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Kikirin

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Everything posted by Kikirin

  1. A few questions about moves with landing recovery: - Is there a way to cancel landing recovery? Would there still be landing recovery after you RC Mu's j.2c (10f) on hit/block? Or when landing with Tsubaki after j.D (9f) > air dash > j.C? I'm under the impression that aside from possibly RCs, you're stuck with it no matter how many actions you make between the move with landing recovery and touching the ground. And that once you touch the ground, you are unable to move, block, or attack during the landing recovery duration. So how is my mashing losing to Izayoi's ground throw after a GA dash in air throw whiff. - Does landing recovery apply if you land before going into the move's active frames? For instance, if Hakumen used j.C (3f) too close to the ground and landed during its startup, would he still have the 3f recovery on landing? - Is landing recovery cumulative? For example, if I used multiple moves with landing recovery in one aerial sequence, like 236a (3f) > j.D (9f) with Amane, is the landing recovery 3f, 9f, or 12f?
  2. That anti-air looks like Naoto's AND it's hella huge. Naoto needs to start taking her hat off, too.
  3. The beginner's workshop video mentions ~17 seconds.
  4. This. It seemed like gold throws couldn't be teched if the defender was shielding.
  5. The scarf part unfortunately has a hurtbox in it, so just about any hit that doesn't clash can hit him out of it. I can't count the number of times I've been grabbed out of max range j.B by Haku's 5[D] or nailed by some other anti-air.
  6. I'm pretty interested in impressions on the recovery of Ken's moves, specifically how badly off he is when he whiffs or when the opponent rolls through them without doge covering recovery. It's probably prone to change before release and is probably highly matchup and distance specific, but it'd be nice to have general ideas, like "You'll likely have to block if they roll through 5A" or "It feels like anyone can roll through and 5A punish a max range 5/2B". I'd imagine that there'd be a relatively big tradeoff on the recovery department for his reach and for having doge to help cover him. Would also be interested in knowing if he has dash-cancelable attacks, particularly his persona ones. It seems like a lot of characters, if not all of them, have that added as a 5C buff, so maybe he has the same. Thanks for gathering info on him!
  7. I'm sold. This is something I wish more games would do.
  8. It seems to still be around (for this build, at least). Saw it after Rise v P.Sho.
  9. My heart... out of all the times to not go with the waifu option...
  10. Best of luck to the DL team! Is this going to be streamed? (twitch.tv/nerd455?)
  11. Sashi did mention using "fuzzy guard" in the 3D fighter sense, which is different from the 2D definition of it that you gave. Though from the description here, the 3D definition sounds to be more of an option select covering overhead/low mixup options than something that could be blown up by messing with the timing. To confuse things further, SkullGirls seems to have its own take on 3D fuzzy guards, too. =P
  12. UltraChen does upload its broadcasts on YouTube periodically, but there's no telling when the P4AU ep will be up. (It currently isn't.) The channel: https://www.youtube.com/user/UltraChenTV/videos
  13. Assuming that the question is in reference to TK-ing (air) specials in particular, it is basically adding an upwards direction at the end of the input while on the ground, before or simultaneously with the button press. 7 or 9 are commonly used to TK quarter- or half-circle motions, e.g. 2369, 2147, 412369, etc. Doing it quickly enough, the input for the special is still in the buffer when your character jumps, enabling the air special to come out when you finish the input. This method is more effective for getting them out low to the ground, compared to inputting the entire special motion after the jump.
