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Nuclear Cheese

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Everything posted by Nuclear Cheese

  1. Well, drat. I was just typing up a post saying I'd be there playing Tekken, too. Oh well, there's always next time. Also, if anyone hasn't noticed yet, E's Laf has its own thread now and it seems a bunch of people are trying it out. Tales and I have played it previously, and it's pretty fun.
  2. Good to know. Never been much of a movie buff, so I'm probably calling a few of the moves incorrectly Fun little fact I just remembered - throws can be down by holding C and walking up to the opponent. You don't have to actually hit C to initiate the throw, just need to have C pressed. On that note, here's some Tae info for v1.0: Command normals: Tae has twelve of them 4A - upward elbow hit. Probably a decent anti-ait 6A - gut punch. Has a shitbox that can hit things farther than you'd expect 4A6A or 6AA - hip-level kick. Interestingly, 6AA can be done on whiff, but 4A6A can't. 4B - overhead heelkick. No followup except counterhit, air hit, or grenade setups. Avoids lows. 6B - advancing trip. Avoids lows. 4C - roundhouse kick. Not too great since a few versions back where it lost its jump cancel 6C - palm thrust. Decent range and leads to quite a few things 4D - stomp. De-OTGs the opponent, but doesn't leave any room for a followup as far as I can tell. 6D - jumping forward kick. Pretty awesome all around. j.2A - stomp. Resets air momentum, can link a j.A or j.B on hit if deep enough. j.2C - divekick. Groundbounces, no followup except on counterhit. j.2D - shoots the ground. Thankfully not a low, but can be used for harassing, counterhitting, and silly crossup games. Followup possible on counterhit if Tae is low enough. Specials: ... and this is where everyone tells me how wrong I am on move names 236A - Under Siege - Pistol shot, hits up to about half a screen away. Hold A for a second hit. No real way to follow up, but a good guardstring ender. 236B/C - Wait Until Dark - Grenade. Disappears if Tae is hit, explosion can harm both players (use 4B/6B to avoid it while attacking) 214A/B - My Fire Ready My Fair Lady - Drops a mat of the ground. Messes with both players' air movement, probably good for setting up mixups 214C - Some Like it Hot - Shotgun to the face. Great hitbox, can frametrap off of a guardstring. Groundslide on standing/crouching hit. 214D - Apocalypse Now - Jumps up-forward into groundbouncing divekick. Costs 1 stock. Decent combo extender but not very powerful IMO. 236D - Sweeny Todd - EX command dash. Costs 1 stock. Surprisingly useful. 214214A - Mystical Machinegun - Projectile super, attacks aim during the superflash. Good for harassing the opponent or forcing your way in, but might not be worth the meter. 236236A - A Ticket to Tomahawk - CANNON SUPER YEEEEAH! - Works best against opponents launched in the air. Not bad damage-wise, but the meter cost might still make it not worth using ... One particularly interesting things about Tae is that fact that her command dash can be done in the air. Complete with doing ground normals (with all their typical properties) in the air. This leads to some silly mixup nonsense, although the meter cost makes it not too broken: TK 236D ... [*]2B <recover> falling j.A <land> 2B5C6BC214C (low -> high -> low) Can replace the second 2B with 6AA or 5B for some extra damage if you can confirm it early. [*]2AB <recover> falling j.A <land> 5B6BC214C (low -> low -> high) [*]2B <recover> falling j.2A j.AB (or just j.A or j.B) <land> 5B6BC214C (low -> high -> high) [*]etc ... Do be careful with this, though - most characters seem to be able to crouch this. Then again, you could fuzzy it by cancelling into j.236S on a jump-in, so ... Also note that Serena is a whore whose tiny hitbox basically invalidates all of this. Some other starter combos: 2B5C6B5D236D 6AAD 6AA214C Simple 1-stock corner carry, works from starting positions, 2511 damage Whiffs on Serena, after the command dash instead just do 6AAC214C corner: 2B5C6C214C <dash> 2A4A6AC214C Simple corner combo, 3075 damage if you want to switch sides: 2B5C6BC236D 6AAD 6AAC214C Use the command dash to go under the opponent. For the first "6AA", the first hit you have to hold the direction of the dash, then immediately press the opposite direction to compensate for Tae turning around. You can just do 4A6AD instead, but that sacrifices a bit of damage. Omit the "6AAD" part if you're not near the corner 2798 damage Silly character specific combo: 6B4D 4D 4D 4D 4D Only seems to work on Alcott for some reason. Totally not worth it, but kinda funny
