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Everything posted by DerQ
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Just saw the Tomi matches, I'm not sure whether or not this player understands the risk/reward game. Some of the things he do are super risky, but have decent rewards and he rarely stops going for these BALLS DEEP decisions. Throwing out Gosei, Gekiren and Hariken at neutral or gatling into 6D that often is gonna work wonders in a best-of-one match, but it is so unstable against someone patient. He looks so flashy because of that though, I do like him with some momentum though. Every time he got some, he hardly lost it. He also did a lot of clean conversions that did more damage than just settle for a knockdown. I would have loved for him to try more extended pressure over trying to open up his opponents all the time. If you have momentum, not only is extending pressure really tied to striving off momentum, but it's one of the best things on this character rather than going back to neutral after a missed grab or failed 6D attempt. TL:DR; He's reckless and it's equally a good and a bad thing.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Touhou's Lossy archive as discussed yesterday in the car. There might be an updated version as always, especially with C84 which happened not too long ago. Lots of stuff to add. The jazzy stuff I played after dropping Brice is by the circle named "Tokyo Active NEETs". You can find their stuff under the japanase name though amongst the list of all circles in the torrent. Also, they released Bakuon Jazz 4 like... within the last 2 weeks, what I played was stuff from Bakuon jazz 1 to 3. Oh touhou fucking community How I love you. -
Little important detail, you need zettou/fabhop cancels after 2D and after j.6D to make this work. Not sure whether or not it's A or B version, ground one is usually A mid combo since there's less of a delay before you can press a button compared to B version. Both drill attacks are not jump cancel-able. These moves can according to the data cancel into 2D, but you have to take in consideration that a lot of them will either create pushback or put the opponent in a state that doesn't guarantee a 2D followup. 5B has a lot of pushback, 5C(2) requires the opponent to be super far away, 6B is either slide or wallbounce and leaves you mid-air afterwards making it very hard to imagine it can link straight into it, 3C can trigger a emergency tech on regular hit so the question is whether or not you can do 3C > some form of cancel (OD, Empty hariken, RC) and if the opponent is left airborne for that cancel's time plus 2D (17 frames) 6C > 3C > 5B would not connect to 5B I believe, at least I've never seen it because 3C can't gatling into anything. 6C > 2B > 5B would connect and is usually what is seen when you want to continue juggling the opponent. Actually, I used to think his overdrive design was how you describe it, but you are not really forced to do it that way. Any drive normal adds 5 times the regular amount outside of OD of drill gauge and any regular drive held until the end gives the properties of that drill as well. If you were to do 2D during OD on the first possible frame, you could still do 2D [1] > air followup. It would just increase that fast. Even if it doesn't, you don't use a drive on first possible frame of OD for sure which builds your drill meter even before that happens. Any move that lifts the opponent airborne and will not allow the exact same route. CH 6A, CH 6B, 6C(2) and 3C would all make his CT launch airborne for something like Starter > OD > CT > 5B > 5C > 6C > 2D > etc. On another note, 3C > OD > CT on non counter-hit would require opponent to be left airborne for 30+ frames. If this was the case, you could do 3C > Empty hariken (7 frames) > another normal. So this one is impossible unless CH. EDIT : Actually, I was trying to find out how long 3C float time was before it would be possible to emergency tech. If you can't do 3C > 236D~D > 5B/2B which is something I've never seen any player do, then 236D~D takes 7 frames and 5B/2B takes 11. We know 3C > 236C is possible and that's a 14F startup. This would mean 3C floats at least for 14F for attacks to connect afterwards. Though I wonder how valid all of this floating time idea is. I mean, 3C > OD > 2B works. During juggle, it's not written in the frame data it has float property and 3C > OD > 3C is possible. I guess it'll be a good thing to check before/at release since it's fairly ambiguous. Yes you can actually do j.6C > Zettou > j.6C > j.236C to get a knockdown.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Cosplaying one of my characters that isn't Amane... PLEASE! -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
fuck dat shit I'm not driving a limo for 8 hours nor paying someone to do it -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Shiet, MTL party van take 2? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Yeah, you can make a trip for a pretty cheap cost if you mind yourself for the bare minimum. Though, if you want to go to NEC this year, better start looking for a passport while you can. Don't know how long it takes to get it, but don't wait last minute. This is more specific to me, but if you can pay back later, it's not /too/ big of an issue. If you're also short for meal/food money, I can be slightly generous. I don't mean to say I pay for everything, but one meal and a pizza share at the hotel or something. I guess it's always a possibility to bring some food too to save money. Wow, I didn't expect to actually have people going in for the 5-day idea. Even though it's still all a big maybe, so far there's Brice, K.e.G, Airmaster and me that are interested. We'll wait before confirming it though because LOL EXAMS DURING THAT WEEK -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Don't worry about that too much, you could confirm it in october or even november. In my case, I just want to make something that requires a little more planning from those involved. Normally we go 3-4 days to a tournament, not 5. That's why -
Plenty of time http://youtu.be/iRgbcC-sXIg?t=27s , There was a match (probably on nico) I saw a hariken drill freeze Bang in hitstop long enough for amane to jump at the range he would teleport and punish it with j.2C. Since it's a projectile, Amane is simply not affected by hitstop like Bang is.
