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Manta

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Everything posted by Manta

  1. Why is it wall bounce? How does tha tmake any sense? Surely floorbounce. And besides, less wallbounce on spark might mean you don't always get that problem ofthem bouncing over our head. There's enough time to use a 6A to hook them in from fullscreen.
  2. Additional 2D CH non-RC combos. 2D CH, 4D (1494 Damage) 2D CH, 5C > 6A > 4D (1806) 2D CH, 5C > 6A > 3C, 22D (2101) 2D CH, 3C, 5C > 6A > 623C, 623C, 6B > 2C > 623C > Ender (Rachel and Tager) (3934 Damage with Bgadget) All are possible even if you hit with the first active frame, though the timing on the 5C is tighter than a nun's vagina if you do that though. Literally a 1 Frame link. Given the knockback properties of 2D, following up with 3C 2B > 2C > 623C doesn't seem possible, even in the corner. So unless they're Rachel or Tager, you're getting bad damage, but in all cases you get an assload of magnetism.
  3. The great thing about it is the demonstration. There's a lot of combo talk on these forums that must appear to be completely greek to many people, so challenge mode, with the ability to see the timings and the spacings required, shows you what words alone cannot.
  4. I think I managed it on Jin once, hard as hell though. So let's see, it doesn't work on.... Carl, Kune, Hazama, Tsubaki, Lambda, Mu, Noel, Tao, Platina, Makoto. I take it it's just Bgadget on them then?
  5. Does anyone know who the.. 623C, j.C (Whiff), j.B, 5C > 6A > 623C... combos will work on and how much of a step you need?
  6. Not particularly, but I do feel like we're derailing things here.
  7. Tager's throws are untechable, what are you talking about?
  8. Hey, just sayin'. I could've easily said "I don't like to spend hours painting WH0k models, I have better things to do" or a million other variants.
  9. 80% is still bad. It's the same as 6C, but it's less damage. If you're okay with 80% PS, why not instead do 2C (FC), 6C, j.2C, 2B > 2C > AC.... But I think that combo is improved by omitting the 6C. It's a CS1 FC combo then.
  10. It's too late, I already got it. I'm really not interested in modding. I honestly do have better things to do with my life. Also, I need a stick quickly since It's ultimate clash next weekend, haven't the time to mod test and practice.
  11. Surely you mean, if the last frame hits and it wasn't a CH, you can still pick it up.
  12. I have opening it up, everything looks okay again, then I put it back together and everything went from bad to worse.
  13. Front page could do with featuring the 2D RC combos, which are: 2D RC 6A > 2C > 623C, 623C 6B > 2C > 623C, ender (Bgadget gives exactly 4,000 damage) 2D RC 6A > 2C > 623C, 623C MTW for exactly 5,000 damage Such neat damage numbers for those two. In the corner you can do: 2D RC 6C, j.2C, 2B > 2C > 623C, 623C 6B > 2C > 623C, corner ender. Gives 100 or so less damage than the above, but more heat. And whilst we're at it, here's some Bsledge combos, one is new to CS2: 236B, 5C > 6A > 2C > 623C, ender 236B, 5C > 6A > 3C, 22D 236B CH, 6A > 2C > 623C, ender Hammer followup non-counterhit RC combos: Mag: -> 236A, 5C > 623C, 623C, 6B > 2C > 623C Ender -> 236A, (wait) 5C > 6A > 623C, 623C, 6B > 2C > 623C Ender (The wait is to let them drop far enough so that 6A doesn't hook them over your head) Unmag: -> 236A, 5C > 623C, 623, 623C Ender (Can you do a j.B pickup here? Not tested) -> 236A, (wait) 5C > 6A > 623C, Ender And copying from a few pages back, the Hammer CH followps Extreme closeup: -> 236A CH, 6B > 2C > AC, stuff Close and magged:-> 236A CH, 2C > AC, Stuff Close and not magged:-> 236A CH 6C, j.2C, 2B > 2C > AC ender Medium:-> 236A CH 6A > AC, Stuff Far:-> 236A CH 6C > AC, stuff EXTREEEEEME:-> 236A CH, 236B > 5C > 6A > AC, ender (Sorry, no stuff here, proration goes to hell on Bsledge).
  14. Go into training mode and set the bot to block and tech as randomly as the settings allow. And then try to wail on it as best you can, whilst looking at all of the opportunities a real opponent could've punished you. It's great for practising your hit-confirming and learning which combos you should use based on what you actually managed to hit them with. Obviously not good at learning how to defend yourself. But then that is actually only learnable against humans.
  15. It's times like this I realise I've always spun my 360s the same way each time, regardless of which way Tager is facing.
  16. Funny, the reviews I read about the FS3 seemed to say it was a decent stick for the money. And I will be comparing it to the Mayflash black...thing.
  17. Hiya peers, my mayflash joystick just died on me (Began spazzing out inputs if I didn't hold it rock steady and I'm looknig for a budget stick from the UK, So far I found this: http://www.amazon.co.uk/Hori-Arcade-Fighting-Stick-PS3/dp/B000MWE3BI But I need an opinion before getting something.
  18. And Hakumen, see a post by me a few pages back.
  19. Dunno, there's no way to know that figure even exists without looking into the code itself.
  20. Well actually no, The P1 of AC still comes in at 100%, that second hit (the slam) can never happen without the first hit (the grab). So that second P1 can never happen. The Collider loop is already dealt with using the repeat proration of 45%.
  21. Quick tech is the worst thing to do if you're hoping they'll miss-time A-sledge. It just resets the combo. I think you mean emergency (bounce) tech, which would work against B sledge as well.
  22. I wouldn't read too much into that, sometimes people don't tech the first frame that they can.
  23. It's a quicktech/back roll trap as far as I can see. Also, the combo I meant was that bluebeat one you mentioned. Incidentally, that combo that Akira follows up Bsledge with should only ever be used for the kill, he blows his sparkbolt and 100 heat to get 3.9k damage. Which is awful.
  24. Want to tell us what that combo was? Also, That Bsledge reset is quite vulnerable to different types of teching, don't abuse it. Part of the reason it works is that it looks like the usual 360A followup which people try to tech before (Since the timing is tight).
  25. It means you can turn a 360B combo from: 360B, 236A, 22D for just less than 4k, into: 360B, Micro walk, 2B > 623C, 623C, 6B > 623C, 4D, 22D for more like 5k.
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