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Dances w Ninjas

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Everything posted by Dances w Ninjas

  1. I laughed way harder at that than I should have. Oh yeah, shout-outs. Shout-outs to Gundam or something, I guess. That's a cool game.
  2. Victory has one with turnaround BR -> Sub. BC -> Sub also works, but it puts you in core fighter mode.
  3. It's BR -> AC -> Sub. You can sidestep during the BR as long as it's on-angle.
  4. I don't think Pepsi Tony has hosted in a loooong time. You should check the DFW FG Community facebook page depending on which game you want to play. There's usually somebody in Dallas/Plano hosting anime games on Saturday, and there's Fight Club on Fridays (biweekly) in Fort Worth for SF/Marvel/KI/etc. Everything else either doesn't happen regularly or is kept to a small circle of people, but I'm sure you'll find whatever if you ask around.
  5. I use this layout on pad to make it easier to charge: X - C O - C Square - A Triangle - B L1 - A+B L2 - A R1 - D R2 - B R3 - Comm
  6. Any thoughts on Assault vs Blast Burst? Assault is neat because of how easy it is to combo into Spiegel's Extreme Attack, but Blast helps to keep it from hemorrhaging boost meter.
  7. It makes DP motions take priority over QCF if they overlap, like every other fighter and previous versions of Blazblue. If you do 6236, the DP special will come out instead of the QCF special. For some reason, it varies from character to character in the current version.
  8. 1. Danke 2. TWG Genius "Jin Killer" Champion 3. Sunfish
  9. Is there a list of tracks in this game that cause copyright flags on youtube so uploaders can remove them from their game beforehand?
  10. Give it a week. Red Frame is like the Ken of this game. It's gonna be the most popular suit among new players (along with Wing suits) because "Wowie zowie, a Gundam with a katana!"
  11. Yeah, its ideal partner is a 3K. It doesn't have any ways to mount a boost-efficient offense from the front, so it can't stay the center of attention for long. I don't think pairing it with another 2K is a bad idea, either, but it probably won't be as good as Spiegel/3K.
  12. It sounds like it doesn't restore anything that a burst doesn't, like power-ups and whatnot.
  13. The BC spin is the one most players use to move around, right? I assumed it was his sidestep. Thanks for the clarification.
  14. Gundam Spiegel Cost: 2000 HP: 600 Pilot: Schwarz Bruder Series: G Gundam Movelist Regular Moves: [A] Kunai Toss [Ammo: 10][Reload: 7s][Damage: 30 (2 Kunai)] Tosses 2 kunai at the opponent. Can throw additional kunai by pressing A again. Has multiple follow-ups. Each toss (5A, 2/8A, and 4/6A) uses 1 ammo. [2/8A After A] Backflip Kunai: Performs a backflip and throws 5 kunai. [4/6A After A] Sidestep Kunai: Flips to the side while throwing 2 kunai. [CSa] Exploding Kunai [Charge: 2.5s][Damage: 160] Performs a backflip and throws 4 kunai that explode on contact. Spiegel's go-to move. [AB] Energy Net [Ammo: 1][Reload: 5s][Damage: 70] Fires a net at the opponent that stuns on hit. After hitting, the net stays on the opponent for a while, reducing their mobility. [AC] Rising Assist [Ammo: 1][Reload: 9s][Damage: 90] Calls Rising Gundam to fire an arrow. Travels quickly across the stage (similar to Dynames' A shot). [bC] Spinning Dash Dashes forward while spinning. Pulls to the left or right if you use 4/6BC. Melee Attacks: [5BBBB] Neutral Combo [Damage: 222] Three slashes into an uppercut, followed by a hurricane kick. Has a few mid-chain variations (applies to 4B as well). [8B]: Lighting Legs: Combo filler. [2B]: Izuna Drop: Ground bounces on hit for follow-ups. [bC]: Shadow Clone Attack: Clones appear and launch the opponent, followed by a dragon kick. [A]: Same as the 4/6A follow-up to A. [4/6BBB] Side Combo [Damage: 204] Does two slashes followed by a two-hit flipping kick that launches. [8B] Jaguar Kick [Damage: 66] Leaping axe kick. Ground bounces on hit. Can be used to change landing trajectory or to end combos while saving ammo. [2B] Counter [Damage: up to 205] Puts up a wall. If a melee attack makes contact with Spiegel during it, it triggers a counterattack where it repeatedly stomps on the opponent. Mash B for more damage. Can be rainbow stepped even if the counter isn't triggered. [CC8b] Spinning Attack [Damage: 128] Spiegel spins at the opponent differently than his other spin animations. Not sure how to describe it, and I'm not sure how it's used. I think it just exists to let you know you screwed up your 8B. [ABC] Sturm Und Drang (Burst Only) [Damage: 299(A)/270(B)] Attacks the opponent in Beyblade mode. On hit, it's followed by a tornado animation and clone attack. Relatively easy to combo into compared to other ABC attacks (after AB or the Izuna Drop variation of the melee combo). Cancel Routes A: A (up to 5 times total), 2/8A, 4/6A, CSa, AB, BC 