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Manta

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Everything posted by Manta

  1. MTW has a bad opening P1 of 80% whereas 2C has the best proration you're going to get from an opening move (100%/92%). MTW and Terra Break ignore Tager's 40% Character rate as well, so there's little reason to put them at the start of a combo if you have the choice. 2C ACx2 MTW TB should give you the best damage.
  2. Goddamn, it seems like every time Akira looks like he fucked up, it's just another tech trap.
  3. Yes, because a magnetic grab that can't be held out would totally be the point of it.
  4. Oh and it's "Gigantic Tager Driver" Not buster, I know we really want Tager to be Potemkin and all. Also, Notes suggest that 720 cannot be held. Is this true?
  5. Frame data for CS2 states that magnetism depletes at half the rate if tager is being comboed. Discuss.
  6. The funny thing being is that those values I quoted were P2 values in all cases. 360 is 4 hits with P2s of 100%, 82%, 100% and 48%/60%. P1 in both cases is 100%. http://dustloop.com/guides/bbcs2/frameData/tager.html
  7. Other than the fact that both P1 and P2 apply when it's the first hit in a combo?
  8. No-one important, don't worry about it.
  9. That's because it's a level 1 with lots of hits which trade with other projectiles (but always has hits remaining afterwards), but level 2s will override it.
  10. Confirm that Tager's new Voltic charge input is in fact 214D and not 421B as listed?
  11. So apparently 360B (82%, 60%) actually prorates better than 360A (82%, 48%) now according to the prototype frame data translation.
  12. Depends on height actually, if they're high enough, you can have them land during 360B's active frames, and that's inescapable. Landing is not throw invulnerable, even if jump startup is. The only defense is to air jab you as they fall.
  13. There's time to do a 623C whiff and a j.D whiff? This I do not believe. Also, Tested in train mode for CS1, Magnetism does stack up to 16 seconds already.
  14. 600/60 = 10. Yeah, so it's ten seconds of no auto gain. Better hope you're handy with your D button to earn your stars back that way.
  15. Wow, Talk about getting the Dragon install treatment in AC. Seems like you either win with it or you're totally fucked for the rest of the round.
  16. I generally find myself linking j.D as an attractor more than 5D anyway, slightly better on whiff since you can land cancel it. You can move with it as a jump move too.
  17. Well quite, soon though you'll learn the combo not through thinking on these technical levels, but more on a rhythm that works. Fighting game combos share an awful lot of similarity with learning small sections of music.
  18. Yep, you also have to hold the button down during these 5 frames. Not sure about most people, but most of my button taps are shorter than 5 frames as far as I can tell.
  19. You guys are all making this overcomplicated. There's at most three levels of projectile quality where equal levels trade hits and higher levels override lower, all that really matters thereafter is the number of hits the projectile can do. You get some other weird effects too. E.g. Spark bolt will punch through a D ice sword, but the ice sword will only lose one of its three hits because spark bolt passes through it so quickly.
  20. Ah, Tsubaki, so many little inputs, so many normals and normal extension moves. Yeah, you're throwing yourself in the deep end in that regard. Go look at her frame data and weep at its length.
  21. What other options are there? If 6A 4D isn't truly safe then we basically have nothing, not even a jump cancel to get us out. It's one of those times when I feel a backdash cancellable move would be the most useful thing ever.
  22. Advance input only applies to button presses. But in this case I think what you said still works, if you hold up the game will make you jump whenever it can. With superjumps it probably depends on how much lenience the game has with how close the down needs to be to the up when you input one..
  23. Hold the button down and the game will essentially input that button once every frame for up to five frames. Meaning if you do a command within 5 frames of you actually being able to do so, it will come out on the first possible frame. Common uses include using it to input a reversal whilst you're teching (and invulnerable) so that the reversal comes out on the first possible frame, essentially meaning you were never vulnerable during this time.
  24. Howlingdragon, who is it you're playing as? Perhaps the problem you are having is not so much learning combos as it is knowing what your normals do without even needing to think. Also there's breaking down combos into component parts. For example, as Tager when I do this combo: Magnetised 6A 2C 623C 623C (whiff) 6B 2C 623C 236B 22D I'm actually thinking: Hook in, launch into collider, attract, launch into collider, Bgadget Where each component is separated by a comma. Once you can see your combos like this, it becomes much easier to learn longer combos.
  25. "Combos" doesn't have an apostrophe. It's just a plural.
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