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Manta

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Everything posted by Manta

  1. What's with using 4D 22D after ACs? What's wrong with B/Egadget?
  2. One last question I should've asked ages ago: Does magnetism count down whilst you're 360ing or otherwise throwing someone?
  3. Playing Tager as if you're against the AI. Winning anyway. Yomi comes full circle.
  4. Nice sprite edits.
  5. AC has same-move proration so you'll find the damage and untechable time dropping off pretty sharply after the second collider, no matter how few other moves you use inbetween.
  6. Doing Tager variants of hell's fang combos should at least give some nice damage. But because of the combo rate which may as well read "only your first hit and the first AC actually do damage", we're stuck with tryign to combo everything into AC or making them neutral tech into a grab. The other thing Tager really needs is something that gives him an advantage over projectile characters but without unfairly boosting him against people he's already well matched against. It could be a new move, it could be a better sledge or it could even be something as benign as "blocking projectiles gives you spark meter".
  7. Make sledge a low hit, make it feintable (so you can use it as a projectile invulnerable command dash) and then make the feintable version still cancellable into hammer. Command dash and low/high/feint mixup in one move.
  8. My it all went rather depressing in here didn't it?
  9. Question: Given that 360A prorates less than 360B (or it did in CS1). Is it possible to do 360A, and then a double collider combo? Sounds a bit like wishful thinking I know.
  10. Try overlaying tager's crouching hitbox on the other side. Maybe it's just touching his hand or something. EDIT: Actually, looking at it, Tager's hand is part of the hitbox, and it extends higher than it should. The hitboxes haven't changed.
  11. But still, holy shit. Tager has a throw range of half the screen. BE VERY AFRAID.
  12. Well if arakune forward dashes, surely all you need is just a little bit of GF's pull to make him pop up behind you. After all, it doesn't matter so much which side he pops up on for 360 motions, so long as he's close.
  13. I don't think he means that the second GF catches them in the throw again, just the magnetism pulls arakune at the same speed he moves away at when dashing and thus ends his dash where he started.
  14. Is it possible to time it so that you get more frame advantage from that than the single GF? That is, enough of an advtange to stop him just tele-dashing again.
  15. IIRC the only way you can even turn GF into a mixup for arakune is to RC it. Otherwise he just tele-dashes away. Slipperly little blob making all of our attempts at cornering him useless.
  16. Manta

    Yeah I would be interested in those London tournies, when and where do they take place?

  17. B sledge should only be used when you're in range of Lambda, and no lambda of any competence will attempt to throw drive moves at you at that range for that very reason, A sledging is basically a block against swords that doesn't push you back, so you slowly move towards her like some irresistible glacier and tag her with a collider when she tries to escape to the other side.
  18. I didn't notice that he was gripping a sword with his tails as well as another one in his teeth. Talk about unorthodox fighting.
  19. Oh the squirrel killing, will it ever get old?
  20. You'd have thought that you could've just taken advantage of the advance input feature to choose to do an attack during a superfreeze. It's not hard to demand someone holds a button within five frames of the end of the superfreeze. Whilst we're on the subject, how long is a superfreeze? And are the astral ones longer?
  21. The freeze-frame of 720 is its first active frame, if you aren't airborne at that point (Or at least in jump startup), kiss concrete.
  22. That would be consistent with the fact all characters drop close enough to 22D after a 360A. Question is of course, which is the most preferable to use against which characters?
  23. Well duh. But frame advantage refers to who has the advantage if a move is blocked but also not cancelled. If you can cancel out of the move, then all you're really interested in is the attack level of the move
  24. What's frame advantage got to do with anything when you're using a super-cancellable move?
  25. Double post, but I just realised I was reading a mistake on the new damage properties: Forward throw does 1900, but needs magnetism, corner or Bolt to follow up. Back throw does 1200 but requires none of these things to follow up with.
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