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Location
Plano, TX
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dam guess i'll try to get laggy beet running walp
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Less netplay more setplay IRL cotton!
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Everybody uses Facebook now or text messaging for the other people (they know who they are...)
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One day I'll get Xrd... again (maybe when I can actually access my PS3 haha) Task A will disappear as well if you BLOCK a move. This obviously applies even if the orb is moving towards your opponent and they avoid it. When doing Deja Vu Task B' oki you will want to walk back slightly since on hit/kd, Task B puts you into wakeup throw range and we all know how much we love getting thrown during our oki
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What Tiamat said... here's just random other rants 1. I just mash out air combos honestly. He can't actually jump cancel most of his normal in the normal "jump cancel" sense. It feels like just directional/stance/glide-cancel it into neutral and then input the direction you want to go. So for like j.P > j.S > j.P > j.S combos I will just double tap 9 so it becomes j.P > j.S > 99 > j.P > j.S. However for j.K > j.S > j>K > j.S or corner j.S > j.S I'll usually double tap 6 for j.K > j.S > 66 > j>K > j.S or j.S > 66 > j.S respectively. 2. Standing pushes back normally so it's pretty "safe" in the unpunishable sense (it's also -2 according to frame data). On instant block though, they come within throw range so I have been IB > throw punished for doing it. The same rules should apply to the air version but its a little harder to punish and is either safe or plus on normal block. 3. -14 on block according to frame data. You can special cancel it to task B for an airtight blockstring but obviously task B is throw punishable on block. You can try task A but I believe there is still a gap for DPs...
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Walp.... I should check this too. For those of you guys here not on Facebook, I'm hosting an NEC viewing + whatever casuals meetup at my place tomorrow. PM me if you don't know my address. We will have at least one copy of Xrd and whatever else people want to bring. Starting at 11AM if anyone wants to show up early to watch pools
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Well this might sound a little weird, but anyone going to be down to play games in Seattle on Oct. 22. I got a pretty long layover (12 hours ish) and wouldn't mind getting some games in if anyone's interested. Rough timeframe below: SEA 11:35am Layover: 12 h 15 m SEA 11:50pm Heck I'd be even down if someone wanted to come pick me and grab dinner and talk about games (dinner on me of course ). I could pack my stick for my trip but I really won't need it where I'm going so unless you know you're down for games and don't have a controller to spare, lmk. Letting you know in advance since I can't guarantee I'll have any sort of reliable internet access on my trip
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5B jump cancel air turn backdash j.B crosses up pretty reliable
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Hmm we're getting close to release now so here's some more ramblings from me 236D is definitely comboable on normal hit. You can dash and do something FC 5/2D however has pretty crazy pushback and 5A/2A have no horizontal range... She seems to move pretty fast on the ground, can't really tell about in the air? Does any character really move slow in the air? Her A normals have no horizontal range, 5A is pretty slow but 2A is alright. 5B has an amazing hitbox both vertical and horizontal and you can just throw that out pretty much since it cancels into just about everything No idea what her gameplan is but 5D/2D/j.D are useless in neutral but provide decent cover as combo enders, not being to special cancel them kind of suck 5C/2C are pretty amazing tho both as spacing tools and pseudo antiairs j.C is just funny....
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I was about to be like this is super magical amazing... but then I realized I'm dumb and you really meant 214A/B~C. sweep into graviton > grav detonate would've be sick Anyways some things: 5C > 2C > 2B, 2C > 5C > 2B same difference, pulls them in from the air and relaunches sweep > 236A pretty much just doing this into super safer than the B alternative sweep > 214A/B~C goes for the relaunch, 2C is pretty much mandatory after this... sweep > 236B not worth trying to super here since there's a good chance you'll cross yourself up.... but you gain access to air dash j.B here j.B > jC > jB > j.C > j.236A/B unreliable knockdown air string, best meterless damage tho I believe j.B > jC > jB > j.C > j.236AB SB alternative gives reliable knockdown for the 25 meter j.B > jC > jB > j.2B > something here? Not sure about this one but it exists? the gatling chain for B/C moves is extremely lenient so you can mix and match 5B and 5C and shenanigans But unless people can find real ways to stick 214C, 236C (let's not talk about the D versions...) you really aren't going to see to many unique things happening here's some stuff that doesn't work for reference: 5B/2B/5C/2C > 236B 236B > air dash j.2B > something here blah blah > j.C land > anything non AoA j.B > j.C > j.B > j.C > j.236AB > land 236236C I'm pretty sure it's height restrictive
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Alternatively you could just burn your burst and break 6k if your just looking for damage
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Just gonna throw in some random stuff here for now: DP puts her in airborne state so you can only cancel out of it into 1 of her 2 air-capable supers. Magatama super (the personaless one) or the awakening super Traps are hella plus on block so it makes up for the slow activation Air normals have pretty horrendous vertical hitboxes... don't expect too much from them for jump ins. Though you can still air dash > air turn > j.B fairly reliably As you prolly figured, you can make AoA completely safe with chocolate present Going to be interesting seeing how people combo with her for sure considering most of her specials don't see very combo-filler friendly