  14. So basically... Tsubaki's power level is not over 9000 in a world where everyone else's is. =(
  15. Fatal Starter vs. cornered opponent 1) 0:00 - Rising j.A > j.C > Sweep > C Blight > 5C > iad j.C > 5C > C Blight > 5C > B Fangs > 5C > Sweep > A Fangs > B Shots: 2973 + poison damage, +48 meter 2) 0:14 - Rising j.A > j.C > 5B > C Blight > 5C > iad j.C > 5C > Sweep > C Blight > 5C > B Fangs > 5C > Sweep > A Fangs > B Shots: 3041 + poison damage, +49 meter 3) 0:27 - 2A > Sweep > C Blight > 5C > iad j.C > j.D > 5B > 5C > C Blight > 5C > B Fangs > 5C > Sweep > A Fangs > B Shots: 3179 + poison damage, +50 meter 4) 0:43 - Throw ~ C/D > D Megido > C Blight > 5C > iad j.C > j.D > A? Air Fang > (Megido hit) > 5C > B Fangs > C Shots: 3115 + poison damage, +50 meter 5) 0:56 - 5AA > 5B > Sweep > C Blight > 5C > iad j.C > j.D > 5B > 5C > C Blight > 5C > B Fangs > 5C > Sweep > A Fangs > B Shots: 3504 + poison damage, +53 meter 6) 1:10 - 5C > dc 5AA > 5B > Sweep > C Blight > iad j.C > j.D > 5B > 5C > C Blight > 5C > B Fangs > 5C > Sweep > A Fangs > B Shots: 4321 + poison damage, +55 meter 7) 1:26 - Antiair 2B > 2[C] > Sweep > C Blight > 5C > iad j.C > j.D > 5B > 5C > C Blight > 5C > B Fangs > 5C > Sweep > A Fangs > B Shots: 4146 + poison damage, + 53 meter Fatal SB Criticial Shot starter, back to corner 8) 1:40 - (back to corner) SB Critical Shot > (side switch) 5C > Sweep > C Blight > 5C > iad j.C > j.D > 5B > 5C > C Blight > 5C > B Fangs > 5C > Sweep > A Fangs > B Shots: 7131 + poison damage, -75 + 8 meter (Same as above + Raid finisher) 9) 1:57 - (back to corner) SB Critical Shot > (side switch) 5C > Sweep > C Blight > 5C > iad j.C > j.D > 5B > 5C > C Blight > 5C > B Fangs > 5C > Sweep > A Fangs > B Shots > Raid > A Shots x 3 > Critical Shot: 8751 + poison damage (Narukami KO), -125 + 13 meter Fatal B Fangs starter, cornered opponent 10) 2:21 - B Fangs (2) > 5B > Sweep > C Blight > 5C > iad j.C > j.D > 5B > 5C > C Blight > 5C > B Fangs > 5C > A Fangs > B Shots: 3958 + poison damage, +52 meter Fatal starter, using SB Blight (full screen carry, no oki) 11) 2:34 - (back to corner) 5AA > 5B > Sweep > SB Blight > 5C > iad j.C > 5C > 2[C] > 5C > iad j.B > j.C > 5C > B Fangs > C Shots: 3436 + poison damage, -25 + 3 meter, 3 fate (midscreen corner carry, corner ender) 12) 2:50 - (midscreen) 5AA > 5B > Sweep > SB Blight > 5C > iad j.C > 5C > 2[C] > 5C > iad j.B > j.C > 5C > B Fangs > 5C > A Fangs > B Shots: 3689 + poison damage, -25 + 3 meter, 3 fate (cornered opponent) 13) 3:06 - 5C > dc > 5AA > Sweep > SB Blight > 5C > iad j.C > 5C > 2[C] > 5C > iad j.B > j>C > 5C > B Fangs > 5C > A Fangs > B Shots: 4442 + poison damage, -25 + 3 meter, 3 fate The following add 2B to 11 and 12. Can enable mid-combo side switch. 14) 3:22 - (back to corner) 5AA > 5B > Sweep > SB Blight > 5C > iad j.C > 2B > 5C > 2[C] > 5C > iad j.BC > 5C > B Fangs > C Shots: 3505 + poison damage, -25 + 3 meter, 3 fate 15) 3:35 - 5AA > sweep > SB bBight > 5C > iad j.C > 2B > 5C > 2[C] > 5C > iad j.BC > 5C > B Fangs > 5C > A Fangs > B Shots: 3690 + poison damage, -25 + 3 meter, 3 fate 16) 3:52 - (cornered) 5AA > sweep > SB Blight > 5C > iad j.C > (sideswitch) 2B > 5C > 2[C] > 5C > iad j.BC > 5C > B Fangs > 5C > A Fangs > B Shots: 3690 + poison damage, -25 + 3 meter, 3 fate Non-fatal starter stuff 17) 4:06 - (corner) 2A > 5AA > 5B > 2C > B Fangs > 5C > C Blight > SB Pistol > dash > Sweep > A Fangs: 2929 + poison damage, mute + fear, -75 meter, 7 fate 18) 4:20 - (corner) 5B > 5C > 2C > B Fangs > 5C > C Blight > SB Pistol > dash > Sweep > A Fangs > B Shots: 4331 + poison damage, mute + fear, -75 + 1 meter, 8 fate 19) 4:35 - (midscreen) 5AA > Sweep > SB Blight > dash j.C > dj j.C > A Air Fangs > OMC > falling j.C > 5C > B Fangs > 5C > A Fangs > B Shots: 3469 + poison damage, -75 + 3 meter 20) 4:49 - (corner) 5B > 5C > Sweep > SB Blight > B Fangs > A Shots > OMB > D Megido > 2B > j.C > dj j.C > j.D > A? Air Fangs > (D Megiddo hit) > A Fangs > B Shots: 5133 + poison damage, -25 + 4 meter, 3 fate 21) 5:04 - (corner) 5C > Sweep > SB blight > B Fangs > A Shots > OMB > SB Megido > (C Megiddo hit) > 2B > j.C > dj j.C > j.D > A Air Fangs > (D Megiddo) hit > A Fangs > B Shots: 5835 + poison damage, -50 + 4 meter, 4 fate 22) 5:18 - (cornered) 5B > Sweep > SB Blight > dash j.C > dj j.C > A Air Fangs > OMC > falling j.C > 5C > iad j.BC > 5C > B Fangs > 5C > A Fangs > B Shots: 4233 + poison damage, -75 + 3 meter
  16. While I'm not sure if Virgilia is the best zoner, she certainly has the biggest normals and pretty good (albeit not necessarily fast) space control in conjunction with her specials. It does feel like she's more vulnerable on whiff and has fewer defensive options than the other ones though. From what I remember, 410's shots aren't particularly bad and can be annoying to an opponent trying to approach - startup and recovery aren't terrible (if you avoid using 236b/c), the anti-air shots track the opponent, and (I think) they are air unblockable. In addition to the anti-air shots, f.5b, 6c, and 623x look like they'd be good anti-airs. http://wiki.mizuumi.net/w/File:Chiester-5B.png http://wiki.mizuumi.net/w/File:Chiester-6C_2.png http://wiki.mizuumi.net/w/File:Chiester-623ABC.PNG
  17. 2B: 16f blockstun (normal block) Kishuu: 18f total duration So -2.
  18. I don't think there is any special proration applied when you are caught when delaying your tech, though the opponent may be able to get a rather hefty combo off the pick-up. And when delayed long enough, the pickup will be an actual reset instead of a blue beat continuation with previous prorations applied. But yes, you can chose not to tech if you sniff an incoming throw reset, to get an easier throw break without taking a proration penalty for doing so. There are two that I can think of: 1) getting counterhit with a throw, and 2) Throw Reject Miss. The former is pretty straightforward. For the latter, there's a window after any B+C press where throws (even purple ones!) are untechable. See: http://www.dustloop.com/wiki/index.php?title=Defense_(BBCP)#Throw_Reject_Miss
  19. Re: Haku - "Magatama gauge: now builds up slower in mid-air (ticks every 2 frames normally, ticks every 14 frames in Overdrive)." Perhaps the phrasing is odd, but wouldn't this make OD gain worse than normal magatama gain? I read it more as gaining 2 units of heat per frame normally and 14 units per frame in OD, but that could be wrong, too.
  20. Seems that the edition select stuff is for offline only: http://www.capcom.co.jp/blog/sf4/saikyo_blog/2014/03/03_7725.html
  21. If you're asking about TK special-canceling out of Az's forward dashes specifically, I had the most success with 2366~9A/C. When done correctly, the special could come out at a distance shorter than his full dash length.
  22. Ahiru retweeted some strings that can reliably go into an instant kill at midscreen: - Sweep > C Zapper > Hama - Sweep > A Fangs > B Shots (5) > Hama - Sweep > A Fangs > 6D > Hama - 5C (air hit) > Hama - C Shots (5) > SB Hama - 2C > SB Hama - Air SB Fangs > Mudo - OMB > Mudo - (Maybe) A Shots (5) > SB Hama
  23. To celebrate, have another Ahiru blog post: http://blog.goo.ne.jp/ahiru06081/e/b1e33e624eb1a6c1de891aed3bf7d8f6 The biggest thing noted is that B Fang's SMP seems to be more lenient, and that he could squeeze in two B Fangs in a combo and still get knockdown at the end. A couple sample corner combos making use of it: - 5B > 2C > B Fangs > 5C > IAD j.B > j.C > 5C B Fang > A Fang. 2500 damage, 24 meter - CH air backdash falling j.D > 5B > 5C > B Fangs > IAD j.B > j.C > 5C > B Fang > A Fang. ~3800 damage
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