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AMB Bakery

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Everything posted by AMB Bakery

  1. Was training this evening, said "fuck it", gave up, and switched back to HOS. (Real) Slayer combos are too hard.
  2. What all characters do you guys play in GG? I need to know this so I can practice character-specific Slayer combos that are really hard and I'll somehow have to memorize them instead of just doing dustloop into storm viper/bandit revolver with HOS on literally every character besides Johnny I guess
  3. If I was mod or super mod or whatever, I'd make it mandatory that each character have a seiyuu appreciation thread. Starting with Hazama... and probably ending with Hazama.
  4. Okay helix, I'm going to go ahead and answer a lot of your questions by telling you something you probably don't know: There's this thing called a "mook" (portmonteau of 'magazine' and 'book') that gets released for fighting games. The BBCP mook contains frame data for every single character as well as their air and ground revolver tables. The BBCP mook was released on 3/29 and our good friend Kurushii received a copy a few days later. Currently, his scans of the mook are being distributed to all the moderators of the character subforums so that they can update the wiki. All of the information from the mook is accurate unless reasonably and wholly proven otherwise. So the P1 and P2 values are all correct. 5C and 'max-range' 5C are not different moves so they can't have different start-up. However, max-range 5C might connect later in the active frames, meaning that it wouldn't be as minus as it normally is, kind of like a meaty. This section on the same exact page explains it. F = fast, N = normal. Though I just noticed that page on the wiki has been edited, so it might have been a little confusing so I don't blame you. Originally the second table was 'Slow' 'Normal' 'Fast' and 'Moment' which would explain the 'M' you see on counter assault. Again, the frame data is different because the active frames connect at a later time than normal, not because it has more start-up. The active frames are when the move's attacking box are present, don't forget. The head invuln is listed, check the 'Invul' column on the far right. Same way for GP, it's listed under 'Invul' What is and isn't an 'anti-air' is one's opinion and has no business being on the frame data page. And to be honest, it doesn't make for the best anti-air due to how slow it is. You'd have to be really reading your opponent hard in order to AA with hornet. And of course, this question should be answered due to the introduction of the mook. Nokita wasn't far off though, so I applaud him.
  5. Well, most moves that aren't A normals have more than 7f startup, usually anywhere from 9-13 or even more depending on what kind of move it is. The invuln kicks in at frame 7 and lasts for 15 frames, giving Azrael a pretty healthy window of just being able to demolish anything with a body attribute. There's an explanation of "attributes" on the wiki. The invuln lasts from the early frames of start up to more than half of the active frames and beats most (if not all) attacks that targets the body attribute.
  6. Yeah that shit is frame 7-24 body invuln. Anything with a body attribute that isn't an A normal is just going to lose.
  7. The opponent rolled there. This only proves what zeth has mentioned before, which is that you can catch a roll if you predict they're going to roll. If they emergency tech or do a late neutral tech, they can probably invuln through it. Yeah and so does non-CH, look at the frame data. The CH version is only worth noting since it adds 40 more frames of untechable time. It's a strange combo because it's a bad combo. He could have just done rekkas into link 5B > Aerial in the corner like you're supposed to. On another note, this: http://www.youtube.com/watch?feature=player_detailpage&v=__lD7ZiRuao#t=578s 5A starter, upper weakpoint, OD, 50 heat. Just the basic 6D xx 5D xx 236D into 5C x 5 combo nets 5.7k so Azrael can, quite literally, 5A to 5k. I only note this because 5A is a 'fast' starter but you can still squeeze a healthy amount of damage out of it. OD BHS stupid minimum damage helps a lot though, wwwwwwww
  8. UFO opens at 1 pm Marvel Side Tourney begins at 2:00 pm P4A at 3:00 BBEX at 4:00 GGAC at 5:00
  9. I can let ONE person stay at my place for free, if anyone is actually coming alone or can't/doesn't want to pay for a hotel. I'll also cook eggs and bacon and make toast in the morning~ But yeah, if anyone is interested just PM me sometime.
  10. Delinquent/Angry Nakamura is best Nakamura. I was rock hard through the tail end of the first season of Clannad because of that voice~~~~~
  11. Okay, I'll admit, me and my friends will jokingly shout Hazama's (as well as a few other characters') English move names/lines in annoying voices whenever we hang out and play local BB, but that's as far as my love goes. In general, I think the BB English dub crew is pretty good. Ragna, Tager, Litchi, Arakune, Noel, and Relius in particular are very well done. But Hazama... just no. That's like using English Chie.
