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zankoku

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  1. By the way, regarding the 2.03 patch due out on the 4th. http://inbirth.info/topic0174.html One of the bullet points of fixes that is mentioned: ・特定の投げ技を画面端で当てた際に、ヒット効果が発生しないことがあった現象を修正しました translates roughly to "When certain throwing techniques are used along the edge of the screen, the anomaly where a certain hit effect might not occur has been corrected." In all likelihood, this is directly addressing Waldstein's infinite.
  2. Gordeau feels like a different flavor of difficult but close matchup as Merkava. Haven't played against Vatista yet but it looks like most people agree that she's Wald's worst matchup.
  3. Hey, was wondering if anyone here might know the answer to this. All damage values will be with no bonus (no Vorpal or Veil Off) At point blank, 236A > 41236D = 3643 damage, 28 hits 236A > 214C = 1844, 8 hits 236A > 236C = 1770, 5 hits At round start range, 236A > 41236D = 4751 damage, 28 hits 236A > 214C = 1920, 6 hits 236A > 236C = 2126, 5 hits At all times, the 236A is definitely hitting first (if you connect with 41236D before 236A, the volt bullet floats harmlessly past as Akatsuki goes into his IW sequence). Any ideas why his damage seems to change at different timings of connecting something relative to his 236A?
  4. Before jiyuna drove himself to insanity on the path of successfully infiniting someone on ranked netplay, I noticed that he has a tendency to end his BnB early, at 4B, rather than going into 360/GodPress, due to the positioning and RPS opportunities the 4B provides (step forward 360, 2B, block a reversal). Worth doing?
  5. It definitely lasts forever, and the only setup you need is either (if already in corner) 4B > 623B > 623C, or combo into 4B > [4]6A > CS > ( 5C > ) 4B > 623B > 623C and then you go to town.
  6. There's a relatively large timing window between inputting the directions and pressing the necessary button, but there seems to be little or no advanced input for the buttons themselves.
  7. 2B > 5B > 214B > j.A > j.B > j.6C > 4B > [4]6A > cs > 5C > 4B > 623B > 623C > 6C > 6C should be 20 hits or just do this one https://www.youtube.com/watch?v=mZsyg2RaxTM
  8. After continuous testing, it seems there's about a 5-6 frame window (something like 66-70 frames) between each 6C. There's no input buffer, but rather the 6C is just that absurdly active to have such a large timing window. Also, the damage doesn't scale whatsoever, rather, it repeatedly deals no damage because 6C's damage is all in the wallbounce that never happens.
  9. Alright, so until I find more techniques for testing, this is probably as complete as I'll get with Waldstein's frame data. http://piratepad.net/ep/pad/view/ro.Yq9oos7K1-k/latest
  10. I guess there's... 66B, Assault, 214A, 214B, 2B, 5B, 5C? 2B/5B/5C can frametrap them if they try to run in on your +3, if they're respecting you can close distance with 66B/Assault. I don't think doing another 214 actually accomplishes anything useful but it might get them panicky when they block multiple claps in a row.
  11. All claw-swipe based attacks will cut projectiles. This includes 236 series, 623 series, 5C, and 2C. You'll know you did it successfully when you hear a metallic "SHINNGG" sound as the projectile disappears. That said, you can also kill projectiles with 214's "projectile" of the clap.
  12. ?? 1A is 1f slower than 2A/5A. Outside of getting the combo link, it almost makes up for not having much in the way of cancels from it by being 0 on block. Hey good shit! I'll be sure to lab some more with these. Also, from watching the basic combo vid someone linked earlier, found out that a super-stable conversion from [4]6A/B chainshift is 5C > 4B > 5A > 5B > etc. I think it was only worth around 3825 damage, but still good for having relatively easy timing I think.
  13. You can try immediately special canceling forward throw into 623C, maybe.
  14. Testing random command throw into Chain Shift combos! UNIVERSAL: j.214A/B > CS > 236A > 236C > 5B > 5C > j.C > j.214A/B -- 3881 damage 360A/B > CS > 214B > 5C > j.A > j.B > j.C > 3C > [4]6C -- 3327 damage [4]6A/B > CS > 3C > 2A > 5B > 6C > (66) > 2C > 3C > 214C -- 3876 damage 3C > [4]6C > CS > 3C > 2A > 5B > 5C > j.C > j.214B -- 3495 damage 360C > CS > 214B > 5C > j.B > j.6C > (land) > j.C > j.214B -- 3505 damage CORNER: j.214A/B > CS > 214B > 6C > (66) > 2C > 3C > 214C -- 4181 damage 360A/B > CS > 214B > 3C > 2A > 5B > 6C > (66) > 2C > 3C > 214C -- 3439 damage 3C > CS > 214B > 6C > (66) > 2C > 3C > 214C -- 4160 damage 360C > CS > 214B > 3C > 2A > 5B > 5C > j.C > j.214B -- 3607 damage EDIT: Also, here's my current progress on frame data.. http://piratepad.net/ep/pad/view/ro.Yq9oos7K1-k/latest
  15. 360C > Chain Shift > 5C > 214B > 623C > 6C > 6C > 6C > ... The 6C normally wallbounces, so I'm not sure what exactly sets it up to not do so. I think someone on Twitter mentioned it still works, though.
