Jump to content
Dustloop Forums

zankoku

Members
  • Posts

    356
  • Joined

  • Last visited

Everything posted by zankoku

  1. Ending in j.2C Is interesting since it has a tendency to side-switch, and gives something like +10 advantage against emergency tech afterward. I still prefer ending in 4B, though. Doing something like (starter) > 5B > 214B > j.B-C-6C > 6C > 4B is good damage plus ends in re-stand, which I think is the best non-Press setup overall.
  2. Recovery of Concentrate can be canceled, but I don't think you're able to perform attacks directly from Concentrate - rather, you can crouch or walk directly from Concentrate, which allows you to directly do an attack from that action.
  3. Do you mind checking against a variety of starters? It's just a little uncommon to land raw 5B. Also, for one piece of good news, I tested and confirmed that (starter) > 5B > 214B > j.B-C-6C > 6C > j.C-214B works from all starters, 5A and 2A included, and indeed deals more damage than (starter) > 5B > 214B > j.B-C-6C > j.C-6C > j.C-B-214B So I guess there's that, as far as improving bnbs goes. This also provides a neat opportunity to set up the 4B re-stand, since the 6C tends to keep enough hitstun for a step forward into 4B. (starter) > 5B > 214B > j.B-C-6C > 6C > 4B From here, 4B orange-bars, so you don't have any valid combos, but the restand is still fairly scary with your 2B/236B/360A mixup.
  4. I'll take a look when I get home, but the "typical meter combo" you listed is actually already sub-optimal, since j.214C has far inferior minimum damage to 214C and you can easily get 214C by just replacing "j.C > j.B > j.214C" with "3C > 214C".
  5. Full Screen Footsies 1 RESULTS Brackets/RR scores: http://sugoifactory.challonge.com/ UNIEL 1. SUGOI|Munsu (Orie) 2. SUGOI|Shrugu (Hyde) 3. Clario (Linne) 4. Prinny (Linne) 5. HitBox|Trophy Club (Vatista, Seth) 5. SUGOI|Zankoku (Waldstein) 7. SUGOI|SupraSentai (Chaos, various) 7. Archer (Eltnum) 9. Inferno702 (Vatista) 9. Kirinope (Yuzuriha) 9. Twinkerbellium (Hilda) 9. RM (Waldstein) 13. HODOR (Waldstein) BBCP 1. Archer (Jin) 2. SUGOI|Munsu (Hakumen, Azrael) 3. SUGOI|Zankoku (Azrael, Stylish Bullet) 4. Kiri (Taokaka) 5. Jeff (Kokonoe) 6. MakotoChill (Nu-13, Azrael) 7. HAKEN (Ragna) P4A 1. SUGOI|Munsu (Mitsuru) 2. Archer (Narukami) 3. SUGOI|Zankoku (Kanji) 4. SUGOI|SupraSentai (Aigis) 5. Alex (Kanji) 6. Inferno702 (Elizabeth) AH3LM!!!!! 1. HitBox|Trophy Club (Zenia) 2. Prinny (Heart) 3. Inferno702 (Fiona) 4. Fade (Akane) 5. Shrugu (Angelina Jolie) The next event will be on September 13. Please make it for the second one~
  6. Proof of concept combo from 2C? 2C > j.A > j.B > j.C > 5B > 214B > j.B > j.C > j.6C > (land) > j.C > j.6C > (land) > j.C > j.B > j.214B -- 3117 Also is this the highest damage ender for 200 meter + Vorpal (no Veil Off)? -- > 3C > 214C > CS > 3C > 214C From 2B > 5B > 214B > j.B6C > j.C6C > 3C, this gave me 4413 damage. Alternatively, ending with -- > 3C > 214C > CS > [4]6C gives the God Press corner carry. From the same starting combo, I got 4326 damage.
  7. There's a bunch of garbage, I think, in later parts, but for the most part it's there. For example, Akatsuki 5A reads 立ち弱攻撃齊, which basically translates to "Standing Light Attack (hitoshi??)"
  8. The options are still in Japanese name format (probably to save time since figuring out the meaning of each animation set name for each character would take a while).
  9. Charged jump normals don't tend to have any more blockstun than uncharged, so I doubt it.
  10. I dunno, there are things that can be air-blocked (projectiles) and things that can't but are air-shieldable (most air normals). Unless you have a specific notation planned for those cases.
  11. Hey, you mentioned 5B > 2C > 2B no longer worked in corner, but did 5B > 2C > 5B? If so that could be the new route for meterless phalanx-less corner Valiant conversion.
  12. I think the best you can do for style is start and end a combo with the same command throw (start with 360, chain shift, combo, end with 360; or start with [4]6, chain shift, combo, end with [4]6).
  13. I've been working on the Mizuumi wiki page for Waldstein, please provide input~ http://wiki.mizuumi.net/w/Under_Night_In-Birth/Waldstein
  14. Because total move duration is measurable through capture methods, but distinguishing between active and recovery frames is not. Until the people with debug get everything sorted out, I have the former, but not the latter set of data.
  15. ...Is there a column where I can store total move duration for the time being, then?
  16. It's actually impossible to determine recovery frames for anything until we collect active frame duration for everything.
  17. How the hell would wallstick even happen midscreen? Attacks that normally have wallstick property through Valiant just cause the opponent to continue spinning against the edge of the screen if the wall isn't there. And to be completely honest, I probably mashed backdash five times as much as I mashed Growler if I really wanted out.
  18. Just wondering what your method for getting these numbers is?
  19. I filled out Waldstein. I'll do some more later when I feel like it.
  20. 623C and 360C are your only invulnerable reversals (bar IW and IW EXS, which are probably not the best ideas defensively to blow 200 meter on; and Veil Off).
  21. Are you referring to neutral, or some other situation?
  22. Fun little trick for combo extension, j.214A/B/C and 214C do NOT count as groundslams, and thus do not burn up the 3 groundslam/wallslam limit of a combo. This means you can Chain Shift in the corner to land IW (or Chain Shift anywhere from 214C if you're in Veil Off), as well as Chain Shift anywhere to land [4]6C; meterlessly, you can Chain Shift into 236A to tack on an extra 300 or so damage, though it doesn't provide any sort of beneficial positioning outside of the corner.
  23. iirc Linne, who has a double jump, is unable to jc her jump attacks on block, but is able to on hit.
  24. Yeah, I've personally been punished by characters with 5f 5As who IB'd my first 5B and punished my autopiloting by CHing me with 5A before my second B would connect. Given the quality of his normals overall I'd say having a framegap between each one is fair enough game, though.
  25. Did some frame-testing. The choices are as follows: 360A/B/C ender - Deals VERY slightly more damage - Absolutely horrid positioning [4]6A/B/C ender - Guaranteed corner carry - With the exception of Chain Shifting into a 3C or 4B, allows opponent to air-tech, potentially even getting him past you and causing you to corner yourself. "No" ender - Significantly less damage (200 or more damage is lost) - Prevents opponent from mixing up ANY directional/late tech options (4B, like 1A, causes stagger, which has a set animation duration regardless of hitstun proration or forced combo stop) - +9 frame advantage I've actually seen ending at 4B as an occasional gimmick to force a high/low/throw mixup (236B/2B/360) that has an absolutely unavoidable, consistent timing for the setup., even in JP matches, though for obvious reasons not used in every situation. Still, at +9, this even gives Waldstein a consistent timing for a meaty 5A/2A, if needed.
×
×
  • Create New...