  3. ... holy hell, other people play this game? Also just noticing that they reached v1.0. Gotta go give that a run soon. I've been playing this for a while when I can (I think I first found it at version like 0.45 or something). Tae all the way (with Qdora as a potential sub ... someday ). For those just finding the game, a quick rundown of mechanics I'm aware of: (Disclaimer: based on the previous version, since I haven't tried 1.0 yet) Four main attack buttons, labeled ABCD (duh) Fifth button is called "Fatal". Hold this button when you land almost any attack, and for one stock of meter it'll either auto-counterhit (even in the middle of a combo) or do a bunch of guard meter damage if it's guarded (PS - this game has guard crush/break/whatever you want to call it). This game has something similar to BB/P4A's SMP - you'll see a "Same Pattern". I'm not exactly sure of the specific details it goes on. EX moves cost 1 stock. Supers cost 2. You can cancel (most?) specials into other specials by entering the second special's input during the first. This is called an "S-Cancel" and costs 1 stock. You can do something like a Roman Cancel. I think the input is A+B+C; Doesn't need to hit the opponent first. Called a "T-Cancel", and costs 1 stock. There is some sort of burst mechanic. I never tried to fully understand it; just mash everything and hope for the best! After I get some time with 1.0, would anybody be interested in a writeup of some Tae tech? (Disclaimer: having little actual face-to-face matchup experience, said tech might be mostly combos and silly things. At least I can explain her moves decently) Tales(agp24) could probably give some info on Alcott as well if he finds his way here. EDIT: I've never found anything more about this move ("My Fire Ready"). Seems to be geared towards setups on oki and/or annoying people at range.
  4. Tentatively going to say I'll be up for something if we can set something up, under the caveat that I may need to change my mind if my brother wants to move shit out of college on Saturday (not the current plan, but plans have a tendency to change without prior notice ).
  5. Quite a lot, actually. On an unrelated note, boredom inspired me to pick up Tekken Tag 2. Not sure if I'll be able to stick with it, but I'm gonna give it an honest go at least. On a note related to the previous unrelated note, said boredom was caused by my desktop's HDD crashing out of nowhere,
  6. ... y'know, I'm honestly not sure if I could actually hold back in GG; at least, without switching to another character. I've been playing Sol for so long everthing just kinda flows by itself. Glad you're not crushed and in despair over it. Well then that just means you're a scr ... ... you know what, not even gonna bother. Too easy a setup, not worth it.
  7. There is a small interest in AquaPazza over here in New England, and I heard they even had a tourny for it at a recent major (I may be remembering wrong though, since I wasn't there). But it seems overall the game didn't catch on with many people around here. As a Chizuru player myself, I'm interested in knowing about this. Got somewhere to point me to for details? Aside from understanding my character better, it'll also help me try to convince others that they can, in fact, beat me facerolling with her.
  8. So, that was fun. I'll have to keep up with other events at this venue, especially if they decide to start running GG as an actual event. When will the results be posted? I didn't see anything in the events subforum yet, and I'm kinda curious on where exactly I landed in P4A. Shoutouts to NH (read: me) somehow showing up at the venue before CT (read: Mindgame, etc). Shoutouts to doing better than I expected in P4A (that is, winning any matches at all ). Shoutouts to Juan for giving me a Juan-derfully terrible investment opportunity. Shoutouts to impromptu $1 GG tournament and everyone who played in it. Shoutouts to Mindgame and company ditching us cool people (and Katz) and heading to TGI Friday's instead of the diner. Shoutouts to my chill moth buddy at said diner.
