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Everything posted by Fluck
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JP's yomi is so strong they can see into SBO '12
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A lot of Hazama's combo starters go into the same thing, so I think a good way of presenting it would be to group those combos together. Something like [ 5B -> 236236B / CH 3C ] -> Zaneiga -> (66) 6C -> 66 5C -> 2C -> 6DA -> 4DA -> j.7DA blah blah. And in the video we just show all the starters going into Zaneiga or 6C and then show the full relaunch combo once after we've run through all the starters.
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Actually, he can already start on the normals and specials section. The faster we get this done, the better. We can re-use large portions of the video for CSE too, it won't need much editing.
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Throw invincible only. Lost all of its strike invincibility.
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Well, it may be that the recovery was reduced instead of the blockstun. I don't know the meaning of that term in the context of fighting games...
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I'm not that sure on my translation to be honest, 2B is already a level 1 attack so I can't see how they would reduce the blockstun...
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More or less. Very few changes from the final loketest.
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My Japanese isn't the best so I may very well end up wrong on a few points.
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Just made a minor change to Astral, I never knew it was so easy to combo into it. Any level 3 or 4 normal cancelled into it works! What the hell lol.
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Finished with specials, DDs, and Astral. I'm sure I made a few mistakes so please point out them if you spot them.
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Content of this post is removed as requested by Zeron to avoid clogging up the thread.
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The recorded stuff are usually MASSIVE though. But if that was possible it would be a big help, yeah.
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I can't do it either. It's harder than you might expect to find someone who can do it really
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For these kind of things someone with a capture card and video editing experience needs to just step up and do it, otherwise nothing will ever happen. Anyone fit the bill?
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Yes, but if you do 3C your pressure just ended, which makes it not worth it. You can only special cancel into Jabaki or try to continue pressure with stance, but your lack of options from 3C makes stance too easy to deal with. EDIT: That said, it's still useful to know and it's a good option if your opponent likes to press buttons on wake-up since this will beat both wake-up normals and wake-up DP for huge damage. But if your opponent actually blocks on wake-up, I don't think it's a good idea.
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Thanks. I would also appreciate some optimal Zantetsu combos, midscreen and in the corner.
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I noticed that there aren't any 1/2 star corner combos listed off a regular starter. What's the reason for this? Which combos require a super jump j.2A after 2C? I tested it on the midscreen Enma -> Dustloop combo and discovered that I don't need to do it, but I guess I need to do it for the corner loop? Thanks in advance.
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Jump at opponent, steep dive kick to ground baiting anti-air to punish.
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They require an optimal starter in the sense that you need to be able to do Houtenjin. This isn't really easy to do if the opponent is in the air. That's what he means.
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I like to do 5C 214D instantly if I feel that she will do a drive. The reward on 5C CH is very good and it definitely makes Noel think twice about using drives to get out of your pressure. Even if she just blocks, you can still do stance mix-up and try again. Zeron, you don't mean blocking Noel's drives when she's on wakeup right? j.4D is extremely weak to mash. Most of the normals you have with Head and Body attributes can stuff it really, on depending the situation. There is very little reason not to press buttons when Noel is in the air against you anyway, her air normals aren't as good as your anti-airs (except for something like double jump j.D)
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Yes, you're right. Bang is fine too, I just didn't want to mention all the offensive rushdown characters cause it's extremely broad and consists of a large part of the cast.
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LK, can I rent one room of your house to stay in if I ever come to America, it'll be about as big as my entire house so I'm good. When do you think barrier should or should not be used? Obviously, you'll want to barrier if you're on one primer, but do you think it's a bad idea to simply barrier block everything until your gauge is almost empty?
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Defense comes with experience, so you shouldn't alarmed that you can't defend well yet. I'm not sure what you mean by your last statement, but I'm sure Carl is considered an offensive character by most people. His defensive options are extremely lacking and he has little HP and only 4 primers. On the other hand his mix-up is good and can kill you in one "combo" thanks to his unblockable loops. Other characters besides Carl who are always aiming to go on the offensive are Valkenhayn and Taokaka. They don't like being made to block and they have good mobility to ensure that they start their offense.
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Noel can do j.D from really high up and that will beat 5A and 2C, but you can block from that distance and punished afterwards.
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Crossups are a type of mixup. It's like saying 'running' is not 'exercising' cause they have different names. However, Jin is not a mix-up oriented character. Saying anyone can jump out of 12-13F command grabs is ridiculous. Everyone can block high against 12-13F instant overheads, I guess they aren't too useful then! Both types of mixups are a complete guess because you can't react to them, and in fact they are probably the strongest kinds of mix-ups in BB. Strong mix-up isn't necessarily the same as a large variety of mixup either. Makoto's mixup is very strong and she can win plenty of matches with just different strings into 6B if she wants to play safe, but you wouldn't really call that variety compared to characters like Bang. So it really depends on what exactly you want.