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Myoro

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Everything posted by Myoro

  1. 4B+C does have enough untech to do 5A+B iirc, coulda been that. I need to add 4B+C>41236B>5B>2C>TKj.236C>5B>2C>6C>236C>663C to my list of things to try tomorrow, before it was 4B+C>41236B>5B>6B>TKj.236C>5B>2C>6C>236C>663C. With the advent of 2C and it's superior P2 (estimated to be 92 in CPEX, in comparison to 6B's P2 of 79) the damage should go up by quite a bit, provided this new S starter timer doesn't screw us up. By the way, didn't say it before, but awesome profile pic SpectreX!
  2. ;_; There goes my favorite reversal. Also I was told elsewhere S starters were lengthened... I know it's a stretch but does 2A>5B>2C>236C~214C>41236B>5B>2C>TKj.236C>2C>6C>4D>6A work as a substitute? I'll be able to test tommorow finally.
  3. Let's see if I can't help! Answers 1~2.) you can spend an extra 10% Ignis on 5B>4D>6A>236D which is great oki off of S starters and throws the old combo still works X>236C~214A>5C(1)>j.C>j.236C~j.214B>j.B>2C>6C>4D>3C X being 2A>5B>3C or 5B+C or whatever S starter you are using. This did some good damage back in the day for 30% IG and was largely used It can be modified in a few ways, namely replacing the 3C you use to confirm into 236C with 2C as it has better P2 and now bares the jump cancel. The 6C>4D>3C at the end can and should be substituted with 6C>4D>6A. The third way it can be modified is a bit tricky, but worthwhile, and that is by substituting 236C~214A with 236C~214C. To get the ideal height for the rest to work you have to get the 5C(1) to hit very low to the ground, but the damage is indisputably better. Answer 3.) There's a number of approaches to solving this. SWD seems to have a pretty consistent way that I can't seem to visualize but will try when I get the time to test it. one approach that I use is simply spacing myself well then using neutral jump j.B. covers rolls pretty well. I think there's ways to space 236D that catches rolls as well but I'm uncertain. Answer 4.) Really we shouldn't be using 3C to confirm for that combo as it's no longer safe, 2B>5B>236C and 2B>2C>236C work just as well if not better. In fact there's no really good reason to use 3C outside of combos and punishes with solo rel now. That's the simple answer. The more complex answer is something like "maybe with Ignis' positioning we could do 2C>6C>214C>662C>j.C>j.236C~j.214B or 2C>6C>214C>6A for different knockdowns in that situation." But I'd need to test that right now which I can't unfortunately.
  4. Awesome find! There was something similar in CP1.1 with 236C~214A>41236B>5B+4D, and the trick was using Gad Leis' spacing to maximize 4D's float time and 5B to hit the opponent into 4D's later actives. I bet this could be optimized in a couple ways. If we could start with 5B>2C>236C~214C>41236B>5B+4D that would amp up the damage a lot, make it easier to convert from standard combo routes and reduce the Ignis cost a little as well. If we can replace that 2A>2C with 5B>2C we could get even more damage off the ender too. 5B is only 1 frame slower and has 300 more damage and 12 more P2. Thirdly I wonder if this could be a place to try some experimental ~214A/B/C meaties for oki, (done by waiting for the absolute last frame to cancel a 236C to attack their wake-up) that's another thing which I want to explore. ~214C as a starter looks to lead to extremely damaging combos having both 100 P1 really big damage, and a large amount of hitstun on all types of hit. If 236C~214C>41236B becomes the go-to route I don't know if we'll have enough untech off of a SMP'd 236C to get this kind of oki though.
  5. Can't 5B>3C>22CCCCCC>5B>5D>6D>5B>5D>236D still work? I need to lab Teru stuff honestly. *Sigh* can't wait til' thursday.
  6. To those who've tried online, what's the new netplay stage? or is it still Silent Collo./Alter/Old Gate?
  7. It's kinda like 5C(1) could jump cancel on block if you could fathom that. not being able to jump cancel 3C will mess you up a few times, no getting around that, but that aside it's quite good. It's exactly like 5B>2C>rapid+jump>6D>j.C feels without the rapid input if you need a clearer image. That rapid training was well worth it by the way, made me consistent for the 5 minutes I could play. I'd reccomend it if you had nothing better to do. also 2C>TKj.236C is so easy you wouldn't believe it. it's like twice as lenient as 6B>TKj.236C, so you can definitely input it as 2C[9]236C without the slightest trouble. 3C>6D>662C can confirm from max range 3C easily due to 3C's buffed recovery too by the way. I didn't get to play much but Relius feels super powerful.