  9. I plan on going tomorrow, and I can give them a ride back. If possible I'd prefer they ride down with you though since I'll already be getting up and heading out much earlier than usual (mornings can go to hell ). If 9ball can drive them back that'd probably be a better arrangement, but I don't have a problem with bringing them back myself if need be. ... and I'll actually call you to make sure you get the message.
  10. ... but burger-thing loves you! In all seriousness, like I said at casuals I'd be fine with the idea if we can make it work. Of course Lazy brings up a good point that it'd be difficult at Why's, but perhaps there'd be some way around that. Or we could give it a go when casuals are somewhere else (maybe if/when I decide to host casuals again ... my kitchen sure as hell is underutilized most of the time). I can tell you from experience these two things are almost entirely mutually exclusive. Right now there's something like an 80% chance of me heading down there next weekend. Main concern is simply that it looks like next week is going to be quite busy at work, but heh. If you want to head down I could pick you up on the way (and add an hour to my trip time, not that that ever stops me ).
  11. Yeah, I'll admit by default I'm a bit rough and such, but all you need to do is ask and I'll tone it down. It's just my way of bringing the hype, really. No offense or anything intended. Anyways, ... Shoutouts to Why for hosting. Shoutouts to Why's mother for making awesome cookies for us. Shoutouts to remembering that MK and BB can, in fact, be fun. Shoutouts to Outlaw for getting back. Cool new bike, by the way. Shoutouts to Katz getting bodied by the Lucky Star opening song. I decided to pick up a copy of BBCSE since I'm getting tired of waiting for CP console version to be announces (cue it being announced like tomorrow). Might end up playing online even at some point, if I'm not too busy realizing that Abyss mode is basically GG's survival mode (and thus fun).
  12. Simple enough. Yeah, PM me your info and I can give you a ride on Saturday.
  13. Can do. Whereabouts are you living now? If it's not too much out of the way I can give you a ride.
  14. I noticed. Kinda funny, she seems to be the only one getting hit by major nerfs. Everyone else has maybe one or two '-' points on their list, but Celia II's list is almost entirely '-'. Not saying it isn't justified, but still - dammit . Interesting that they gave EX dash attack invuln. Somewhat odd move to work as a reversal, but hey I'll take it if they're nerfing the hell out of EX Scythe. Probably more punishable, at least.
  15. Wish I could show up for these, but full-time employment plus how far it is from me kinda kills that idea. I'm not disagreeing with this, but at the same time like Vyers says it's hard to justify attending an event where nothing you're interested in is featured. If people can coordinate an effort for casuals or such, a bunch of the "hurdle" is overcome right there. The problem then just boils down to communicating things - your initial post seemed to hold disdain at the idea of bringing Guilty in, whereas you're actually for it (goddamn tsundere). Of course, not saying it's all your fault - nobody else seemed to think of asking "hey how about getting Guilty in there somehow, even as just casuals?" and instead just assumed it wouldn't work. Regarding this event in particular, I'm considering going anyways because I do (somewhat) play P4A, and it'd be a good opportunity to lose miserably get matchup experience and quit the game again get better. Still undecided, but if we can organize some GG casuals there it'd certainly help.
  16. Unfortunately, your initial post really didn't do anything to convey this. In fact, with the spoiler tag'd part, it almost seemed like you were against what you're saying now. Like I said in my previous post, if we're serious about getting a GG side-tourney at the event I'll very likely attend as well. Assuming BlueNine, you, and me - 3 already. I don't know who else has been at these events, but I doubt it'd be hard to find a few more for GG. I wouldn't bet on Katz/Tales/Vyers attending necessarily, but there's that possibility. Also, it might just be me not paying attention, but this is the first I've been made aware of attempts to have a GG tournament at that location; all I remember hearing about previously is other games (this is the part where everyone points out that I missed a million obvious things and I'm oblivious ). I know there was the one time where LPT wanted me to go to GU for a possible GG side-tourney at a P4A event, but I had already set up plans with Tales for X9 (plus, I wasn't playing P4A again/yet at that point, so it felt like there was a chance of having no games I would be playing).
