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Ctrlaltwtf

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Everything posted by Ctrlaltwtf

  1. I may try to netplay this later tonight if anyone wants to go against my Tager again.
  2. I had a long write-up at first but gave up so here's the short version: Wakeup DP is such a fundamental part of a fighting game I don't think it should be this difficult to use. I'm not saying we need a bazillion-frame buffer for wake-up reversals but a 2F one is a very welcome addition. When I beat someone trying to do something on wake-up I want to know I beat them because I outplayed them not because they outplayed themselves. Beating them because I called out their DP and blocked/spaced it and blew them up is far, far more satisfying to me than knowing they missed the 1F window.
  3. Potemkin Loketest changes (1.1) needs translating Something about 5P or 2P, can't remember which is which. Hammerfall something Trishula a lot of somethings Homing Dash something
  4. Figured I'd post this update here since we are somewhat active again with Xrd out. We don't have a fixed schedule but we definitely get around to casuals when we can in the SLC area. Get in touch with us if you want some offline Xrd/poverty/anime games. I have holidays off now so we often do sessions on holidays or during the weekend.
  5. There is no way this game has a native 8F delay or something like that. Every person I've played with on a good connection is totally playable. Usually sitting around 2~3F delay It works fine with good connections it's bad with bad connections. It's a videogame on the internet. Play online, have fun, learn matchups, practice stuff. Go to offline casuals and tournaments and apply your tech where it really matters [and meet new people, too].
  6. Yeah, that'd be why I deleted that post. I'm so used to seeing complaints about it it has infected my brain. As for Hellfire, I see no problem with it because it makes reversal ODs an actual thing that can make a difference late in the round. While they were certainly relevant before they were still fairly unusual, most of the time your meter was better spent somewhere else. I can see how getting destroyed by a "scrubby" wake-up OD or something could make people upset but it's just gameplay to me. I've never lost and gone "Argh! Hellfire is the only reason I lost!" I've landed plenty of IK's on a Hellfire'd opponent as well, it seems cheesey but the reality is it allows some situations that are unburstable and I can just finish you off guaranteed i.e. IK off a throw. Throws are so common that's a definite downside to being in Hellfire mode.
  7. Unfortunately we're pretty much all located in or near the SLC area, so that's quite a trip for us.
  8. I have no idea about 2.0 2C. Current 2C has slow-to-begin invuln but it lasts til the first active frame so once you get it off you're guaranteed a trade if you're in range. It trades extremely well too.
  9. The reality is that Tager can almost never use either of these options when at -, even AC doesn't work most the time. For hard reads on jumpouts though 360C is better. The main use I have for AC is during neutral when I grab a badly positioned air dash. For most jump-ins though 2C is usually better, which is a super good trade most of the time even if it doesn't outright win. There's actually a lot of jump-ins you can reverse with 360A as well. The reason AC is so damn bad is that it doesn't have invuln til active. The invuln stops just before active so it gets stuffed so easily even by air hits. 2C on the other hand is only vulnerable on the active frame so it always trades instead of losing. I feel like a F1 anti-air on Tager would be kind of bullshit in addition to all the other defensive options he has. They would have to take something else away from him. It's probably one of his biggest weaknesses and it's part of his character imo. You can't just reverse every single thing you have to learn to block.
  10. In my ideal world AC leads to GF and nothing else with/without magnetism but with RC you can do 6C on it for a good combo. Also comboable in corner without resources (reasonable reward for landing it with your back to the wall). With the addition of 360C I don't care as much about it being my go-to jump callout (AC is actually slower than tk 360C)
  11. The backdash-or-5A OS is really only for Azrael cuz he uniquely has a godlike backdash and a 5A with 6 active frames. If you use 360A as soon as possible against him the +3 on GF will cause your invuln frames to disappear too quickly, hence why you need to delay it.
  12. Inputting the 360 late is essential. When you're doing stuff on GF oki you're +3 which isn't helpful when you're trying to use invuln frames on 360A. It basically just cuts into your invuln frame window. You need to delay the 360 input a tiny bit, then hold it for a moment. It's a hard callout anyway because it's far more likely the opponent will just jump. Unless you have some super specific matchup need for it, just stick to good old 5A or blocking to bait DPs.
  13. Hey man, we had a small get together on Labor Day but it was kind of a last minute thing. Shar has moved so our venue is more limited now, but there will probably be more meetups in the future. It really all depends on everyone's schedule. I've got a flexible schedule so it's difficult for me to get get time off that isn't holidays.
  14. 2D is -1 but it has so many active frames it's really easy to make it + with a good meaty.
  15. AoA midscreen weirdness: AoA>18 hits>C launcher>jump>jA>jB>j236A second hit whiff>2A>236C>236A 3168. Seems to be a bit character specific. Non-weird: 3092 AoA>18 hits>C Launcher>jump>j236A second hit whiff>5AAA>j214B>236A Our Sweep > RC AD > jB > 5C stupidity is still doable. 50 Meter DM: 3025/3076 5AA>2A>5B>2A+B>RC AD>jB>5C>2B>236C or 236B~j214B>236A j214B is a bit stricter but so much corner carry. 5A Fatal into Super Throw DM: 4588 FC 5A>5C>5>21414D Only takes 50 SP as opposed to 150 on the 236236A/B>RC>Super Throw routes. Can be followed up in corner for more than 5k
  16. good games to people I fought today. The netplay is so real nowadays though. When we reached the point of wakeup Blood Scythe I decided to be done. At least I still have Tager's unavoidable untechable unbreakable throw resets.
