Jump to content
Dustloop Forums

Mcgreag

Members
  • Posts

    66
  • Joined

  • Last visited

Everything posted by Mcgreag

  1. I think the Eightarc is basically a rebranded Qanba Q4, so if there aren't any major differences the only thing you need would be 2 screwdrivers. One Philips for most screws and one flathead (larger is better) to lock the joystick shaft so you can unscrew the balltop. A flat plier might be good as well to help get the wire connections off the buttons. Of course you need that art as well, cut out to the correct size with cut out holes for the buttons etc.
  2. You trade a slight smaller hitbox for giving the opponent a better combo if he hits you.
  3. Looks like the changed the button as well to A, makes sense to have both air and ground projectile on the same button.
  4. The translation doesn't say removed, it says moved. Maybe it's translated wrongly or something as moving does not make much sense.
  5. I guess they noticed that jump cancel trick to 6C and decided that if it's going to be possible to special cancel for a player with good execution it might just as well be special cancel able for any one. What does the hitstop change mean? I don't really see what difference it would make? I would personally I preferred 41236X for the projectile as I am bad at doing DP motions but I can see that it's objectively better with the 421X input. Specially when you want to follow it up with 236D quickly after.
  6. Works fine for me, but I don't really agree with the delaying, you basically have to plink it. There are differences in range depending on the exact delay but we are talking about delaying it 2f more at most before it turns into a 6C instead.
  7. Definitively not something to ignore, as a Tsubaki main I am always surprised when I want to check out another char by how little and badly updated the info for most of them are in comparison.
  8. There are two more situations where you can not tech a grab. If you get a Throw Reject Miss (you tried to tech the throw too early) or if you get a Throw Counter (you where thrown in a situation where a normal attack would have been a Counter Hit).
  9. If the opponent are doing a real blockstring then there will be no hole in which the astral could activate (you could possibly instant block to create one) but if there are any holes in the blockstring then yes you could activate an astral or anything else (but it would need to have startup invincibility or it will just be counter hit) like a DP.
  10. Personally I think Jam is closer to Tsubaki than Order Sol is but maybe that's just me.
  11. Yes you need a Japanese PSN account to buy the DLC but once downloaded it will work with any account. Look here on how to create the account and shop: http://www.dustloop.com/forums/showthread.php?16987-Importing-101 It doesn't say specifically how to buy DLC but you should be able to figure it out from that guide. The code is for Terumi, the link above also includes how you add it, you need to have that Japanese PSN account to do it, unless you bought the Asian version which in case you need a Hong Kong account instead.
  12. Doesn't seem like it. I got it today and after I finished it did not unlock. Guess it would be too powerful, at least with some characters (unlimited Tsubaki did not seem very powerfull, at least she is not as bad as in Extend)
  13. SMP (Same Move Proration) only effects combo time, not damage in this version on the game. In earlier games it effected damage. Same for hitstun decay, it used to be based on the Proration of the combo but it's now just based on time. http://www.dustloop.com/wiki/index.php?title=Damage_%28BBCP%29#Hitstun_Decay Hitstop is in general same for both players and has in that case no effect at all on if something can combo or not. It's pause to make the combat look cooler (and make hit confirming easier). In some cases as you say it can be different, in those cases the difference have to be added/removed from the hitstun. If you are using earlier versions like CS2 or Extend then the SMP for the move is listed in its framedata. It can be anything from 10% to 80%. A special note about SMP is that for most cases it works like and extra P2 but the exception being that it effects the damage of the SMP attack as well and just following attacks. Bonus Proration is also a bit special in that it replaces the P2 for that move the first time the move is used.
  14. Tick Throw = doing a throw after a blocked attack, delaying it just enough so that it can hit (GG) or becomes a green throw (BB).
  15. The best I can find is this: http://www.dustloop.com/wiki/index.php?title=Movement_%28BBCSE%29#Air_Teching That one says that if the opponent delay teching for more than 10 frames it will be a new combo.
  16. You are probably right about the 2CC, I haven't really trained this is training mode but in matches where I done the combo from a couple of different starters including a bunch of 6Bs. Combine that with less than perfect execution and I have probably just mistaken the few that where from 5B for failing due to bad execution instead of proratio.
  17. Uh what? I don't know if it's character dependent but it works on ragna at least because I have done it several times last week. You have to dash slightly longer than what is enough just to get the 5C to hit.
  18. What about doing stuff like 5BB 5CC 22C > 236D > dash 5C 2CC > ender for the added corner carry + damage? Been using that personally a lot lately, mostly because I am finally managing to get the dash 5C to hit correctly most of the time (my execution skills is not what you would call top notch :-)).
  19. He is saying that when you charge cancel j.C and then do an j.A/j.B if the opponent do an attack you will at best trade because most everyone elses j.A is at least frame faster than Tsubakis. So using it to extend air pressure is going to be of limited use. It might be possible to try some air throw setups, aiming for a throw counter.
  20. Yeah that's old news, works from 3©C CH as well but proratio is worse so it's not as good as it used to. Combined proratio from 3CC is 71% used to be 88% and from second attack only it went from 120% down to 80%
  21. Did some timing on her Over Drive. Her OD gives 1 book charge per second and at full health it lasts 2.9 seconds. At almost no health it lasts around 14 seconds (there are some hitstop and superflash that makes exact timing difficult) which means 14!!! book charges). Not sure if the timer increase is linear but if it is then 50% health would be 8.5 seconds/books.
  22. It does look like that gave it better proratio or something as the standard midscreen 6A combo now does 2.1k where it used to do 1.8k. So maybe a nerf for compensate for that?
  23. 5 player Tournament at Rencon.03 in Sweden. Not very high level play but maybe someone will find it interesting. Playlist http://www.youtube.com/playlist?list=PL0xRh6z65Gvvh1bdKBEkpa-6qJvwa2PnV http://www.youtube.com/watch?v=P3KN20xHqKA - Mu-12 - Hazama http://www.youtube.com/watch?v=PEl_SaPD8-o - Noel - Tsubaki http://www.youtube.com/watch?v=rGI7aAWUBP4 - Noel - Mu-12 http://www.youtube.com/watch?v=6ZQTQTPECCk - Bang - Tsubaki http://www.youtube.com/watch?v=juzJLZl0fnQ - Bang - Mu-12 http://www.youtube.com/watch?v=JpnRRM_yqT4 - Relius - Tsubaki http://www.youtube.com/watch?v=syha6NSELvs - Mu-12 - Tsubaki http://www.youtube.com/watch?v=XzxxnG-LOHA - Relius/Hazama - Tsubaki
  24. Leopaldon in Guily Gear Isuka?
  25. Overdrive lasts 5 sec at full health according to other posts. Still not a bad recharge rate. Friend who visited the loketest (only watched, did not play) thought the recharge was very slow compared to what hakumen got with his overdrive. But the two can't really be compared like that. 1 book charge is worth more than 1 magatama
×
×
  • Create New...