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pochp

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Everything posted by pochp

  1. Hmmm, faudrait que quelqu'un ammenne une console avec tous les persos unlocked. C'est sur qu'on trouvera... mais qui?
  2. t pas obligé de participer si tu veux pas, mais c juste que genre en checkant le video de "This is Montreal Street Fighter" que j'ai linké plus haut, c'est le genre de truc que tu te dis que si on en avait un ça serait moche de pas etre dedans :P lol traducteur... mais dans le fond ça pourrait peut-etre etre drole d'en avoir qui parlent en francais, pour montrer qu'on parle pas juste anglais dans la gang.
  3. Vice, c juste un video pour ça : http://www.dustloop.com/forums/showthread.php?12205-Dustloop-Project-Scene-Interviews-GET-EXPOSED.&p=1095373 nice ca va etre trop hype jeudi. On fait un tournoi (pas de cout). GJ with those uploads, kr3w. It's surprisingly hype just rewatching the tournament from last week.
  4. If you guys want I can just use my recording setup next time, I haven't had any problems with it yet. Hype for thursday interviews, we'll also have our weekly tournament so maybe even some hype moments to get on camera. Would be cool to have a video like mtlsf's http://www.youtube.com/watch?v=0BhRWG6KM5E but with less editing and more interviewing.
  5. Good luck with that. I actually prefer that they find this kind of stuff before UMVC3. Because they will patch this, if they discover it after, and they might sneak in a few other changes at the same time. Also, who would be interested in : http://www.dustloop.com/forums/showthread.php?12205-Dustloop-Project-Scene-Interviews-GET-EXPOSED.&p=1095373 I know many of us would do the job.
  6. Jumping out is also legit, but you have to know when to do it, why you're doing it, and where you're going once you're in the air. Holding up-back = set sail for fail. For example, when you're cornered by rachel, and can't find a spot to DP because she's using a good mix of lobelias, pumpkin and george with her normals to keep you pressured "safely", jumping out between two lobelias can be a safe way out. And when you'd like to DP but your opponent is out of range and you know it, there's always omohikane (also good when cornered by rachel, IMO)
  7. Yesterday was great, didn't play that much BB, but at least I have more motivation to learn GG combos. That game is awesome. fixed. There's also going to be a tournament this Thursday guys, no entry fee, random teams, show up, it's fun. Even people like airmaster can win.
  8. Think about it like this : http://www.youtube.com/watch?v=vybIP-DBQio#t=1m You have to know when and where you're allowed to place a stein, when you're allowed to airdash in, and when you should 6C. What I do is stay between midscreen and fullscreen and mix dash-barrier and random jumps to dodge her swords. When you see lambda whiff a D, if you're far, place a single stein, if you're on the ground, use 236A, if you're close enough, dash/airdash in for a punish or pressure. If you see them use 214D(-C) or 236D and are in range for a 6C, do it. Once you're in their face, use a lot of stuff like 2B 5B 5C 236A blockstrings to push her towards the corner and keep her there. Mix it up with 2A 2B 5B 6B also, heck if you feel greedy, cancel a blocked 5C into 236D if you have steins to resume pressure "safely". About the ragna matchup, for example, let's say you get him to block a 5C, know what you're going to to with it. For example, you can cancel it into a 5D, IAD back, j.236A, land and evaluate the situation, if stayed on the ground, use 236D because your habaya is covering you, if he jumped forward, wait to punish his jump in, if he backdashed, you can be a bit greedy and go 5D 6D (if he's still far enough) 236D, and then go back in for another mixup, preferably with a slide in max range 2B 5B into either 6B/3C. Slowly push him towards the corner if he respects you too much or bait him into a corner by backing up, safely sending out a 236D and going to the other side of him. If you have the life lead, it's up to him to make something happen, and you just have to take advantage of his mistakes. Just don't corner yourself without a plan. And don't autopilot into setups like the one above without knowing when you should react.