  17. Kind of a chicken-and-egg problem here*. You're asking people to show up at an event that doesn't have any guarantee (or even mention) of a game they play, giving only an ambiguous and completely unofficial "we might have it maybe". Meanwhile from the other side of course there's the whole "nobody's showing up so why bother?" angle from the venue. Side-tournaments might help, but if something's not organized and made known beforehand it's not going to draw in the people, unfortunately. Now, if we can organize, in-advance, that we're going to put together a GG side-tourney, and we can get enough people on-board to show numbers, then this stalemate might be broken. But as-is, people see "Hey guys here's a neato P4A tourney come play P4A" and not being huge on P4A go "Where's Guilty?" and leave the thread. (Also doesn't help that half the games there are Capcom, and KoF is the only other remotely-anime FTG in the list, but that's another story). If we want to get GG as a side-tourny or whatever I'm almost certain to be there (dammit how low has it been since the last ACT or whatever GG tournament in CT?), but if you're just going to give a huge ambiguous "possibly" it's not really going to convince people to show, especially not in number actually needed to change the status quo. * EDIT: Is anyone hosting a meetup this week?
  18. I will consider attending, but I make no promises. It's almost three hours straight-shot for me, which is kinda a lot for a game I'm still not particularly versed in. At least there's some time to give thought to it. There's really only one way to fix this. Not really. His concept has all sorts of differences. Besides, there's tons of causailty issues in there that make it make less sense than my ideas (I think, anyways).
  19. Okay, good to know. Apparently I suck at combo theory. I'll take that over boss-Lynia's hyper-forever-mixup any day. Friede has painful things, but she can easily enough be guarded if you pay attention. Hell, regular Lynia can be scary if you're on hard difficulty. That looks fun. I know I tried CH 236HS -> 236HS and didn't get it to work, but it's probably just timing much like CH 236HS -> 6HS (needs a very slight delay, I found). ... hmm, perhaps it's time for another combo video. EDIT: I can't get the 236S BRK 5HS to connect. But subbing it with 236P BRK 5HS works fine, although it's not quite enough to full-kill Cielo. That we must. Also, if my five-second translations of the arcade mode win quotes are accurate, Lunathia thinks Chartette is a puppy. Chartette, however, denies this.
  20. Yep, still on 'bro break', as Vyers put it. Just this next weekend though; then it's back to business as usual for me. Also for anyone who doesn't pay attention to that part of the forum, Wonderful World has a new version, complete with a wolf girl wielding a huge sword. </shameless plug for a game almost nobody plays>
  21. Played around with the new version some more. I felt a few things were tighter to combo with Lunathia, but nothing was dropping that I know worked before so it might just be me being out of practice with the game. For wolf girl - improved version of a previous combo: 5HS 236P 6P 236HS BRK j.HS <land> 214S still trying to figure out how feasible it is to actually start combos with 5HS (as I don't see any way to actually combo into it yet). 5P and 5K starters needs an extra BRK on 236P to get combos, and she builds meter really slowly if my run through arcade mode is any indication. Also, Friede is the new boss character. Rather easy, compared to boss Lynia for instance. Does have a move that summons all four eyes to shoot your with lasers at once, though. Considering subbing her as well, even though I typically don't fare well with slow characters. ... wait a sec - you play Lunathia, Celia II, and Plat? Don't tell me you play Sol in GG too ... we might be clones!
