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Schneider-X

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Everything posted by Schneider-X

  1. Only if this means discussions are taken off of Twitter.
  2. No we didn't really go over that. It's generally more rewarding for the Kokonoe to try and mess up the initial counter timing before it goes off than play around the hitbox. Though that may just be my friend since he has had bad luck with counter grabs grabbing him from long distances in previous versions.
  3. neutral game is pretty much the same in CPEX, how we handle oki will be different due to changes to counter. Don't know if neutral game changes too much in CF.
  4. I'm impressed you watched almost an hour of rambling from the two of us haha
  5. Posting this for Moblin since he started talking about Haku vs Koko on twitter :v Most of it should still be relvant with neutral game, just how we deal with trap and fireball oki will be a little different.
  6. Using EA might depend heavily whether you've got active flow already or not, or the scaling of the combo when you use it. Since it has no minimum damage it won't necessarily add good damage unless it's used early and in active flow already for the 4K damage version. It will be useful though to use OD early in a match off of a confirm and finish it with EA to enter Active Flow and regain your burst quickly. Most combo routes seem to want to incorporate 6A>6B mostly to get the bonus poration which seems to have an impact on damage since their opting to add in 5A and 5B P2 scaling into the combo instead of sticking with heavier B and C normals. I'm not really sure if the Renka airdash route is better than the Hotaru corner combo routes since it looks like Renka might still has poor P2. The video does show some pretty interesting routes to use. That's just my two cents.
  7. I think it might also travel a bit farther now, which may it help catch people chicken blocking.
  8. I wouldn't pay too much attention to the combos that Nikki records since this is a netta combo video. I would take note of certain combo paths though for example: 1) @2:08: OD Shippu wave is affected by SMP and has little to no minimum damage. OD Shippu wave and regular Shippu wave count as different moves to SMP. 2) @0:53: Tsubakicopter is still possible (on Tager atleast) This should go under the BBCPEX general discussion.
  9. Kokonoe can now choose when the explosion goes off from Bunker so I wouldn't count on it.
  10. If you count the number of hits in the combo, the Agito is included and as Blactricity, the combo stayed red.
  11. There's something interesting going on in this clip at the 7:33 mark. The hakumen player does a really low to the ground agito and it looks like there's now enough untech time on normal hit that j.B was able to combo into it.
  12. 5C forces crouching state on hit now.
  13. I think I saw that work in a combo video somewhere.
  14. Are you thinking about the non-OD version? The OD version steals meter but the regular version doesn't. I tested it out in training mode and a match and it both steals meter during OD.
  15. It always did that during OD in CP. Also I'm surprised how 6B has a noticeable impact in some combos. Will be interesting to see how we can incorporate it so we get the bonus poration as early as possible.
  16. You guys have been posting a lot today. I'll just copy over my post from the loketest thread to here.
  17. Found a clip of Hakumen in BBCF, it looks like Yanagi the new drive special doesn't grab on projectiles. Refer to 55 seconds into the clip. https://www.youtube.com/watch?v=c-hpZdjXy4w&feature=youtu.be
  18. Thanks Moblin, I made it a point to show something interesting with every clip whether it be a anti-character stuff or just a Hakumen thing I figured out.
  19. Gurren will punish the recovery of Jin's 2D and beat non-invincible special moves.
  20. Hiago also had this to say: - Shippuu is slower, doesn't deal as much damage and you can't spam Shippuu in Mugen anymore Interesting changes, that's for sure.
  21. Well here's a video I made of this and a few other things I've figured out. Hope you guys like it.
  22. Two things I want to point out: -6B isn't special cancellable and as a result you can't ODc from it. Meaning you'll always get blown away by burst during the move's recovery unless you yomi 2D or something -a smart player will burst during the startup of 5C after 6B CH
  23. True, you can do a combo like that for 3 stars and get around a 500 dmg increase versus the 2 star combo. However, if you had another star you can easily get to 4.5-5K depending on the starter which I find more worthwhile than a 3 star combo. Just a player preference really.
  24. I only find myself baiting bursts during these types of situations: -You ODc on a CH. https://youtu.be/OFrs5RIG7cs?t=51s -You jc after Hotaru -Or you do Shippu immediately and move outside the range of the burst. (highly spacing dependent) (will have footage soon)
  25. This is what you can generally do at midscreen on the ground. 1 star - 5C>gurren>2A>2A>3C 2 star - 5C>enma> hop, 5A>5B> juggle 3 star - stick with the 2 star combo, you don't really get much more damage for spending an extra star 4 star - 5C> gurren>zantetsu> 6A>6B> juggle 5 star - stick with the 4 star combo 6 star - 5C> gurren>zantetsu(1)> CT > juggle 7 star - 5C> gurren>zantetsu(1)> kishuu > 2C TK Hotaru > juggle In the corner the main focus would be to go into Renka (1) >kishuu >lvl 2 6C into Hotaru corner combo or if stars are low use Enma into the hotaru corner combo.
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