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SuperJ

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  1. i can bring +R/P4A/CP+dlc. monitor depends on car situation.
  2. do the names CP or asian tom sound familiar at all? they live closer than you think and mash every so often. however their interest in anime games not named the king of fighters xiii is generally low mass is hella cliquey. i dunno who you are and i don't want to just freely distribute others' personal information but if you go to GU regularly you'll run into these guys sooner than later! since you've been to GU, you must also be acquainted with luckyd. he should happily answer any inquiries. big tournament at GU on the 23rd also; someone will likely bring blazblue there's also a facebook group you can try asking around in ("MFC") although the noise to signal ratio is, in mathematical terms, undefined good luck i guess
  3. i can acknowledge that modern capcom is brash enough to make those sorts of statements however (and this is difficult to put in words), it's not like the "comboability" of attacks is any less deliberate in 3s as opposed to, honestly, any other street fighter like ken's b+mk doesn't just happen to link into super on crouchers and karakusa fierce doesn't just happen to have tight timing. at the end of the day, they're all execution barriers and anyone who isn't good at linking will surely feel such combos are arbitrary regardless of what game they play or what capcom says. death of the author and all. harada could lie to my face, doesn't make ch d/f+2 ewgf any less arbitrary imo
  4. how are sf4 links any more arbitrary than 3s links? on topic, i'll pitch in too
  5. i went only once or so since i brought it up in this thread and i pass by harvard sq every day from work lol. i'm a jerk if you guys actually want to make this a thing, i can also bring cp (and a monitor while it's still not below zero outside)
  6. to add: slayer 6k and 6h look like derpy reload speed backdash still jc'able forward dash distance appears to have increased considerably. you can apparently cancel the dash midway with grounded normals? (2s) i wonder what they did to the invincibility short aggressive airdash from slash dandy s got the stump treatment dandy s-h doesnt bounce on ch? i'm assuming burst animation is still delayed by ch hitstop sol got hit by reversal dot but he probably fucked up his meaty i actually don't like the dot cinematic. it's like if bionic arm super freeze lasted three times as long. doesn't feel right
  7. let's talk untechable time i've been testing this so i can better understand what combos to do on the fly. it turns out untech is not necessarily determined by the number of hits here's my evidence. record yourself as slayer doing 5K xx FB dandy, heel, 5H xx utow, 6H. most opposing characters will do (6H link doesn't work on sols). the 6H after undertow... - does combo after c.S starter - does combo immediately after 2H starter - does combo after j.S(2) starter - does NOT combo after 6H starter - does NOT combo with slight delay after CH c.S starter in particular, the 3rd and 4th points imply hitstop is a factor. i'll spare the math, but assuming that every character obeys the same laws of combo physics, untech begins to deteriorate around slightly less than 3.5 seconds 3 seconds of game time (including super freeze) does this figure correlate with combo routes for other characters? edit: just occurred to me, i included the hitstop/recovery of undertow in my calculation (28 frames), which doesn't matter. result makes much more sense
  8. record 3H[1] and RC the 2nd hit with a dummy, baiken CHs the 2nd hit of 3H. record 3H[1] and RC immediately, baiken CHs the 1st of 3H
  9. something related to optimal 6k corner combos: here's a scumbag corner burst punish against eddie and johnny if you're too lazy to time 5h 5k, j.s(2), j.k, land, 5h xx undertow, [6], 5h xx undertow, ender ending with j.k-2k, j.d against johnny does 212
  10. ugs closed because of hoodrats what a convenient time for this thread to pop up, actually, because a couple of fellows recently started fight nights smack in harvard square! "game over", i think it's called? it's at tommy doyle's. every tuesday at ~6/7-12pm ish mostly capcom heads, but people have been showing up for gg+r, among other niche games. i dunno if anyone is fucking with bb but i'm sure interest will renew when bbcp import drops? fair warning though, not for the claustrophobic
  11. frame advantage post throw: CH, JU: +10 ED: +11 RO, SL: +12 AX, BR, JO, KY, MI, OS, PO, SO: +13 AN, DI, KL: +14 BA, IN, MA, TE, VE: +15 AB: +16 FA, JA: +18 ZA: +19 on counter hit (flashing guard bar), you get +2 extra frames. values should be correct, i tested pretty meticulously - after point blank 2D, a safe jump will hit faust but whiff against zappa. from the ac+r system data, slayer has 4 pre-jump frames and 41 airborne frames. assuming that 2D data is distributed the same way as post-throw data (and that i didn't fuck up), frame advantage on a point blank 2D is as follows: CH, JU: +36 (safe against 10f reversals) ED: +37 (safe against 9f reversals) RO, SL: +38 (safe against 8f reversals) AX, BR, JO, KY, MI, OS, PO, SO: +39 (safe against 7f reversals) AN, DI, KL: +40 (safe against 6f reversals) BA, IN, MA, TE, VE: +41 (safe against 5f reversals) AB: +42 (safe against 4f reversals) FA, JA: +44 (safe against 2f reversals) ZA: +45 obviously faust doesn't have a 2f dragon punch - the idea is to describe how safe an immediate 'safe jump' actually is it also goes without saying if your 2D is meaty, you will have to adjust accordingly. now to figure out face-up timings...