  8. It's superjump IAD in general IIRC. The backwords part is just auto-burst bait. 'S still good to learn it that way though but if you like to neutral or forward super jump IAD I think that can still work. Gotta test it. As for this I have no clue but I'll ask SWD to come here and clear it up!
  9. 6B can jump cancel on block now. It's usability as an anti-air just skyrocketed. 2C>TKj.236C is really easy 5B might have more hitstun/stop now.
  10. Okay here's a few live ones Midscreen: for beginners: 5B>3C>6D>665B>2C>6C>41236B>5C(2)>2C>sj>j.B>j.C>j.236C~j.214B [3479DMG/+26HT/-2300IG] for closer confirms: 5B>3C>6D>665C(2)>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B For glory: 5B>3C>6D>662C>6C>41236B>2C>IAD or jump>j.B>j.C>2C>sj>j.B>j.C>j.236C~214B [3523DMG/+26HT/-2300IG] Corner: 5B>2C>236C~214C>665C(1)>2C>TKj.236C>5C(1)>2C>6C>41236B>3C [4260DMG/+30HT/-1000IG] 5B>2C>236C~214C>665A+B>2C>TKj.236C>665B>2C>6C>41236B>3C [4779DMG/-2HT/-1000IG] 5B>2C>236C~214C>665C(1)>2C>TKj.236C>5C(1)>2C>6C>41236B>5B>5C(2)>236A+4D>6A [4609DMG/+34HT/-2000IG] 5B>2C>236C~214C>665A+B>2C>TKj.236C>2C>6C>41236B>5B>5C(2)>236A+4D>6A [5190DMG/+2HT/-2000IG] More soon
  11. I'll have to test this more I'm admittedly being a bad scientist right now. XD Right now I've already moved onto 4K+ combos from Duo Bios Hit #1. But once I get all my data in order it's coming here.
  12. Well boys this is it. This is the version. We are gods now. 5B>3C>236C~214A>22C>2D>662C>6C>41236B>5B>5C>sj>j.B>j.C>j.236C~j.214B works for roughly 3.7K midscreen. So much carry, so much damaje, we don't even need Ignis to be out to do it. Note that for Jin we need to 665B>2C after the 2D. This also confirms dash buff by the way. We made it boyz. Thank's for SWD for confirming this, thanks for Necro for original concept, and than you for reading. I'll be back with more combos and more values soon. There's an alledged P2 buff on 2C now by the way. Get hype.
  13. There's a bit of potential in stuff like air hit 6A>St.214C as well as 5B>2C>St.214A>2C. Since 6C is shared between setting up 41236B 5A+B and 214C while also being an SMP move 6A>St.214C may be a worthwhile thing to do. Even if Stalking isn't something well /need/ in combos a lot, with Ignis going into that mode any time she ends a move on the opposite side of an opponent (including 236C~214B) it's still going to happen regardless as you play, so it's good to know what you can do from it. As for Reverse j.236C and Reverse 236C, combos with those in them have the potential to break 5K midscreen with distortion use as it allows you to use one of the Laugers midscreen and continue the combo, but then again so do pick-ups from 236C~214B and j.236C~214B. Reverse 6C is more something that happens when you catch someone with the back of 2C's hitbox and it can be corrected with 214C. I will have to descent, however. I think these'll all become very valuable combo tools in 2.0. Common, probably not, but valuable nonetheless.
  14. There's tons of potential prospects! Stuff ripe for testing. I can't wait personally. Everyone get hype! I think we might as well copy paste some combos that still work from CP1.1 if any do. I'll be in training all day 1 cranking out Bnbs and script for said Bnbs includeing damage heat and Ignis values. So stay tuned. Something that needs to be addressed. I'm going to start labeling Ignis Stalking as "St." until we agree on a consensus on how to label them (examples being St.6D, St.214C, Stj.8D) Let me get your input on that. Also at moments where you hit the opponent with the back of 236C/j.236C/6C to make them go the opposite way I want to label with an "R." for Reverse (making them become R.236C/RTKj.236C/R.6C) These might become important in the coming weeks for high damage high carry combos.
