C - 2B - 5C - 6C - xD - j.c - Whatever combos in terms of how the air time actually works. Edit: Scratch that, looks like FlyingVe already answered my question.
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If you mean to jump cancel after the j.DD, I generally do. If it would connect without jump canceling again (On larger characters), could I do j.DD - j.DD - jc - j.2DD? I'll keep the notes on spacing in mind. I'm not used to combos involving a lot of spacing just yet.
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This is a pretty huge fail on my part, but it's something I need to work on: Is there any general advice for the timing on j.DD - j.2DD in most of her air combos? I can't seem to get it down properly about 80% of the time, and need to know if it has to be done very quickly, or if there's a gap in between the second part of j.DD and the beginning of j.2DD.
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Given how little sense a lot of character changes make, and that they're doing this to every 3C IIRC, I'm not sure they considered just how reliant on 3C Mu is before including her in the sweep changes. >_>
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No, but for some characters it's among the only reliable lows. Mu-12, for example. She relies on 3C - 2B for almost all of her setups and combos, as has been repeatedly said the last few pages.
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No news on further changes to Hazama yet?
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If I'm not magnetized, do I have anything to fear from Collider if I'm not right next to him? >_>
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Is there something in Mu's 3C - 2B - Whatever blockstrings that are vulnerable to Tager's 360? I seem to get 360'd out of Blockstrings a lot, and since I dislike losing to Tagers (Mostly because the guy who kills me is a 360 spammer, and I'm still a nub at this game, so I'm trying to work on my weakness to command grabs). Usually I can keep him out with laser spamming, but eventually he'll just 2D his way in. I know this question is really only useful for people at my low level of play, but the Tager matchup thread seemed a more appropriate place to ask a Tager vs. Mu-specific question than general.
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BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Shockna replied to Spirit Juice's topic in Archive
I'm thinking they mean j.4D. And I'm not sure that stein placement even has usefulness in Oki/combos, as I've never seen it listed in such.