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More questions were asked to Kamoihito, more answers were given I asked what were the opponent's options on this setup. Implies using 5D air hit in corner to reset into Hariken. Basically, the idea would be you could get the proper spacing with 5D and the necessary time from both the float and the ground tech time to lay down a hariken safely. It beats: Emergency tech, float time + emergency tech time is more than Hariken's startup No tech, they are in the hariken drill. They will most likely get hit in a bluebeat prorated combo Delayed back roll, since they are cornered, they'll get tagged by the drill Delayed front roll, will get tagged by the drill if spaced correctly. Kamoihito insisted on mentionning this detail Delayed Regular tech, same as emergency tech It loses to: Wakeup mechanisms or reversals : Tager sledge, Rachel wind tech, Hakumen's drive, Carnage scissors and other options not listed here on the character. He couldn't mention everything, but Bang for instance can use his D to attempt a teleport. Reversal Rapid Cancel. The hariken has a hurtbox and it will be destroyed if it is hit. With 50 meter, Ragna can Inferno Divider and rapid it because he hits the drill for instance. Afterwards he's free to dash at you. Since he mentioned it, I asked if the same could be done about 6D. Only Hariken has an active hurtbox that can be exploited that way. Resets into 6D directly will not be beat by Reversal Rapid Cancel. 6D cannot be destroyed apparently. This would make sense according to the hakumen 6D glitch. He would hit it and it wouldn't go away. Also I'm curious to see if you could slightly delay the hariken to beat no tech blue beat attempts. If they are indeed not teching, a slight delay will reset the damage proration and grant you a neat 2k~ reset with drill level 3 anyway. On another note, I was thinking of making a list of everything that needs to be tested at console launch. It can be edited by anyone so long as you try somewhat to keep organized. This will also help other people catch up with known stuff. If they ask something known, they'll get their answer right away. You can find and work on the list here.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
driving is the best compromise of fast vs. cost efficient. If my car is still alive by then (which he should be), then I know I'll probably be using it. The van option is awesome too, we did that last NEC as well. Hype roadtrip. The thing with me though is that if I do go on thursday, I'm already gonna have some trouble filling up my car, so yeah no van for me -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Those coming to NY tomorrow, don't forget your passport. NEC was just announced http://www.dustloop.com/forums/showthread.php?16961 I personally want to go from thursday to monday, friday to monday is fine too. Who's in for that idea and who isn't? Let's plan this shit ASAP -
I think there was some match videos really early on in the life span of the game. Like december-January... Even if you do find them, old match videos and not necessarily excellent players
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BBCPアマネ実戦コンボ 中央ノーゲージ Part2 Kamoihito's new video : http://www.youtube.com/watch?v=2dLGPM2CrIU I also updated the main post with recent match videos that were yet to be added
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Ottawa: Why have fundamentals when you have gimmicks?
DerQ replied to Freezerburn's topic in International
I know GG, BB, P4 are not mentioned as "Main tournaments", but I assume this is a reason for us to pay a visit to Ottawa again? https://www.facebook.com/gogaming/posts/571515079574708 -
Jiro vs NT, 22 minutes of pure goodness Everything that was talked about recently on here can be seen in the set. 2A > 6A Pressure, 6D setups used to cover all roll options, some roll options beating drill setups, you can see how safe it is to attempt 6D on setups that can be rolled back, you can see Jiro's corner pressure, him using j.D on level 2 (which is incredible btw), you can see how the players get out of pressure. This set is golden, the only problem with it is NT drops a lot of stuff and Jiro outclasses him, but it's a really good set worth 22 minutes of your life.