  9. No HDMI, I'll bring a spare set of yellow/whitre/red cables.
  10. I've been thinking a bit about this recently, it's a case of risk vs reward IMO. If your opponent is in the corner and you cancel 6B into SoD against characters that don't have a reversal or don't have access to it (staffless, meterless), you get to gamble. 6B is a level 4 attack, so 18f blockstun, SoD1 is 19f startup but -10 on block, SoD2 is also -10, SoD3 becomes +3 and SoD4 is +7. So your opponent has to chose between trying to punish you for it with a normal, jump out or just block. If you SoD1 and they block, you're at neutral with them (because nobody know how to fight mu), but if they chose to punish or jump, you get a huge combo. If you think they'll block at first, you hold down SoD and then when you think they'll crack and jump, release the SoD, and if you got level 3-4 and they didn't jump, you're at frame advantage, and have many options to restart pressure. So overall, the risk is losing the corner and eating a 1.5k combo, while the reward is either going back to the same situation with less primers, or almost winning the game. The better your read on your opponent, the better this becomes. Midscreen however, the risk/reward is against your favor though, so you're better off rarely using SoD after a blocked 6B, it becomes a more like a gimmick. Backdash/block/jump/2A instead. (yes, 2A, even if you're at -1, if you feel your opponent is greedy and will go for a slower move, or still afraid and will keep blocking. Don't 2A after an IB lol, because it usually means they know what's up) (the same goes for cancelling other normals into SoD on block, but you're usually better off cancelling into xD or 236A after having pushed your opponent to a distance where he can't punish the startup. 6B keeps your opponent close and can't cancel into xD)
  11. Ça serait tu un plan que tu passe me chercher autour de 2:10, et on va chercher brice a chambly a 2:30 (quand yaura fini de travailler).
  12. Don't lose too much money. You still owe me. Who's coming tomorrow? So far I've got me, brice, nini, and Blade. I'm asking so we can be sure we'll have enough consoles.
  13. Starting to understand May's combos. Zappa's ghost toss frc combos I just can't get consistently I just talked to Woolie, he and contra aren't 100% yet but he'll let me know before monday.
  14. @Blade: no it's too late. I just post important stuff in as many places as I can (this thread, facebook, maybe a tournament thread if I make one) and hope people spread the word. All the mtlsf cars are full. Woolie told me that Contra (from ottawa) might pick him up, want to get in touch with them?
  15. fixed. I often feel like telling people "the dustloop thread is not your blog. it's because of you that we have to repost most of the relevant information because many people don't bother reading this thread anymore." but it's already too late. so just keep blogging, niggas.
  16. GVN Summer Jam 5-(SJ5)- in Philly Augs 27th & 28th 2011 BB2 click the link for more info
  17. The Mu vs Lambda matchup is also very frustrating in my opinion. If this is the only reason for the switch it's not worth it. Mu's pokes are also inferior to hakumen's pokes, just go compare the sprites, the hurtboxes on Mu's moves extend way more. At first you will also often feel like you're getting combo video'd, it takes some time to get used to placing steins in safe situations and cancelling their placement into the right thing. However, Mu is very enjoyable if you're playing her correctly, and her combos are relatively easy and hurt a lot, and she has many options at any given point. My tips if you're starting out is to not place steins outside of combos/setups (use 236A/j.236A instead), not use j.C as an air-to-ground move unless it's a punish (ex: tager whiffing a 360), don't use 6C outside of combos/pressure, and specifically for the lambda matchup, dash->barrier->react is what you should do. Yup, start with the challenge mode, so you know how to do the tricky things in combos, and then read the following. Most challenge mode combos are decent iirc, but none of them are optimal. You basically only need to learn 3 corner combos in the corner to get started, there are specifics that add a bit of damage once you get used to it, but these