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Daedron

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Everything posted by Daedron

  1. Characters where CT > 5C pickup works against: Works on: Mu, Relius, Makoto, Taokaka, Hakumen, Kagura, Ragna, Litchi, Tager, Azrael, Noel, Jin, Arakune, Carl, Tsubaki, Rachel, Valkenhayn, Bang, Nu Tight Timing(5C needs to come out on frame 1): Hazama, Terumi. Doesn't work on(but 5CC works): Bullet, Izayoi, Platinum, Amane.
  2. I just went through all characters and did the DP whiff combo on them a few times (using 5CC starter and 5A > 2C pickup). All characters first tested manually about 10 times each. Then a recording that works against a Normal Timing character was made and tested against the whole cast, the characters where it whiffed against were placed in the Tight Timing group. Then a recording was made against a Tight Timing character and tested against the rest of the Tight Timing group. Last but not least a recording was made of a Relaxed Timing character and pitted against a Normal Timing character making sure it whiffed, then done against the rest of the cast to make sure there aren't any other Relaxed Timing characters. Doesn't work at all: Amane. Relaxed Timing: Mu Normal Timing: Relius, Makoto, Tao, Hazama, Hakumen, Kagura, Bullet, Ragna, Litchi, Tager, Terumi, Noel, Jin, Tsubaki, Rachel, Platinum Nu. Tight Timing: Arakune, Azrael, Izayoi, Carl. Valkenhayn, Bang.
  3. I'm not sure if we should put this somewhere else? It's own thread or in the combo thread? It should be easy to find after all.
  4. Yeah, it's not worth it either way. I prefer air back dashing as well. Better safe than sorry.
  5. Only thing I can think of is that the combo timer reached 820F reducing hitstun to 1F across the board (aka instant tech, no exceptions) No clue otherwise, works fine for me.
  6. 22B CH can be followed up with 6CC without charge, you just need to be quick on your feet because you don't get much time to confirm it, leads into 3.1K if you do ground ender, like 3.5K with air ender.
  7. As if that would really make us OP or anything...woop woop we would get like 500 more damage for 25% meter in most of our combos, big deal.
  8. I keep forgetting you can follow that up now with 236D! Man, I wonder if there are some cool semi-practical combos you could do with that?
  9. Ah, that sucks since I usually can't stay up that late anymore =( I'm not sure if you have access to your router settings but you could set up a QoS so that your PS3 always gets a certain amount of bandwidth(say 50%). You're basically making the internet crappier for your family by doing that though, but depending on what they're doing they shouldn't notice.
  10. Some HD Tsubaki ones from the continent of Europe. BBCP Match #1 - Daedron(Tsubaki) Vs DeDg-01(Tager) BBCP Match #2 - Daedron(Tsubaki) Vs Sakaku-(Rachel) BBCP Match #3 - Daedron(Tsubaki) Vs Auredo(Litchi) BBCP Match #4 - Daedron(Tsubaki) Vs Dinamic_Head(Hazama) BBCP Match #5 - Daedron(Tsubaki) vs RedBraver(Hakumen)
  11. Here's some of mine, Kiba would be in this list but netplay hasn't been too great to us(read: crap). Hopefully it gets fixed otherwise ya'll will have to wait until he plays offline at a place that can record/stream. BBCP Match #1 - Daedron(Tsubaki) Vs DeDg-01(Tager) BBCP Match #2 - Daedron(Tsubaki) Vs Sakaku-(Rachel) BBCP Match #3 - Daedron(Tsubaki) Vs Auredo(Litchi) BBCP Match #4 - Daedron(Tsubaki) Vs Dinamic_Head(Hazama) BBCP Match #5 - Daedron(Tsubaki) vs RedBraver(Hakumen)
  12. Charge cancelling works the same as extend in terms of frame advantage EXCEPT 5BB since that has reduced block stun and puts you at -5 instead of -2 like in Extend. It gives extra charge like in Extend, and yes you should be charge cancelling just not too much and not in predictable spots (aka 5B > 5CC > 5D > xn) or you'll get punished everytime. Best spots to charge cancel are definitely 5B and 5C. 2B is -1 on block and -5 when Charge cancelling so never charge cancel that, use it for staggers. But again be unpredictable. Using 2D or 5D doesn't matter, they both have the same charge and recovery rates.
  13. Yes, but you can save certain replays and it will never delete those.
  14. But you would have to do air ender correct? I'm not sure if this is char specific but against Noel I am able to do throw > 5C > 236A > 214B > 22B. Seems consistent and stable.
  15. So uh, anyone know what the coloured squares next to people's names are on netplay? I believe mine was green on day 1, yellow on day 2 and today it's red. But it started out at white each time.
  16. Mmhmm, just remember it's only when he does the B version, but...that's the one he SHOULD be doing. Not sure if there are any combos that have to end in an A orb instead. If there are I believe you can roll through that.
  17. The fireball will actually pick you up from the ground giving him a combo if he's paying attention, it also beats all rolls obviously. immediate or delay tech are your only options.
  18. So how is the Tsubaki gang enjoying the netcode? Lovely lag spikes at random times, eh? I have to say it's a brilliant way to make Tsubaki's unstable combo's even more unstable! Smart move, Arc Sys. But seriously, patch when? ;_;
  19. I found this incosistent as well, 214B would whiff sometimes, maybe it's my timing with 236B?
  20. Because it's completely random for some odd reason, I know a few people who say they don't have any problems whatsoever.
  21. Random lag on netplay is a known issue, even the Japanese seem to run into it. So expect a patch to pop up sooner or later (probably later ;_; )
  22. Input lag seems way better for me and many others. The big problem is random freezes/framedrops, especially right after you hit with a move/go into supers. It's entirely random, and doesn't happen all the time, but it's incredibly annoying. People I used to play with fine in previous entries all have problems, some worse than others. And no, this has nothing to do with connection speeds, I have a 150MB connection and this also happens to Japanese players, no one's going to tell me it's their connection as well. Patch pls.
  23. Full Install - As Tsubaki, start with 5 charges at match start. Lucky Puncher: Chance to double damage dealt on hit. Rainbow Aura: +50 ATK +50 DEF + 100 HEAT.
  24. Slightly delay the 6C, try inputting it about when Azrael flies over your head, it's still relatively finnicky either way though. I think delaying j.236D > j.214D might also help a bit. 2nd j.C needs to be done fast after the first j.C because of the hitstun proration. also make sure to not high jump from 2C or you'll whiff j.CC at the end for sure.
  25. Yeah, Carl might have been put in the wrong category since I didn't make the separate categories until after I tested out Bullet and found out 5A at least still works even when 5C didn't. Kagura might need re-testing but I'm sure the same thing is happening as happens with Nu/Mu: j.214A whiffs all the time unless you do it really early after 623C, any later and it will whiff even in spots where it works against everyone else at the given height. From what I hear Nu has really hard combos now, so does Bang with his relaunch stuff and they're both their BnB's so to say. From my limited testing with Carl, he has easier combos than Tsubaki now, not because they changed his but just because Tsubaki's are so tight while his are honestly not. The rest of the cast really doesn't seem all that much harder, and let's not get started on Jin who's honestly easier now than CS1/Extend Ragna.
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