  12. I completed the template for the Hazama frame data... if there's anything that needs translating feel free to holler at me. Also, I just looked back at the EX Haz wiki page and FUCK YOU whoever changed the move names to English. I mean, I don't have anything against English move names for the most part but Hazama's English voice is complete garbage, not to mention his English move names take the cake in terms of sounding lame and faggy. I just undid it. If you re-do it, please cut off your dick and mail it to me so I can send you a video of me setting it on fire and throwing it down a garbage disposal.
  13. No, good time, you are the Pozer.
  14. Oh yeah, by no means am I saying/implying that it will be the most practical option. I'm well aware that it will be very situational in its use for actually continuing/starting a combo, but it's just something to consider. If I had to guess, the resulting combo would be somewhere from 4-5k non-OD and 5.5-6.5k during OD, assuming you're doing optimal stuff like rekkas into valiant and 6D xx 5D xx 236D and then continuing into hornet in a similar manner.
  15. Well damn, I was posting based on literally a few minutes right before you updated it. Shame about there being no frame data for the taunt. As far as Scud goes, I'll keep dreaming. I still don't think it's completely out of the question, though. Even if you can't follow-up after the hit regardless if it's a starter or used very soon after one or two normals (think Houtenjin) because of the stagger not lasting after the recovery, there is still the possibility to rapid, which could be important if you don't have any weakpoints applied. I'd imagine you'd only want to use the OD version as a combo extender though since the regular version has an awful 10 p2 value mixed in. And another thing to note is that most if not all regular throws are F starters, yet Azrael can still squeeze a fair amount of damage out of one. Also, on a separate note, is there a notation guide for hitstun? I don't see one on the Azrael frame data page or in the damage or system guides. I figured out most of them intuitively (Ws = wallstick, Wb = wall bounce, B = bounce, D = down, S = stagger, etc.), but I would like to be directed to that or have one put in place.
  16. Gonna discuss/input a few things based on the updated frame data . Scud is listed as a "fast" (i.e., faster hitstun decay) starter in the frame data, much to my surprise and disappointment. OD version has pretty good P2 though and both are 100 p1 starters so maybe all hope isn't lost?... Phalanx, the super projectile, is 100 p1 and 7f start-up wtf... 2A, hits low and is +2. I wonder if 2A 5A 2A is possible. FRAME TRAPS 5BB +5 on block, sweet jesus. Too bad the 5B>5BB gatling has a natural gap, or at least it looks like that in some videos. Air D moves OD cancellable? that could be... interesting. Possibly some kind of low j.D/j.2D > ODC > follow-up? I've seen j.2D used in some videos as a sub-oki move, particularly by Dogura, and it works sometimes so it's not completely useless/nonviable. I can believe DUMP having 39f start-up but the 46 frame recovery part, though I'm aware it's awaiting clarification, just can't be right. From a lot of footage, the recovery seems far smaller. Other things I think are hilarious: - 90% combo rate all the time - Shortest forward air dash in the game - forward dash invuln 7-10f (watch your timing!) Only joking about the forward dash, of course, unless it can reliably be used to ignore certain projectiles in neutral. Mu steins, anyone? And I'll end with a question: is there any frame data on the taunt?
  17. Chains are strike + projectile attribute. If you don't like that explanation think of it this way: it's like he 'caught' the snake-head and won't let go. Yes homo.
  18. does OD Touga do the follow-up even on block?
  19. http://www.dustloop.com/forums/showthread.php?16094-scuddy-Anamoose-Nanaimo&p=1485338&viewfull=1#post1485338
  20. http://arc-revo-cup.jp/%E5%BA%97%E8%88%97%E4%BA%88%E9%81%B8%E5%A4%A7%E4%BC%9A%E7%B5%90%E6%9E%9C/ I don't get it. Is it only the people with little gold area labels by their name who are qualified for arc revo? Or do they just get special placement in the bracket or what?
  21. is the 12 part all during super-flash?
  22. Time for us to start (or continue) learning Japanese.
  23. That's because nobody in SA plays fighting games stupid anime games.
  24. Steve might not have a copy of GG, but he certainly has it. I've played it at his place before.
  25. Well, during the projectile-absorbing part of his dp, he has full-body guardpoint and is unthrowable. Watch the last minute or so of this video for a demonstration: http://www.nicovideo.jp/watch/sm20256237
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