  16. Mashed out some stuff with 2B starter too, since that seems to be his only real low. UNIVERSAL: 2B > 5B > 214B > j.A > j.B > j.C > land > 5A > 5B > j.C > j.214B -- 2697 damage, 46.27% EXS 2B > 5B > 214B > j.A > j.B > j.C > land > 5A > 5B > 3C > [4]6C -- 3214 damage, 49.63% EXS (before EX) MIDSCREEN: 2B > 5B > 214B > j.A > j.B > j.6C > land > j.A > j.B > j.6C > land > j.C > j.214B -- 2779 damage, 50.54% EXS EDIT: 2B > 5B > 214B > j.A > j.B > j.6C > land > j.C > j.6C > land > j.C > j.214B -- 2869 damage, 50.47% EXS 2B > 5B > 214B > j.A > j.B > j.6C > 4B > [4]6B -- 2767 damage, 47.04% EXS 2B > 5B > 214B > j.A > j.B > j.6C > 3C > [4]6C -- 3146 damage, 44.59% EXS (before EX) 2B > 5B > 214B > 5C > 236B > 236C > 5B > j.B > j.214B -- 3289 damage, 33.46% EXS (before EX) CORNER: 2B > 5B > 214B > 5C > 3C > 2A > 5B > 5C > j.B > j.214B -- 3019 damage, 63.84% EXS 2B > 5B > 214B > 5C > 3C > 2A > 5B > 6C > 66 > 2C > 3C > 214C -- 3693 damage, 85.33% EXS (before EX)
  17. Yeah I was using [4]6B/C before because I couldn't figure out why 360A was failing. I think 360A deals more damage than B press, but the benefits of guaranteed corner carry definitely can't be overlooked.
  18. As it turns out, I was doing it too quickly -- he was whiffing the command throw before they managed to hit the ground yet.
  19. He doesn't have a huge amount of links so much as very late gatlings a la Hakumen. It's kind of a double-edged sword on netplay, as on one hand you might have issues getting timing on some of the tighter conversions involving stuff like IAD, but on the other hand Instant Blocking Azrael's pressure strings is a big part of being able to deal with them, which is notably more difficult with delay. His execution for, at the very least, above-average damage is fairly easy, though... 5BB > TCL is pretty much braindead 2.3k, Valiant-based combos just need a decent personal rhythm and often deal upwards of 4k, etc.
  20. Are the combos ending in 360A real? It seems to consistently whiff whenever I try it, while 360C works (and I don't think it's letting me cancel into 360B). Messing with various stuff, seems a stable ender is > 5C > 236B > 236C > 3C ( > 214C ) You can adapt this into ground-to-ground confirms 5A > 5B > 214B > 5C > ender (3138/3675) 2A > 5B > 5C > ender (2758/3295) or ground-to-air 5B > 5C > ender (2996/3533) Meterless, I tend to like 4B > [4]6B ender since it's still decent damage along with guaranteed cornering the opponent.
  21. Playing around with silly Valiant strings gave me this corner throw combo. Is it optimal? I can't find anything with superior damage yet. (drops on Tager, omit 22C for Arakune and forward throws) (UW, corner) throw > 236D > 6 > 5C > 214C > 5C > 214C > 6A > 3C > 22C > 2C > 6D -- 4368 damage, 31 Heat gain, sets UW (4308, 30 Heat gain without 22C) (better thing for Tager and Arakune) (UW, corner) throw > 236D > 6 > 5C > 6 > 5C > 6 > 5C > 6 > 5C > 214C > 6A > 3C > 2C > 6D -- 4355 damage, 31 Heat gain, sets UW (drops on Tager) (UW, corner, 20+ Heat) throw > 236D > 6 > 5C > 214C > 5C > 214C > 6A > 2C > 3C > 22C > 236236D -- 5409 damage, 30 Heat gain (before super)
  22. http://www.dustloop.com/forums/index.php?/topic/8946-august-9-2014-full-screen-footsies-las-vegas-nv/ Starting a monthly tournament series!
  23. Facebook: https://www.facebook.com/events/527367050700251 Vegas Dustloop Thread: http://www.dustloop.com/forums/index.php?/topic/6222-official-vegas-thread-since-munsu-lives-here-now/ Vegas Facebook Group: https://www.facebook.com/groups/VegasP4U/ Location: Press Start Gaming Center 4840 S. Fort Apache Rd. Suite 100 Las Vegas, NV 89147 Start Time: You may come in and set up around 4PM, tournaments will start around 5PM. Entry: Venue is $5. Entry for BlazBlue Chronophantasma is $5, all other games may have an entry price decided by the players. Minimum 4 players to run a tournament for a game, minimum 8 players to run double elimination bracket (round robin otherwise). This will be a monthly tournament series featuring any and all anime fighter games. Examples of games that are played around here include: BlazBlue Chronophantasma Persona 4 Arena Arcana Heart 3 LOVE MAX!!!!! Melty Blood Actress Again Current Code Guilty Gear XX (Accent Core +R) Chaos Code Under Night in-Birth
  24. This video is still mostly relevant. https://www.youtube.com/watch?v=t2Twyf_qnBU
  25. It's interesting that Valkenhayn isn't considered even a 50:50 matchup any more, though I've no experience playing that one at all.
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