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ざわ…ざわ

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    Nef_Miyama
  1. GGs to samifox and SFxGenesisDC.
  2. https://dl.dropboxusercontent.com/u/31604253/arcana%20trials.htm Here ya go. Credit to @povertfest
  3. Enjoying the game when I can play it; hopefully we get someone doing a 24/7 Lobby Stream at some point. I find those to be the most helpful/fun, since you have a chat with people in the same lobby, making it easy to ask questions/joke around. Also because finding a ranked match at anything but 0 bars is going to be tough for a few months and a reliable source of games would be great.
  4. I paid far too much money for this game. But I have it.
  5. Admittedly it's... kinda tempting to pick up this game on Japanese PSN tonight. I would really like to play it before September, and I'm not too interested in things like story or arcade modes (I still have vanilla AH3 for that). That said, does anyone know if it's likely to follow the Blazblue pattern, where the Japanese release will be able to play with the English release online? I also worry about potentially not being able to support the English release if I do, but if it ends up being cheap, I might be able to. Anyone have any suggestions on reputable sites to use for quickly delivered Japanese PSN codes, too? Sorry for all the questions.
  6. I'd definitely like to see an AH3 subforum on dustloop, and voted accordingly.
  7. I'd love to play some AH3 again so here's hoping a physical release + (hopefully) no PSN month-long death in the middle of its release will give it a healthy player base this time.
  8. As someone pointed out in another thread, it doesn't have anything to do with power levels. Litchi's damage total is another Mahjong reference; 32,000 is the number of points you get for winning with a Yakuman hand.
  9. Unfortunately the 6BC ground bounce change is a bit restricted due to its gatlings and slow startup. Of what I've been messing around with so far; 2D - Given this is likely the move that is going to allow you to use 6B's ground bounce property, it's kinda hard to find a good use for this one. 2D(1) and 2D(3) share SMP, and while 2D(2) doesn't, usually if you do it twice they're too high up to follow up anyway. However, it does seem to have some potential in the corner thanks to 5D(3), which 6B will bounce during the slide. You can do the following with this, not sure how useful it will be, but maybe it'll give someone else some ideas; Corner - 5B > 5CC > 5D(3) > 66 6BC > 2D(3) > ... 5D - Still a bit hard to utilize but any 6B ground bounce can translate into a 5D(3), like this; 5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 6BC > 5D(3) > ... In the corner you can follow up with 214A~C~236D(3), into 5B > 6A > jc.C > jc.B > j.623C~D(3). I haven't tried j.B > j.D(3) because I'm really having trouble getting that to work anymore. 214A~C - Probably where a lot of the potential is, if there's any to be had. 6B > 214A~C can go into 236D(3). 6BC has a harder time because they float higher. If you can get the opponent to stay on one side of Makoto, you can do; 5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 6B > 214A~C~236D(3) > ... and potentially get some wall stick. Requires you to be a little far from your opponent and kind of stagger slightly the 5B/6A/2D(3) after the 2D(2); didn't have much luck replicating, but I'm bad. Maybe you can slip it into the basic version of this combo with 2C > 214A~A > 6A and see if it works; I haven't tried. ---- Mostly obvious stuff after you've messed around with 6B for a bit but hopefully someone finds it useful.
  10. This matchup has been really tough for me so far. Something I'm curious about specifically is, if I block a chain and he pulls in anyway and throws out j.B as he's approaching, is there anything I can do but block it? Can I tag him out of it with 6B or 623C (if I wanted to for some reason)? Also, what's the best way to approach pressuring him in the corner when he has enough meter for Houtenjin?
  11. Yeah man, it's finally happening. Hopefully this ushers in a second season for Akagi too. I need all of the uneasy atmospheres I can get.

  12. IT'S HAPPENING! SEASON TWOOOOOO ;_;

  13. You say 'if these work in CS2', so should I assume these are meant to be CS1 combos and damages? If so, what exactly is the ender? 6C j.C j.C j.236A?
  14. Usually anything I post in these threads is stuff I pull out of training mode immediately before, which helps me make sure they work. Speaking of which. CH 3C (7 hits), 5B > jc j.A > j.B > j.C > jc j.B > j.C > j.236A - 2012 damage So yeah... Here's something else you can do with a 3C counter hit I guess, though I can't say I recommend it unless you are really close to your opponent, because otherwise the additional 3C hits can whiff and kill the combo. Timing 5B can be dumb too, but might be reasonable if you practice it. I guess this is kind of unique in the fact that the winded version actually does less damage than this wind-free version. Compensates with difficulty, though. CH 3C (7 hits), 8D (7th hit), 5CC > 236B, dash, 214C, dash, j.C > jc j.C > j.236A - 2409 damage, 1 wind You can do this too. This is basically the same as the normal hit version of this combo, only on counter hit (because it won't work on counter hit with only 3 hits. ). Both of these have the same problem in that you need to commit to holding 3C, and you have to make sure you get all of those hits in, or else your opponent won't be raised high enough and will tech as soon as they hit the ground. 2k and 2.4k off 3C CH without meter is pretty okay. Sometimes, it's just better to frog, though.
  15. I might be missing something, but how do you get a super jump and j.2cd LV2 off a 236A hit in these two combos?
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