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Kamoihito is too nice Please note that everything below is from a poor google translate and some thinking/reflecting on my part. Don't take everything for granted, but it may very well help us watch and understand the decisions they do in matches. On and on still some progress even though there's a language barrier on both of us. I wanted to know if 6D resets (6C(1)>5B(1)>6D) covered all teching options. Kamoihito updated me saying 6D will not cover a delayed backdash. Basically, the opponent can emergency tech and if they do, they will reset into 6D. If they try to roll forward, they will also get tagged. If they don't tech, well duh. But if they wait for the emergency window to disappear and then hold back and tech, they will get out. I asked what would cover back rolls then if this didn't do it. The two answers he gave me was that 236D~C (Hariken C followup) would cover the roll, but that you have to deal with the risk that he does any other option besides delayed back tech. Makes sense as you can react to whether or not Amane is throwing 6D out or using Hariken stance. Both having a startup time of 40+ frames... yeah kinda sucky. Instead what he insisted on was to use corner carry by doing 5B(1) > 5C(1) > 236A > j.B (3) and ending in 236C (Raibu) and proceed to link this video as an example Basically, having Raibu wallstick and teching time is enough to cover for 6D's startup. Since they're cornered, they can't roll without getting tagged by the drill. I asked him if it was risk free on most characters to which he replied "Some dash like attacks beat it, carnage scissors for example" which was pretty obvious to figure out, but confirmed that it covers regular tech options. So whether or not this is guaranteed depends on the matchup, but would be guaranteed on reversal-less characters. Otherwise, if the only thing that beats this 6D reset is backroll, I think it's fairly safe to say that you could test whether or not a player knows about it in by trying it once. You could surrender Oki just to see if he knows how to delay his tech then roll back. If they roll back, you still have "some" time to charge your drill level a little before they even get to move, so even that I'd say would be safe. EDIT: I'm not sure if I should update available info according to this. There's still a strong language barrier making all this info unclear even if it's something we didn't know in the first place
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Thank you based Kamoihito I asked him on twitter about 3C > 236D~B and he replied to me with some pretty interesting info. This setup does not beat rolls which he replies with "(Maybe) Amane gets a little frame advantage." As soon as I asked why "Maybe", he replied in japanese (most likely language barrier). This is not his exact words, more like an interpretation off a translation by Google, but he doesn't have the game at home to verify whether or not you can recover in time to meaty properly a roll attempt. A quick glance at the frame data seems to indicate you'd recover in time to attack after a roll. Roll is 30~ frames, delay in between emergency and time available to roll is 18F + 8F according to the wiki, since 3C can combo into Raibu the opponent is left in the air long enough to let Raibu startup (14 frames minimum), that makes for 70+ frames and the recovery for a ground drill is about that (6+64). That should leave with enough time to meaty or throw in the case of a forward roll. Kamoihito mentionned this was used to beat emergency tech as they tech right into the ground drill. Though I was curious what else could be made of this. If you assume the opponent knows rolling beats the drill setup, they can still be hit for at least 14 + 18 + 8 frames. 14 being the minimum float time on 3C, 8 frames being the tech window for emergency tech, 18 being the time at which they can't roll and are still in a (bluebeat) combo state. That's 40 frames total. Drill cannot combo into this sadly, but other attacks can! If you take a look at this right here, you are at the same range for 2C to hit and you can easily link it provided they did not use the emergency tech window. This could lead into 6C(1) > 236D~D > 5B(1) > 6D reset. The only drawbacks I can think for this is that there is no or very little window for reaction to choose whether or not you commit to a ground drill or not. You'd have to react after the emergency tech window and this would leave the opponent with 18~ frames of hitstun and 2C's startup is 21 frames. Though since it's active for roughly 12 frames (4(4)4), it could also beat rolls and give instead a reset with a 2C starter. If they do emergency tech, you'll most likely be in recovery of 2C, but far enough to make it impossible/hard to punish appropriately by the time you can block. None of this I can test sadly, but it does sound really cool on paper. Man, should really start making a list of stuff to test for when the console release is upon us.
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If I may add to what TD said, He blocked the drill for a very short period of time and it somewhat pushed him out instead of vacuuming in. If he would have been locked in blockstun, he wouldn't have been hit. There's like... no blockstun on this thing apparently. Curious to see if this could be used to have a green grab at the right timing in there. That'd be so hard to do though, it'd require for a drill to be placed at the exact right spacing. Wonder if it would even be viable. The other thing this makes me realize is that the drill doesn't vacuum, it pushes away from it's center point. If you do get spacing for a drill to push the opponent towards you, you are freeing them from blockstun while they assume they are locked. Really curious and eager to see what can be made out of this. And seeing Kamoihito's vids, I've got work to do. It's pretty cool he's showing stuff like 3C > Hariken B followup resets. Further indication these might be efficient at covering rolls and not just beat non-rolls. If that's the case, it seems like an easy Hariken > 6D setup on characters with no answer to it on wake up.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Shit we worldwide trend now? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
It's exactly that -
^ Posted full notations in the combo thread on page 2 Now for some not so recent videos on Jourdal's channel Aug 11 Urban Square 4on4 Amane vs. Taokaka - This patience is insanely good, a few flukes on the execution though Amane vs Tager - Ok neutral, but you can see how he doesn't do anything to contest Tager doing blockstrings into drive moves, it's hard to say whether or not Amane can do anything like IB > Backdash, jump out, w/e Aug 4 Urban Square tournament These matches are all MAVEN's Amane. The tournament format was like a 2v2 teams, only you played your character and sub. This is not MAVEN's main character and you can tell, but he's still good enough of a player to play well overall. Actually, his Amane carried him unlike his platinum that tournament. He doesn't use drills at times even when he has the chance to do so. Vs. Jin Vs. v-13 Vs. Hazama Vs. Noel (continued here) Vs. Litchi Vs. Taokaka
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Reminder, if you are going to Othakuthon or foonzo and still owe me money for the BBCP import, please let me know when you are available or will have the money so I can receive payment. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Hopeless masquerade (Touhou fighter) is so fun, got around to fiddling with it since there's a tournament at otakuthon on saturday. Game's weird