Jump to content
Dustloop Forums

TITANIUM BEAST!!!

Moderators
  • Posts

    1,623
  • Joined

  • Last visited

Everything posted by TITANIUM BEAST!!!

  1. POscrub, where did you find that errata? When I checked arcadiamagazine.com, all that was mentioned was the corrected data on backdash invincibility. For example, you list in the txt file that the mook is missing the note on HOS's 2HS for low and throw invincibility. The note for lower body invincibility is still there, it's only the throw invincibility that's gone. I had assumed this to mean that the throw invincibility had been removed for Accent Core.
  2. It's probably doable if you have a completely maxed-out Charge bar.
  3. *sigh* No, that would only apply if the meter was constantly draining slowly, but it only drains once you do a level 3 move. I don't get what would make you think that the meter draining after doing a level 3 would prevent you from doing Dragon Install.
  4. Why would the charge meter draining have anything to do with the requirements to do Dragon Install? It's the same as before.
  5. I watched it again and saw nothing unusual whatsoever. I'm not seeing some magical loss in momentum.
  6. who what where
  7. Just got finished watching the vid and I don't see anything strange either.
  8. I still see people use BHB in pressure. Since AC FRC is still possible (and your only option for cancelling the move now), along with the ability to actually calculate how much frame advantage/disadvantage the AC FRC gives since we know what point in each move you can AC, it will still have uses in frametraps, even at level 1. To illustrate: Normally level 1 BHB is -2 in Accent Core. The move is 42 frames total. ACing is possible on the 26th frame. ACs are FRCable from the 7th to the 12th frame. So assuming that the opponent hits Dust before the AC point is reached (ensuring fastest AC), then even with the slowest FRC (12th frame), the total frames of the move go from 42 to 38 (26+12 = 38). This immediately takes the move to +2 with slowest FRC timing; most players will FRC much earlier than this. With fastest FRC timing, you can make a level 1 BHB +7 on block, which is GREAT for frametraps. We can apply this to each version of BHB in turn. Level 2 BHB with fastest AC has frame advantages of +15 (slowest) and +20 (fastest). Level 3 is +41 (slowest) and +46 (fastest). With these versions, it's not as critical to AC and FRC, but if done outside of the corner, it makes your frametraps stronger since you won't waste frames running up to the opponent to get into your mixup range. Regarding CC, it's not being whored much these days, but I can still see some decent usage of it. 6K CC is used a lot because it eliminates the problem of being pigeonholed into certain options when you use the move as okizeme. 2D CC is one of the few moves that gives decent frame advantage when CCed(+3) and can lead to great damage on normal or counterhit. 5H CC is the same from the anti-air perspective (MASSIVE damage on CH), plus it gives the best frame advantage of any CCed move (+5 IIRC). Other moves that aren't CCed as much but are still useful this way are: 5S©(goes from -3 to 0, can be used as a throw setup), 5S(f)(again, -3 to 0, good if you are poking just for the sake of poking) and 2S (goes from -1 to 0, pretty insignificant but still recovers faster and makes it OK as a poke again). These don't get used much because they are not abuseable in the same manner as the moves listed above. 5S© pushes out a lot, so after a while the throw setup becomes easy to see and the non-existant frame advantage doesn't really allow you to force a mixup with it. 5S(f) doesn't get used as much as it did initially (likely due to its slow startup) and the times that it does get used, people are usually aiming for the counterhit, so they tend to go for the 6H instead of CCing it. Of course, a CH 5S(f) that gets CCed gives a decent +5 frame advantage, but at the ranges you use the move, you can't really take advantage of it. As for 2S...well, it speaks for itself, I guess. If you really want frame advantage, you would be better off cancelling to a special like Rock It or Blockhead AC FRC.
  9. Haven't seen anyone do this yet. fatewalker: I doubt level 2 BHB builds guard gauge the same, doesn't do as many hits.
  10. God bless GameChariot for all this HOS goodness we are about to receive. :D
  11. Raoh is great. Still can't do 100%, but 80% suits me just fine. :D
  12. Dude, they were talking about Generations mode, that was GG mode HOS.
  13. That's probably kaqn. They've shown random vids of him playing Sol in the past on Chariot and the like. Besides, mouse always uses default color with Sol.
  14. Well, there really aren't enough known HOS players for that to be said. kaqn is really the only one I've seen playing him a lot. You've got random guys like oracle who are pretty good, but not enough vids of them. I have yet to see vids of KZO, surume or any other "known" HOS player in AC yet.
  15. Yeah but you've done about 50% damage by then and you build an insane amount of Tension doing it. The BB loop on Potemkin can't be teched because BB always causes a slide down. Even if the next BB in the loop whiffed, the character is still knocked down. You cannot tech from a slide down. And frankly, the fact that you can dizzy him with that loop makes it really fucking stupid because you can just start a new combo and reset damage. Considering the insane amount of damage Sidewinder loops do in AC, that makes Sol/Potemkin essentially a free win for Sol if he gets the right hit in.
  16. There is no level 6. The "level 6" moves are simply moves that deal more blockstun than they normally would; they are treated as level 5 otherwise. Easy example: Ky's new 6HS is level 5, with 4 active frames and 17 recovery frames. Under normal rules, this would make it -2 on guard. However, in the sidebar it says "if guarded, guard recovery is 22F". This makes it +2 on guard as listed.
  17. Finished normals for Sol on a whim, will do his specials later. Also, thanks to Akira for working on HOS data.
  18. I've updated the sticky for AC changes with MOST of the pertinent data. Will be finishing that up either before I go to bed or when I get up tomorrow morning.
  19. Just got mine today, I'll start working on HOS data.
  20. You also have the fact that j.D doesn't float characters as high as it did in Slash, making loops infinitely easier on normal-sized characters.
  21. Rock It startup is slower, not faster.
  22. #R knockdown is untechable for longer, so it works from higher up and after more hits.
  23. There have been a lot of Order-Sol players in AC, this is true. But it should be noted that most of them aren't very good (yet). Even kaqn's massive winstreaks have been dropping off in Chariot vids. He's still Order-Sol with the same playstyle, he just has quite a few new tools that fill in his old gaps. I also think that normal Sol will probably catch on again soon, he's too good.
  24. Unless something has changed in Accent Core, A.B.A. takes damage just as well as Robo-Ky. Only character who takes damage better is Potemkin. =/ It's true that Millia doesn't take damage very well, plus the fact that most of the damage comes from the initial mashed GV, but that's up to 40% damage only; the rest comes from the remaining GVs and the Fafnir.
×
×
  • Create New...