  12. forgive my constant theory fighting but assuming it doesn't really matter on oki (i.e. the first butterfly is meaty so the only timing variable is the other character's wake up speed. impossible in neutral ofc) if the double butterfly is blue or red, is pianoing 236P~D not practical? you could potentially even do [P+D], 23656, -P-, -D- and cover missed attempts with more standard oki edit: added clarification. doesn't actually seem bad from my testing, except wake up speeds between characters vary like crazy in this game wouldn't you cancel the jump startup and get ground alpha instead?
  13. an SPD requires a minimum of 4 inputs (5 if you start from forward and want gief to jump forwards instead of backwards in super turbo!). you are only allowed one input per frame. are you saying this isn't a factor when gief walks forward in neutral vs. when gief is ticking you? more extreme example: why don't you see players dp hops in kof every time? are you saying it isn't important that athena super requires 6 directional inputs at minimum? or that DPs, while 'easy', provide enough of an execution barrier that you reaction anti-air with close C instead?
  14. motion difficulty has balance ramifications because it is difficult (i.e. impossible) to do a spinning pile driver in a single frame
  15. it works, you can't input specials before jump cancelling and dot > s dandy in terms of input priority i wish dot was still 0-frame after the flash. unreactable fdc crossup dots could have been a thing lol
  16. macro bug doesn't let you reversal backdash any easier ofc but it guarantees fastest dot/bite/whatever when you jump cancel out of backdash. any later and the bdc invincibility wears off before the super flash
  17. 100% reliable fully invincible startup bdc dot :|
  18. sup. meet your new slayer j.H (obviously an approximation but close enough)
  19. kinda sort semi unrelated but it seems you can kara cancel 6H (and throw if it comes out) -> respect -> FD. am i going crazy?
  20. thought experiment: replace 'ban macros' with 'increase airport security.' still agreed?