  22. So, for those who still follow this game: version 0.7 is up, complete with a new character! First off - don't see any significant changes in Lunathia. Doubt I'd be able to spot changes in other characters, so I'll refrain from trying. Also, is it a new thing that characters have colors for all six buttons? Because last I remember at least the BRK button didn't have a unique color ... Anyway, on to the new character: Charlette - a slow character that does tons of damage with a huge sword. Also pretty sure she's a wolf-girl or something to that effect. Here's a quick 'day-one' overview: Step dash, no airjumps or airdashes. Overall slow maneuverability. All ground S/HS moves and specials appear air-unblockable. 5P - high, short range hilt poke. Links into itself 2P - low hilt poke. Links into itself, low. 5K - advancing shin kick, hits low. 2K - low kick. does not hit low. 5S - advancing, spinning sword swipe. good reach (almost 1/2 screen) 2S - high angle upward poke. seems to completely whiff all characters not in the air. Completely untechable on air hit. 6S - upward vertical sword swipe. two hits, launches. BRK when recovery starts. 5HS - vertical downward sword swipe. groundbounces, but not very high. 2HS - ground-level sword stab. low, sweeps. 6HS - slow-as-hell unblockable that wrecks half the opponent's lifebar and wallslams. can be dash-cancelled or BRK'd partway through the windup. j.P - down-forward sword stab. hits overhead, but the hitbox is smaller than it looks. j.K - knee attack. active forever, hits overhead. j.S - slightly upward-angled sword slash. looks like a good air-to-air. j.HS - vertically spinning downward sword attack. can hit multiple times depending on spacing. groundbounces a bit on ground hit, and is an overhead. Ground throw is a simply grab and toss maneuver. Doesn't seem to allow follow-up, but does decent damage Air throw brings them to the ground with no apparent follow-ups, either. Original action: 5O/2O - creates a brief barrier that can catch an attack. on catch, the opponent gets hit. Haven't played around with this much yet, but it seems you need to match the actual standing/crouching state of the opponent's attack. Trying to, for instance, 2O Charlette's 5S fails. Specials/Supoers: (Note: all move names are quick translations from the movelist and may be inaccurate.) 236P - Heavy Tail - hard-hitting hilt poke. Short range, small launch on hit. BRK on hit allows follow-up. 236S - Drill Blade - advancing forward stab. Good reach. BRK during startup. 214S - Spiral Typhoon - Spinning, ascending sword attack. Multiple hits, doesn't seem to be a reversal. 236HS - Rock Break - Large jump into downward smash attack. Launches very high on CH. Very telegraphed overhead, but can BRK any time during startup, giving it double function as a really high jump 236236HS - Terra-Break - super version of 236HS. Seems to have a giant hitbox vertically if the opponent is in hitsun for some reason. Does like 60% raw. Day-One combos (all tested in mirror-match conditions): 5HS 6S 236HS BRK j.H does like 40%, may whiff outside the corner depending on spacing 5HS 236P 6S 236HS BRK j.H similar to the above, bit tricker, but seems more consistent midscreen and does about 50% damage CH 236HS -> 6HS or 236236HS silly combo that probably shouldn't work in a real match, but eats like 80-90% of the opponent's lifebar for almost no effort. insta-gibs Aiwhen (not that that's surprising) 236HS 2S 214S gets about 65% damage meterless. All three attacks are links. Seems to work midscreen even.
  23. Not going. As mentioned earlier, my brother's on break from school for a week or so starting tomorrow. ... where's Guilty?
  24. Shoutouts to Mindgame for making his way up to X9suals yesterday. Shoutouts to Mindgame/Tales/Katz/Johnny for games in GG/P4A/SG/CC/AH3/Aquapazza. Shoutouts to Teddie shutting down Naoto's neutral game practically for free. Shoutouts to those random kids at X9 who gave the GG and other FTGs a try (and took getting bodied in Aquapazza quite well). Also, preemptively saying I'm probably not going to be going to anything the next two weekends, due to my brother being on break from school.
  25. You're still in CT, right? Unfortunately, nobody from down there has come to X9 casuals yet (maybe some persuading is in order?). Awesome. Katz, I assume you want a ride ... I'll be there around the usual time.
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