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zankoku

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Everything posted by zankoku

  1. After TCL ender, late tech punishes include 3D (guaranteed blue-beat LW on non-emergency, +5 on whiff vs emergency) 6D (guaranteed blue-beat UW on non-emergency, +2 on whiff vs emergency) 662147C (catches forward rolls and quick techs, meaty +12 or more on emergency, doesn't catch back roll) 66 2A > 5A > aerial (guaranteed blue-beat into aerial on non-emergency, doesn't work from S starters, +9 on whiff vs emergency)
  2. You can occasionally risk doing a frame-trap with 3C after 2C if you're noting a tendency to mash non-Inferno Divider after blocked 2C. 2C itself is -3 and both 6D and 3D leave rather large gaps to press buttons on, though, along with being air-blockable without the need of barrier, so I would just advise against using 2C in pressure in general.
  3. Ah, good point. Forgot to test against backdash. :x Oh well. Still works on Hakumen, then.
  4. So, specifically on Hakumen and Rachel, if Azrael gets the double-weakpoint set, he can perform a raw unblockable BHS as long as they don't have Overdrive or Astral Heat. Neither of these characters have an action under the 4 frames of post-flash startup of BHS (short of Overdrive and Astral Heat). At a distance of one "Lessons Square" (roughly 3/4 screen) or closer, Black Hawk Stinger will catch all post-flash jump startups. This means that, post-flash, only true reversals and attacks faster than 4f (Tager 360A) are able to punish a raw Black Hawk Stinger. All other characters have a valid option at 50 Heat or less, which is the only time this would be more relevant than forcing unblockable with a normal into BHS.
  5. Can someone explain to me proper defensive play against Azrael? A friend was asking me while we were playing and I kinda pulled a blank outside of "instant block and watch for gaps".
  6. Reach 1st Dan/Level 11 on ranked with any character to unlock all D-Code avatars.
  7. Where do you guys normally have your meetups?
  8. 2B > 236C cancel timing feels a bit awkward, I think.
  9. Wish I could've gotten in more than one casual, haha. One day!
  10. 5B and 6B deal less damage, 2C, 3C, and Capture deal more. 5C is less damage than old 5C, while 5[C] is more. Most jump normals (across the entire cast) got a strict 10% damage nerf as combo starters.
  11. Want to hear some hilarious sadness? Bullet's combo rate is 65%. Miquelet Capture's base damage values are "0, 1500"... meaning when starting with Miquelet Capture, combo rate applies to that 1500 damage even though it's the first damaging hit. In other words, it used to deal 650 damage as a starter. The 400+700 is less surprising. The first hit deals 400 damage, has a P1 of 90, and a P2 of 92. The second hit has 700 base damage * 65% combo rate * 90 P1 * 92 current P2 total = 376.74
  12. I'm not entirely sure what kind of spacing this might mess with, but 5C can be special canceled into Sentinel Dump, thus eliminating the need to cancel into a Valiant Charger dash between 5C and Dump, if you feel like doing 5C > 214C > 3C as the ender (though you'll still need the dash if going for this ender from corner-to-corner).
  13. Does that mean like... modding Platinum to use Ragnas? 'Cause I would love to see Platinum Overdrive into tossing a storm of fullscreen Hell's Fangs at the opponent.
  14. No, you cannot reversal special/distortion Scud -> BHS. If you do both immediately one after the other, the player is not able to recover from crumple until AFTER the super flash, which leaves.... about four frames, at best, that he's not in crumple state. However, as stated in the wiki here: http://www.dustloop.com/wiki/index.php?title=Movement_%28BBCP%29#Ground_Rolling , crumple recovery lasts for a duration of 8 frames, during which you will auto-block any attacks that would hit you. Which... BHS is unblockable, so... So there's two VALID answers to this setup. Scud Punishment scales your damage by a ridiculous amount (10 P2 on the second hit), so if the opponent simply doesn't recover from crumple, then BHS will blue-beat for its 1.2k (or 1.48k in OD) minimum damage. The other, much much scarier answer, is that when you hit Burst during crumple recovery, you actually Overdrive. Thus, your BHS will whiff on the Overdrive's invuln frames and leave you free to be punished. Scud -> 5C -> BHS also allows simply waiting for a blue-beat, but prevents the Overdrive punish, as hitting Burst after eating 5C will simply result in a Burst. However, if they recover from crumple and block 5C, then they will be able to counter-assault the BHS (provided they have the 50 meter for it).
  15. Platinum 6C and Terumi 5C come to mind.
  16. Hilariously enough Izayoi's hurtbox seems to overlap the opponent when she uses her crossup teleport, so that if you used Gustaf Buster she gets counterhit right out of re-appearing "behind" you.
  17. From what I can tell... No idea what they're talking about for Tsubaki... correcting the hitbox or something for C/D versions. Makoto's OD Particle Flare damage was adjusted. Nu's Luna Forme Crescent Saber duration was adjusted. Amane's spiral gauge gain has been adjusted, "infinite drill" glitch has been fixed. Something about Kagura/Terumi/Kokonoe not displaying names correctly in Score Attack/Unlimited Mars being corrected.
  18. To be fair, H2 now makes her threaten 5k damage off of a command grab for 50 Heat.
  19. I'm not at a PS3 to test this, but at permanent H1, wouldn't she be able to do 5B > 5C > Miquelet~Piercing > 66 > 5B > 6B > Snaphands~Flechette > 5B > 6B > j.C > j.D for like 4.4k meterless anywhere? That amount of reward for landing a normal hit off of a fairly long-ranged 10f normal seems a bit skewed.
  20. gg's to JusCos. Surprisingly hyperactive Taokaka.
  21. Holding 360A doesn't extend Tager's invulnerability, merely the active frames of the throw.
  22. In casual play, taking note of your mistakes and habits, and asking questions, is pretty much the best approach to improving toward future play. If you're in a tournament match, and you very honestly feel you cannot outplay them over the course of a set, take risks. Turning the game's risk-reward lopsided will at least afford you a chance of winning through fewer successful attempts required, though at the cost of having fewer chances.
  23. Outside of Training/Challenge/Tutorial gameplay uses, FN1 toggles Technical/Stylish and FN2 toggles Normal/Unlimited in character select.
  24. When games get laggy and you're using Azrael you might as well start mashing 5B's, 6C's, and 236A's, 'cause you'll probably get just as much success with that as you would actually trying to play Azrael haha
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