  17. There's also the question of whether or not, in the joketest's current configuration, you can RC after someone GCOD's your hit. I can't imagine why you wouldn't be able to. That'd let people RC jump over 720 and such but it'd also make Tager RC>360A a really strong deterrent to trying to GCOD reverse him. I still hold the opinion that GCOD is just stupid in it's current state and will most probably be either heavily tweaked or removed entirely.
  18. I like most of these changes. Losing overhead on 6B couldn't bother me less I honestly can't remember the last time I used that move outside of combos. The combo nerfs themselves seem standard issue with this massive nerf-based patch. Most everyone's getting dinged by it in some way or another. GCOD sounds insanely broken I can't imagine it'll stay.
  19. Double post but holy shit, IW does a fuckton of damage off raw 6C if you input the IW before the 6C hits. Seriously it does 5001 in GRD vorpal on 6C>IW if you input it rapidly. I have no idea why because the 6C still seems to hit first. I can only imagine the activation of IW before the hit is affecting the damage proration. This is super legit 6C punish tech. It may be patched out soon lol...
  20. Just thought I'd say that CP is a backup game for me now until a new major version (may return for a while in BBCP2.0, but even then Xrd will probably be my main game by then.) I will be happy to reply to Tager questions via PM but for the most part I'm probably done posting in BB threads.
  21. Not really. There's no real benefit to having them sandwiched. In fact that can potentially make combos drop. Your goal usually is to keep the Lizard between you and the opponent during neutral. Imagine if Nirvana was actually like, incredibly annoying and fast in neutral. You can actually win at fullscreen with Chaos unlike Carl. If you can confirm it the Lizard is capable of packing a decent punch with combos without Chaos when you're fullscreen. New technique that's useful for Chaos. I call it Shield Moving. Basically you need to hold a button to make the Lizard starting walking. This can be a pain in tense neutral situations. To counter this, push 4/1D+Button and release D if you don't want to actually Shield. This way Chaos will Shield briefly then the lizard will start walking without you having to expose Chaos to attacks at all. If you don't want to Shield, you can also do this with Stance doing a slow slide input such as 5D->[button]. The stance gives Chaos a tiny moment of vulnerability, the Shield requires you to block for a brief moment. Important: If you want to use the A button for movement be careful with this technique. A+D is how you grab so if you input it too fast you'll get a throw whiff. Honestly not a huge deal because throws recover about as fast as Stance anyway. But if you're dealing with close-range neutral situations you definitely don't want to stance or throw.
  22. Well that's a shame. Hoping things work out for you man.
  23. Chaos has the classic puppet cross-up tech with 2S>22A/B>B+C. I like to use a delayed j2C in the middle of combos for an overhead reset sometimes. You can also do ambiguous high-low with jump forward 236A>j2C or land 2B. His B+C crosses up at a surpisingly long distance.
  24. New combo route! I'm glad I found these. Using the lizard for something besides the ender feels so cool. I bet there are more clever things out there. Damage: 3345 5BB>623A>jB>jC>j2C>2C>6C>236A>236B>623B>214 or 236C Damage: 3359 5B>236A>623A>2C>5CC>delay jB>jC>j2C>2C>236B>623B>236C Damage: 3006 or 3366 5BB>623A>5C>delay jB>jC>delay j2C>2C>6C>236A>236B>623B>214 or 214C *The delays are important to let Lizard walk forward. The delay jB in particular is super important. Damage: 3050/3516 5CC>623A>5B>delay 5BB>delay jB>jC>j2C>2C>6C>236A>236B>delay 623B>214 or 236C Also here's the Super Easy Modeā„¢ corner IW combo, works from any starter. Obviously does reduced damage. You can gatling and mash everything in this combo and it works every time from what I've seen. 5B>5C>2B>2C>236B>214>236C>5A whiff>Veil Off>2C>6C>IW 5A/2A>5C>5B>2B>2C>... 5C>5B>2B>2C>... Probably what I would use in a tournament. This still does 3872/4242 on a 5A so it's definitely not bad. Here's a version that does a good chunk more, but is still very easy. You just need to make sure to delay 2C to make sure to get the grounded knockdown. This disqualified it from Super Easy Mode qualification though, because it's definitely possible to drop it. This is actually only a tiny bit less optimal than my previous route but like 5x easier. I definitely recommend it: 5A>5B>5C>236A>236B>623B>214>236C>5A Whiff>Veil Off>delay 2C>IW
  25. You approach zoners by getting the lizard out, then holding the button and having him walk. He can't be hit walking. Once he's close enough just be patient and block til you've got an opening. You're IW is godly vs zoners as well.
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