4/6A: CSa, AB, BC 2/8A: CSa, AB, BC BC: Everything but AC and ABC B: CSa Basic Strategy -Use CSa a lot. -Mix up BC, boost dashing, 8B -> Rainbow Step, A -> 2A, CSa, etc. to keep your movement hard to read. -BC -> Boost Dash or Sidestep -> Boost Dash to avoid running -Try to be level with or above the opponent when throwing CSa to ensure the kunai will still explode by hitting the ground. You can use 8B to rise a little bit more before the throw. -Use A and AC to punish landings CSa isn't fast enough to catch. -AB has good guidance. Use it to catch opponents not paying attention to you or to combo off of CSa. -Did I mention CSa? That move's rad. It can be used in green lock, as an oki tool, confirms into just about anything, WHATEVER. Go nuts! Combos ->: Normal Cancel >>: Boost Dash >: Rainbow Step A (x n) A -> 2A -> AB A -> AB >> AC A -> AB >> ABC A >> 5BBB > AB or AC A >> 5BBB2B > AB or AC CSa >> A (x n) CSa >> AB CSa >> AC CSa >> 8B *Note: CSa combos are dependent on how the kunai connect. For example, if the opponent is only grazed by an explosion, CSa >> AB >> AC is possible, and if the kunai connect directly, no follow-up is possible. AB >> AAA AB >> A -> 2A AB >> AC AB >> 5BBB > AC AB >> ABC 8B > AAA 8B > A -> 2A 8B > AB >> AC 8B > AC 8B > 5BBB2B 5BBB8B>5BB2B 5BBB8B>5BBB>AB or AC Videos All videos are after the June 2013 arcade patch unless stated otherwise. Nico Video: http://horibuna.web.fc2.com/EXVSFB/EXVSFB_37vfbu0swu.html Chourou The Broadcasting: 09/05/13 - Spiegel/God vs Destiny/Crossbone X-2 10/03/13 - Spiegel/Spiegel vs God/God 11/06/13 - Spiegel/Hi Nu vs Wing Zero TV/Gyan 11/10/13 - Spiegel/Hi Nu vs Wing Zero EW/Delta Plus 11/15/13 - Spiegel/Master vs Spiegel/Master 11/29/13 - Spiegel/Red Frame vs Forbidden/Hi Nu 12/10/13 - Spiegel/Red Frame vs Banshee/Gun-EZ 12/22/13 - Spiegel/Zeta vs Kshatriya/Dynames 01/05/14 - Spiegel/Unicorn vs Qanta/Gerbera Tetra 01/28/14 - Spiegel/Master vs Epyon/Dynames 02/10/14 - Spiegel/Unicorn vs Crossbone X-1/Blue Destiny Team Composition and Potential Partners Spiegel's movement and CSa allow it some freedom in whether it wants to play aggressively or around green lock range, which makes it flexible with partners. Its lack of boost-efficient offense makes it more suited for the back, though. Be cautious when paired with melee-oriented suits, since CSa and AB have the potential to catch your partner and screw up melee attempts. 3000: Wing Zero TV, Reborns, Xi, Unicorn 2500: Banshee, Impulse 2000: Gyan, Red Frame, Char's Gelgoog, Exia 1000: Ez8, Zaku II Kai, Hildolfr, Efreet Kai
  15. I AM UNSTOPPABLE! I CANNOT BE STOPPED! Unless it's Kurumster, Woof, Pfhor, Sunfish, or Cookie that one time.
  16. One time, I beat somebody in casuals, and he gave me one hundred dollars. That man's name: Oso Einstein.
  17. It's not a major, so they're not going to run multiple games for a smaller scene. There's not enough space or time. It'll probably just be BBCP if anything, and that's assuming enough people preregister.
  18. Shout-outs to Cookie ruining my momentum. Shout-outs to converter nonsense with Sedric. Shout-outs to Oso jinxing himself with "How could you lose to a character with no mix-up?" "Every dog has his day." We'll see how long that lasts. I thought going straight to the top tier would save me from having a character crisis. It didn't.
  19. To add to list of overlapping inputs, (j)6236B with Bang results in the 623 special, so that makes 4(?) characters that still give the 623 motion priority? To get a 236 move to come out after a dash, you can do 41236 or 2369 instead, depending on that game. There's a reason most fighters give priority to 623 moves: It's harder to cleanly execute 623 (especially on pad) than it is to do 236. If this is intentional, it's silly to make a game read inputs differently from character to character in (presumably) an attempt to fix something that isn't broken. It makes a game that already seems intimidating to new players appear more convoluted when they can't execute moves with the same inputs with different characters.
  20. 6236 is still read as a DP in MVC3. MVC3 might be more strict in what it considers a DP, though. The problem in BBCP is that quarter circle motions take priority over DP's with most characters when you do a 6236 motion. It's apples and oranges. Make sure it's a normal that can be special-canceled. Certain normals like Bang's 3C can't be canceled directly into overdrive.
  21. Shout-outs to Azrael's super beating D Ice Car... sometimes.
  22. Wish I could go, but my car doesn't go up to 88 mph Back to the Future jokes are still funny, right? RIGHT?
  23. I'll win you back with more Youtube spam. All Star is like white people kryptonite. http://youtu.be/ad_ayPWWCpc
  24. Who asked what the Idolm@ster was yesterday? I think it's this. Also, shout-outs to getting my marbles back and Metal's PG Wing Zero.
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