  15. OD calamity being overhead means inescapable unblock ala OD black hole setups. The OD version was mid to prevent this before IIRC. Iunno if normal Calamity is non overhead but I think it still hits high. I could be wrong.
  16. I prolly shoulda' given a heads up or somethin' ^_^" Anyway with my car finally in working condition I'll be able to travel there a lot more, which is super awesome. Less awesome is the fact that I have work next Friday, so I /might/ not be able to make it. (If I get offa' work early, which sometimes happens when the planets align, I might be able to wonder over there tho.)
  17. GGs to Mich FGC yesterday. I wanna come again when there's more people playing BB, and I'm guessing that may coincide with CPEX hitting JPSN.
  18. I know this is a long shot but... any news on the PS3/4 being compatable with XBONE netplay?
  19. "Dora: A difference from the previous version is that defensive tools have been made weaker. Fewer characters can expect high damage from a reversal, or to maintain a good situation afterward. As a result, if you don't have strong defense, it's hard to win. The competitiveness of the game has risen, and of the players that used strong characters and won, we know now which one of them were 'real' so it's an interesting version. It's a game made for hard workers so it's worth a look." This part in particular interests me. I've pondered my own authenticity, and have often wondered if my success thus far has been the result of the character I've played. Seeing that, between all the games I do play, I'm only capable of playing one character at an acceptable level, it's always been something that nagged at me a bit. I hope the game truthfully is how Dora sees it in that regard, and that I can put worries like that to rest. Anyway any change that makes a game "more competitive" in that aforementioned sense is a step in the right direction I think, and these interviews have certainly gotten me hyped. Also glad to hear the lower tiers can still compete. Even if there is a marked difference between S and D tier, it looks as if nobody's "unplayable" so to speak. Shoutouts to Mabukabu, he has been working hard. I've watched him ever since RYO went Ragna (so roughly when 2.0 started) and even after RYO came back to Rel. He has been workin' hard from the looks of it and is 20X better than when I first started watching.
  20. It's not really a issue of distance there. But the scene meets Friday, and my Fridays have been busy for the last 8 or so months due to work, college and family and friend stuff. I've even tried to schedule time off to get out there, and even that has ended in failure.
  21. My pet peeve with online all boils down to one concept. I really loathe not being able to tell how much of what I do is my fault. Rather I desire an accurate assessment of my skill level, which is perhaps most, if not the whole point, of a competitive game such as this. I used to believe that every mistake I've made online or otherwise has been my fault alone, and that likewise every feat I accomplished was on my own merit. It was gratifying because I felt like I had a real sense of control over my progress as a player. If I wanted it enough, I could block those fuzzy mix-ups, if I knew enough. I could play that match-up to the very best of my ability. I recently got a new ethernet cord, and as humorous or over-dramatic as it may sound, it's shifted my perspective and thrown a lot of things into question. Suddenly things I could never block, I could block, I could accomplish higher execution tactics with more accuracy. My foes too became similarly empowered, and while this all seems wonderful it kinda messed with me. I realized as a mainly netplay player I might never get the experience the game was meant to provide. For me lag was an inevitability, a factor that had to be carefully accounted for, and I was happy fighting against it and the opponent part of the challenge. However now I can /feel/ how much its limited me and my opponents, and it's beginning to make the experience feel more shallow. I find myself uncertain if I could have played a match better sometimes, and of the matches I do win, I'm uncertain whether it was my skill that led me to prevail. It feels... awful. I find myself getting frustrated more often, and feeling guilty more often, feelings that are just as hazardous to learning as they are unpleasant. Anybody got any tips for me outside of "Go to an offline scene"? While that would be ideal, my availability is limited to the point where that becomes a difficult task. Edit: Hi Necro! when're you coming back to BB? We miss you.
  22. Ah you did really good! I was getting thrashed.
  23. GGs to those I played while masquerading a my alt "Myoro12." I made the alt cuz I ran outta room on my friends list so please don't be mad. ^_^"
  24. According to a dude on this stream, the rematch option functions pretty much the same as Guilty Gear's, but you can skip the pre-match screen with button presses. (great news!) Celica's English voice can be heard at 3:43:00 and onward and Terumi's and Celica's themes can be heard all over
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