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Manta

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Everything posted by Manta

  1. They raised the attack level on all of his lighter moves, giving them much better advantage in close. When he does catch you, he fucks you up good. You still have the advantage all other times though.
  2. Funny definition of the word "wasted" you have there.
  3. What it's probably good for is when you get those 4D CHs when they're well off the ground, where normal combos don't work since it knocks them too high. The j.2C variant you suggest would bring them down and take their altitude out of the equation, which is cool.
  4. Okay, new combo challenge for all of you amerikans who got the game before me. Work j.D RC j.2C into non-magnetised combo as a legitimate way of adding magnetism to it, see if it's possible to break 4k in this way. So far it seems like it should work from 6C.
  5. That reminds me, what's with the foot fetish anyway? Why can't you have a real fetish like Bondage?
  6. Gotta be careful though, once the proration goes below 10%, 5B > 2B or vice versa is no longer a redbeat. There's also the other reason you use 5B instead of 3C; namely that 5B is quicker and more foolproof.
  7. They do more damage because of 3C's repeat rate, but less heat gain, the damage diffrence is tiny though. The real reason is probably that there's a variety of tech traps because of the variations: 5B > GF 2B > GF 5B > 2B > GF (Bluebeats probably) 2B > 5B > GF (Bluebeats probably) And for each one, you can often just tap the GF to whiff it for an air tech trap, making them afraid to tech. or you can use the classic AC air tech trap. I wouldn't worry about sacrificing damage at the end of combos really, the proration has usually hit rock bottom so that you're only doing low double digit damage.
  8. Pity really that the only other level 3+ moves we have to use are either too slow or of little use at the start of a combo, like j.A and 4D.
  9. No such thing as a j.D, 5B link without fatal then? Frame data suggests its possible. I think.
  10. There may also be potential for non-fatal uses for this sort of combo. The first thing that I can think of that might is : Hammer CH, j.B > j.D but that would depend wildly on positioning. The other thing is that 5A is hard to follow up without fatal, you'd sort of have to hope they're low enough for 3C or go for a 5A > j.A... combo, which defeats the point of mid combo magnetism.
  11. Wow, I didn't think anyone would actually do it. Impressive that we can do 7k from 80 heat 2C fatal. Some of the other combos looks like they can stand to be optimised a little bit, but the principle has been shown to be sound, which is far and away the most important. I have a feeling that the timing might be harder against 2C air hits however. And let's face it, many of our 2C fatals are anti-air hits.
  12. No you don't, because you're still recovering from 2C.
  13. Today's fun fact I learned from messing with 2C a bit more and looking at the frame data: 2C's recovery is equal to the minimum length of VC. So if you get a 2C fatal and aren't going to special cancel it to follow up the combo, you may as well do a VC and gain a little charge, who knows, it might block a burst.
  14. It seems that every massive damage combo ends with spark>6C>MTW>TB, even when it's the second 6C in the combo and the proration goes to shit it's still okay due to minimum damage. If it's possible there it's possible just about everywhere else. The 6C comes highly recommended since it gains such good heat and is sometimes the difference between TB and not.
  15. I notice the combo video doesn't include any aircombo finishes, are these deemed to be suboptimal? Also, random thought. Is 2C (FC), j.D 623C possible? If so, Lol mid-combo magnetism.
  16. Oh really? I didn't think that autoguard lasted the entire length of the blockstun. Oh well, learn something new.
  17. If you're in blockstun, you still need to keep holding 4 or 1 in order to block any other hits that land before you recover from the blockstun. BB seems somewhat lenient either that sometimes though.
  18. Still a long-ass stun that. Means you can probably walk up to them if you hit at distance and still get a nice 2C or whatever off. 236B CH, 1080 also seems plausible.
  19. 2C Fatal RC probably does it too, but there's little point. Also, does that mean that 236 stuns for longer than 236B? Or is that just counterhit?
  20. Lol, So it seems without RC the best we get is 236 Counter for getting a 6[A] in.
  21. It's so good at hitting Ragnas winding up their 623 motion. Doesn't counterhit though.
  22. Here's today's challenge: Actually get 6[A] to hit mid combo fully charged.
  23. Derp. The heat gain in the data is already calculated. Just add it up and divide by 100. The calculation is used for when you only know the damage.
  24. remembered the 1.8x multiplier for actually hitting with an attack? And that proration values don't factor into heat gain?
  25. You can work out the heatgain from the followup combo with the frame data. Only the 5B > 5C immediately after the MTW gets reduced heatgain. Also, the video demonstrated 3 5B > j.2C reps.
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