  21. to clarify the button remap, i mean rewiring your stick so triangle/square/whatever can be triggered by two different buttons
  22. i may be comparing apples and oranges, but sf4 has select plinking which isn't banned despite being impossible in arcade more food for thought: imagine if guilty gear had sf4-style button configuration (lol). you don't get the benefit of infinite negative edge but you still get to spam missiles. would the rule then be 'P/K/S/H/D can be mapped to only one button'? seems pretty arbitrary. also consider: if people are willing to remap their buttons to select, some crafty justice player WILL map duplicate P/K buttons on their stick sorta unrelated but do pop-n-music buttons require as much force to push down as a regular 30mm sanwa button? if not i wonder why divekick players make those giant controllers just to make things harder for themselves
  23. fucking around with kliff for a sec. turns out you can combo immediate j.k-(j.p-)j.k-(j.p)-j.k-(j.p)-j.k on crouching potemkin. works midscreen even. anji cancels lmao this character :|
  24. listed durations indicate the Nth frame after a given input, i.e. inputs occur on frame 0. for example, 5K has a frame count of 16f (lol); if you press 5K on frame 1, you can mash another 5K on frame 17 unless otherwise specified, the opponent is standing calculations take hitstop into account commentary in italics do let me know if any of the values are wrong 2P duration: 10f - you can mash 2P/5P/6P earlier than the 10th frame 2P > 5K/2K: 21~22f (BBU on airborne: 21f) - BBU can be option selected with 236[9]D 5K duration: 16f 5K > 5K/2K: 28~29f 2K duration: 18f 2K > 5K/2K: 30f c.S > 5K/2K: 33~34f f.S > 5K/2K: 35~36f j.K duration: 16f j.K > earliest attack: 29f j.S(2) > earliest attack: 36f j.S(3) > earliest attack: 42f j.H duration: 25f j.H > earliest attack: 38f j.2K duration: 31f 2K > 2H: 22f~23f (2S/2D: 22~25f) - note the difference in timing between 5K xN and 2K-... 2S > earliest gatling (2H on crouch): 23f - 2K-2S-... timing is relatively uniform! 2H duration: 36f 2D > earliest attack: 48f - relevant for ch followups 6K > 5K on stand / c.S on crouch: 42f 5K-6P > 5K: 70~71f between first and second 5K 6P > 5K: 52~53f 6H > 5K/2K: 54f - 6H is +6 on stand; +10 on crouch forward dash duration: 18f earliest P dandy > followup/normal: 15f/30f earliest K dandy > followup/normal: 19f/38f earliest S dandy > followup/normal: 21f/30f - straight from the frame data but worth repeating! 214D > earliest pilebunker/throw: 9f/30f - reversal timing may be different i.e. wider 5K xx 214D > K: 27~29f between K inputs (27~32f for pilebunker) dandy K > earliest ground/air followup: 65f/69f dandy > S whiff duration: 21f - relevant for whiff, 2K mixup dandy H > 5K on crouch: 47~50f 236H FRC: 26~27f 236K > 5K on airborne/BBU on stand counter hit: 50f - 236K stand counter hit is +10 632146P > 6H: 56f - except ab,ch,so,os - for muscle memory purposes, it may be useful to tiger knee or delay 5H slide > mappa/undertow. being able to link 6H after 5H xx undertow implies no loss of untechable time on 5H. one could treat 5H xx undertow as a pretend late gatling with a 3f window: 28~30f 236D > earliest 6H: 65f - in general, post-special timing may vary due to double tapping or negative edging 5K > 214P,P on crouch: 33f between K and pile inputs c.S > 214P,K on crouch: 35f between S and K inputs 6H > 214S,P: 57f between H and P inputs (on crouch: 60~61f) - these are only of theoretical value dandy > K, RC, earliest attack: 12f - hence, perfectly timed crosswise RC 2K has a startup of 18f. seriously, this is a mixup. watch japanese slayers! jump startup duration: 4f forward air dash > normal with momentum: 10~11f backward air dash > normal with momentum: 7~8f - example of momentum preservation: ground bounce > iad j.k, j.k, land, ... 7/8/9 > air dash: 6f (that is, iad has minimum 7f startup) - would be nice to double-check these values - assuming iad can be buffered during jump startup, ground normal > iad timings might be handy... j.H, 6H on airborne: 27~29f j.K, landing recovery from j.D, 5H: 24~25f - depending on slop/hitstun deterioration, listed windows may be tighter 5P jc > earliest air normal: 20f 5K jc > earliest air normal: 22f - earliest j.P is burst safe j.K jc > earliest air normal: 19f j.D jc > earliest air normal: 20f - i.e. fuzzy guard timing Visual comparison of essential links/gatlings (each row lasts a second): 1---------------------------KK----------------------------- 2----------------------------KK---------------------------- 3-----------------------------PP--------------------------- 4--------------------KK------------------------------------ 5---------------------HHSS--------------------------------- 6----------------------DD---------------------------------- 7-----------------------------------DD--------------------- 8-----------------------------------------KK--------------- #1: 5K > 5K/2K #2: j.K > j.K (delayable) #3: 2K > 5P #4: 2P > 5K/2K #5: 2K - 2H(/2S/2D) #6: 2S - 2D (delayable) #7: 2H > BBU/2D (delay not recommended) #8: 6K > 5K/2K on crouch
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