NewFace
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Information from the recent loketest. - wolf 236A/B/C ground and aerial versions have a little bit more untech time - w.236A > 2C works from any starter - w.236X spends a lot of wolf meter - 3C > 236A > 2B probably works on every character - j.214B is more useful now (lacks info) - 6C has vacuum effect - 236A has been buffed and is pretty good right now All translations thanks to https://twitter.com/HiagoXYZ
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Hima posted a bunch of stuff on twitter from the loketest. https://twitter.com/hima696 Here is his evernote summary on valk, there's a bunch of information can't really make heads or tails out of most of it though. https://www.evernote.com/shard/s633/sh/075bbf3e-5bce-476a-b987-90ced3ac7e4a/51cec5b2cc90dae9885ddf106786ab0a https://www.evernote.com/shard/s633/sh/f378dee0-062d-49db-b1ca-555ff5eb4654/3e85fcfa8eec3b0e49d10c0dac041681
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More than likely gonna be there tomorrow. Unless I'm super tired from work tomorrow.
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Stuff came up so I won't be able to make it out tomorrow.
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I can do saturday. I'll try to convince my friends to come too.
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You weren't even there you fraud. GGs everyone had a lot of fun, and good meeting everyone I haven't seen before. This is the data I was telling butters about, not sure if everything is accurate but it seems pretty consistent: https://docs.google.com/spreadsheets/d/1De7GMR--Ycdnir8rto3rpztm7_LHeqJYqzyrjYlFviU/edit?pli=1#gid=0
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It's not really worth it to do that loop, every time you cancel 421B after the first time you lose GRD. So you are losing 3~4 blocks of GRD for and extra 300~500 damage, not to mention the fact you can't do it if you don't have the GRD in the first place.
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Seems to be a hitbox thing. You can reversal EX DP Gord 6B, Orie 3C, Yuzu 214B, and Linne 214A which are all supposed to be -3. But you can't reversal DP Hyde d.B, Merkava d.B, Merkava 236C, Chaos 2B and Seth 3B which are also supposed to be -3. Or there is a bunch of bad frame data
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All the start up frame data is off by 1, so add 1 to everything. 5A is actually 5f, 2A is 6f, 5B is 8f, DP is 5f, EX DP is 3f, etc.
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GGs everybody, I missed mashing buttons with everyone. So is Philly officially the home of Eltnum?
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Just don't go for 6B do the version that works on smaller characters. 6B 2C 5[C] 421B j.B j.C d.C 22B d.C 22B d.C reload 2276 damage 6B 2C j.[C] j.Awhiff 5B 5[C] 421B 6 22B d.C 22b d.C reload 2277 damage Edit: the second combo is counter hit only, forgot to turn it off. The first one works fine so use that one
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So there's what I assume is a glitch with Eltnum's j.[C]. If you start a combo with it and the opponent is holding 1 they will take significantly less damage, even if they are whiffing a move. I set the dummy to record this combo: assault j.[C] 5B 5[C] 421B 6 2C(1) 22B d.C 22B d.C reload Normally it does 3418 damage but when I hold 1 it only does 1976 Damage this only seems to work with holding 1.
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Off CH22A: Far range No Meter: 22A 2C 5[C] 214B 2068 damage Far range 100 Meter: 22A 2C 5[C] 214C 421B 6 2C(1) 22B d.C 22B d.C reload 3241damage Close range: 22A 2B 2C 5[C] 421B 6 2C(1) 22B d.C 22B d.C reload 3265 damage I've also seen Senaru go for this CH 22A punish: 22A 663C j.8[C] j.9B 22A 5B 5[C] 421B 6 2C(1) 22B d.C 22B 623C CS 623C it did around 6K damage Sorry if the d.C's confuse anyone I just copied these from my notes.
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d.C is dash C or 66C. It's her jumping overhead dive kick.
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Against Linne, Hyde and Hilda instead of 421B 6 you do 421B j.B j.C d.C so you don't have to worry about spacing out max range 5A. I don't really like j.[C] after 6 it doesn't add much damage and it it's way less consistent. I've seen Senaru drop it more than he's hit it in match.
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If you do 421C j.[C] you don't need to do j.214A whiff, it just helps with timing, you can just land 5B. The timing is pretty generous on counter hit. I would just omit j.[C] on non counter hit and just do 421C j.214A whiff, it's more consistent and you have plenty of time to confirm if it's counter hit or not during the super.
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For reversal 421C you can get this: 421C j.214Awhiff 5B 5[C] 421B 6 2C(1) 22B d.C reload In the corner you can get another 22B d.C but at mid screen I found myself to far for a second d.C to connect also of the 3C OS you can speeze in a 2C(1) after the 6 so it will look like this: 3C j.A j.C jc9 j.C 5B 5[C] 421B 6 2C(1) 22B d.c 22B d.C reload
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Good find, I'm sure this will be useful to end a block string with. Any timing advice? I can't seem to get the right height consistently. I either j.C to early or late for 5B to connect, only landing it like 50% of the time right now.
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For 421B j.BC I delay my jump slightly so when I jump and do j.BC they are at a good height for my d.C to connect. If I have less than 10 bullets I go for 1 rep of 22B d.C. If I have less than 5 I'd go for xx 2C 5[C] 421B j.B j.C d.C reload
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Just a few things to note: for all combos that have 6> whiff 2a> 2C(1) whiff 2a is not needed. You can just do 6>2C(1), this is good since you can't whiff 2a if you started the combo with it. You can do an OS with 6b if you do 6B>2C~2A. If done properly on hit you will get 6b>2C which can be confirmed into the standard BnB used for Hyde, Linnie, and Hilda.(Combo works on everyone) On block you get 6B>22A which is a high low, if 22A hits you are plus and can continue pressure if it's blocked you are safe and can't be punished.
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5A>2C>421B Doesn't work its 5A>2C>5[C]>421B for her BnBs
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You can't combo 236a in the corner without puddle, note EX spin doesn't combo of point blank 2C but works otherwise. You can actually still combo into 2B>j.A>j.B>j.C>3B>2C even of 2A starter, the timing is just a little tighter. But yeah you basically summed up everything else.
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If you need a throw combo for tk fireball setup you can use these: 5B+C>9D>2C>236D>22B>5B>5C>236B>5C>6D>6[A]>2147A>22B 3696dmg 26heat 4B+C>9D>236D>5C>2C>236B>5C>6D>6[A]>2147A>22B 3187dmg 22heat
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Had a lot of fun at the tourney, and I enjoyed love max more than I thought I would. Those ice cream money matches are never gonna happen.
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I can't come this weekend either, visiting family. I'll be at GB next weekend though.