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Alpha152

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Everything posted by Alpha152

  1. Don't know if there's anywhere better to post this but I have a system mechanic question! Is there a certain amount of frames while outside of blockstun where you can't be thrown? I'm using the example of Aki's 5A > C Duck > throw which leaves a 4F gap but the throw whiffs. If anyone could answer I'd greatly appreciate it!
  2. Thanks! I want to make an actual CMV next except most of the swag combos have already been done
  3. Right, but PS3 is mainly used. At least during Rebel Up it is
  4. We only really use PS3, but you're welcome to bring it.
  5. Thanks so much for this! I thought there would never be a higher resolution version of the Persona Noel image! I've been using an ugly, blown up 1280x720 image on my stick for a while now...
  6. Ya that would be cool. There's a few more traps you can do with casear and SB Hook but I'm sure people can just calculate the gap to see if it's any good.
  7. Here's a video to help visualize how some of his already mentioned frame traps look like, as well as some other info. http://youtu.be/tK3nFG25oz0
  8. Akihiko CMV: http://youtu.be/tK3nFG25oz0 Check it out!
  9. For now I'll just tell myself she has 13F overheads :V
  10. Hmm that seems like it's on the right track but still isn't quite right. An approximate number of frames to travel to the opponent doesn't seem right considering it can done from multiple distances which would affect that number and even if that was the case then a Lv.1 6D would have 40F+ of start up at the closest possible distance. This would be even slower than her CT which certainly doesn't look that way. Same as her Lv. 3 6D, it certainly doesn't look like a 30F+ move.
  11. Can anyone explain how the additional frames of start up on her Drive attacks work? I'm assuming it's the max amount of frames the attack can be held. However this following example makes me confused; if her Lv. 1 6D has 17+29F start up and turns into Red Lock at 36F, wouldn't the max additional frames of Lv. 1 6D be +19F because that's when the attack becomes Red Lock? It's always possible the mook could be wrong as some information was incorrect in other areas as well.
  12. lol don't get reduced to a netplay monster like turn. that's all
  13. Turn, you and me. You know I have all the unlimited gimmicks.
  14. I'm sure the usual import sites will have it. (play-asia, amiami, amazon JP, etc.)
  15. I could get you a copy, of course I'll be ordering both of us the Limited Edition with Rachel nendo :3 And release weekend tourney sounds fun (with my advanced 1 week tech I plan to body everyone however)
  16. A Hook > Sweep is probably the safest way to call out chicken blocking but a delayed A Hook or B Hook is definitely better in terms of damage, but is harder to confirm and is also susceptible to mashing. Another common place people like to jump during KR pressure is after Duck to avoid his Throw/AoA/Short Hop mix up. In this situation Duck > 2B is pretty good if you're positive your opponent will jump, otherwise it's pretty bad because there's 15F gap between Duck and 2B.
  17. Midscreen non-awakening, absolutely nothing. Corner you can get 3k~ from 2A/2B > 5B > j.B > 5B > 5AA > 2AB > 236A > 6C > 6A
  18. Since 5B is a level 5 attack it fits under the standard 18F block-stun for both hits. However the attack level does not apply to the hit-stun, which is 22F/18F respectively. So both options are actually equivalent in terms of the frame gap. And when you add A Hook after Duck which is cancellable at its 10th frame, you get a 5F frame-trap (even though it still loses to 5F normals, throws, and Mitsuru's sweep ) And thanks Skye!
  19. Parry does indeed counter unblockables which is gdlk. And posted this a while ago with no response so here it is again! Is there any reason the wiki doesn't have this extra info that was released pre-mook?http://www.dustloop.com/forums/showthread.php?14480-P4A-Akihiko-Combo-Gameplay-Discussion-Thread/page7&p=1378162&viewfull=1#post1378162 It's all accurate and kind of important stuff, like 5B being a level 5 attack but having different hitstun values for both hits, and the cancel-able frames for Weave/Duck.
  20. I agree with BaloneyOs and Jason about money not factoring in to how serious people play. When BB used to be the main game and James occasionally ran free tournaments, people played just as serious regardless of the payout; though I also think a $2-3 middle ground isn't a bad idea. I really enjoyed the idea of small random prizes that James used to do, similar to the posters I gave out this Saturday (except obviously better :V) Also @Tloc where there that many people using alts before the entry fee? The only person I recall using alts in tournament is BaloneyOs. As for dealing with the lack of casual stations, since we now have Saturday to ourselves we can bring our own set ups like on the days they held the 3D tournaments. Aside from this I've been having a good time as usual, especially with the great variety of games to play
  21. No more empty SCV set ups! :V Good to hear though
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