will give you decent damage and oki for the starter. There's the overhead one (6B SoD 6A j.2C dash 2B 6A j.2C j.D 2B 5C 2C sj.2C...) and throw one (go in the combo thread, find the one you like the most, they're all very close in terms of damage), which have a different proration so they're both unique. Then there's the normal starter one which is (3 moves (5B 5C if possible) max into, or for 2C CH you go into j.C j.2C into)...SoD 6A 6B 6A j.2C j.D 2B 5C 2C sj.2C... (whatever setup). Off a bad starter like 2A this is the optimal combo you do 3k, off an average starter like 2B you do 3.5k, off a good starter like 5B you'll do 4k, add 3C 632146C for a super ender which adds 1.1k. (for 214D either use the challenge mode's or go to the combo thread) For midscreen, it's pretty simple as well. On standing, any gatlings into a C move into SoD, on crouching any gatlings into a 6C (...setup). Any air to air hits, confirm into j.A/j.B j.C j.2C dash 2B 2C 6C habacan (214D whiff, recovers faster) 6A 6B 5C 6C (...setup) for decent damage and oki. Anti-airs, though, each one (5A, 6A, 2C) has a specific combo so you'd better check the combo thread because someone finds a better one every few weeks. For RC combos, go whatever into 3C RC dash 6A 6B 6A j.2C dash 2B 5C 6C (...setup), but you can't get a decent RC combo off of 6B easily. For a super ender, just use 632146C after the final 6C of your combo for an additional 1.1k. Throw is dash 6A 5C 6C habacan 6A 6B 5C 6C.... General tips : always delay from 6A into 6B, always super jump 2C into j.2C, if your midscreen combo carries to the corner before the end, you can often go into SoD 2C j.C j.2C or something like that, for extra damage and oki, but this depends a lot on proration so you need to get a feel for it. (however often the opponent won't tech the final j.2C which is sometimes blue in this case)
  18. GGs kirbster tonight. As long as you guys come eventually I'll forgive you.
  19. Sup TO, any of you guys planning on going to summer jam? We're probably going to be 6 from our bb scene in montreal going there. Of course, we're also going to T12.
  20. Yup y vendent de l'alcool maintenant. Le tournoi a été enregistré, avec du apparament horrible commentary, kr3wman est sensé l'uploader éventuellement. Hype for tonight!
  21. @nolan : noted, but I haven't seen spice and wolf yet. (I wanted to buy the light novel, but it somehow sold out)
  22. Oh btw. Next time people should get team names. Results I think would be : 1. freemaster gets carried (airmaster & level5chan) 2. this TV lags (brice & calm101) 3. NPG Nini Heart (Nini Heart) 4. we can't finish a combo (bladeofjustice7 & steb) 5. bangbros (kaeru & kr3wman) 6. forever 0-2 (pochp & solomen) I'll be there around 5, depends when I upload a functional build.
  23. Sweet! Yeah it's at foonzo now. Btw foonzo c 18+ alors fais a semblant d'avoir 18 ok? Kirbster, bring your PS3, I have brice's stick with me but it doesn't have the Xbox mod.
  24. That's... really awesome I can't wait to try it out :O Gonna feel like... makoto. Srsly, I don't think many other characters can reach 3.8k meterless from a gold burst. What about optimal midscreen gold burst? Something similar to the j.C air to air CH?
  25. There's also 5C 6C 6D32146D... (6B 6A j.2C 2B etc.) when you get an air hit on 5C. That's what I do whenever I have the meter to followup. The damage and corner carry are so great. Off a 5C starter midscreen, in my opinion, it's always a good idea to use meter and get a real combo out of it if you can. Btw instead of doing 5C 6C 6C SoD 214D, you should try 5C 6C 5D SoD dash 6D 214D. Once you get the good timing for it, the 5D will combo into 214D (if it hits). It's also super effective against drive-teleport happy bangs, because they will appear in your face in your 5D's explosion. A Blazblue equivalent of a happy birthday. (just don't do it if they have access to astral, it will land) A charge laser trap I used to do in CS1 but haven't tried yet in CS2 was 6C 5D 6[D] dash 6C whiff. 5D keeps them from punishing too early, and if they go for a big punish, 6[D] gets you a sweet counterhit. kinda like this : http://www.youtube.com/watch?v=aPXtoil-Kc8#t=30m35s (not sure how it would work with the new laser timings)
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