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Elemenope

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  1. Elemenope

    Raven Q & A

    Just a note: 5P appears to actually be -6 instead of -5; similarly 6H appears to be -8 and not -4.
  2. If it's hitting twice, place opponent higher, typically done with j.P. The table on the wiki shows the advantage on block given the move you're mist cancelling from and what level your mist finer is at.
  3. It would help if you say what specific combo you're trying to do. If you're having issues doing something like High MF(2)>coin>High MF(2), then that's just a matter of knowing when to throw coin after the wall bounce and then inputting MF. You should be able to combo pretty consistently [High MF(2)>coin]xN until your coins run out without issue. If you're having trouble with this, then definitely play around with when you can act out of coin and when you should be timing coin based on distance from the wall. If you're talking about something like c.S>5H>Low MF(2)>dash>(something)>coin, make sure you're actually doing another normal after the coin because I believe in most cases unless it's a f.S>coin, you'll need to do normal>coin>normal>High MF(2). This also means you have to watch the height they are on certain characters (namely the lighter ones) when you do your first normal before the coin. I have generally found dash>2P>coin>5P>High MF(2) to be most stable across various characters, but it's certainly not the most damaging. If you're talking about something completely different, then the particular route you're trying to do would definitely help. Outside of that, for learning, learning how to mist cancel his grounded normal is probably most important. I'd get used to mist cancelling f.S, 5H, 6H, 2H, 2S, and 2D consistently if you haven't already. Mist cancelling his j.D is pretty important as well for combo routes, but there are work arounds if you're having issue doing stuff like j.D>MC>j.D. But there is definitely no work-around for his grounded normal as you'll be severely lacking if you can't do that.
  4. The 6P images aren't in correct order, likewise the 6H and probably some other specials or normals as well.
  5. I don't particularly mind whichever way, but considering she has no negative edging, wouldn't most intuitive simply just be [ABC] notation for it? After all, those are the normals you'll be hitting with. At least in my mind, I don't associate her spells with elements as much as what buttons I used prior to it.
  6. I thought this as well, but Agito whiffs through Vivace A every time I've tried against it. I thought it was an issue of height at first, but then when I tried hop Agito, Carl just passes on by. I can try again later and try to delay Vivace more since I didn't spend too much time on this as I wanted to practice some Izayoi stuff, but yeah, from what I could tell, properly timed Vivace made agito whiffed.
  7. 3. From a little messing around in training mode, iad j.B seems to beat 236A at these ranges where iad agito is an option. This can be OS'd with ODC as well into j.2C>5C>etc. In ranges where Carl attempts to delay 236A timing to avoid iad j.B, reverse Tsubaki works as well. 236B will also outright lose to agito regardless, even at normal jump height distance. Carl 6A seems to make Hakumen sad at most ranges though.
  8. It seems clear to me that it takes 75 meter. DI YRC/Super YRC doesn't actually "refund" the 50 meter. I believe the 50 meter is only taken at super flash, which is supported by I-no's land cancelled air super and people getting hit out of super startup prior to superflash but it not taking any meter (at least the supers I and my friend uses). In all of the videos I've seen of where people use super>YRC from even just last week to about a year ago, only 25 meter is shown as used as well - it doesn't decrease by 50, get replenished by 50, then decreased by 25 which is what the DHD>YRC video shows. Additionally - the super actually comes out as evidenced by being put in blockstun. I'd say it's more likely that this uses 75 meter compared to DHD being the only super that will allow you to replenish 50 meter if you YRC it *after* super flash.
  9. I believe they mean if you OD on the move that counter-hit itself, due to the added hitstop the opponent has unless I'm misinterpretting what they're saying. Since your 5C isn't counter-hitting them when you OD cancel, you don't get to take advantage of the extra frames of their hitstop.
  10. Why are you proposing balance changes when you don't understand the meaning of a property that every single move in the game has and you don't look up frame data for stuff you're trying to change? And failing to see how lesser recovery with same untech leads to more combos, but at the same time seeing how same recovery but more untech leads to more combos.
  11. The struggles of late night 360p twitch videos ;.; Though, it's kinda curious that the majority of his normals are -1F compared to +R; it makes me presume that the startup listed on the japanese site is solely startup frames instead of the normal startup+first active frame which would possibly solve the discrepancy with the c.S>2H, unless I have been mistaken my whole life and the frame data for moves on the wiki is just solely startup frames without the first active frame as well. edit: Actually, since f.S>6H only works on crouching and not standing (apparently), the preliminary frame data on the japanese site shows it's only startup frames without first active frame, unless other discrepancies can be found.
  12. I also agree with this. Initially, I was kinda sad that we lost 2H as I loved using it in certain situations, but this new 2H looks really fun to use, especially with yrc, airdashes, and zwei. I need to rewatch some stuff, but i kind of want to see how something like 2H>jump/airdash>yrc zwei could work out or even 2H>MC>j.K>MC>j.K. Zwei-transport yrc looks fun to use as well. One thing I want to know though is did any of them try YRCing coin at all? There were some anti-air situations where it seems like coin yrc would've worked out well. Overall though, I'm kind of surprised about this version. Some of the characters I enjoyed lost tools that were fun to use in +R; and although Johnny lost some as well that I liked, the new things they added are really fun to use while giving lots of opportunities to use them as well (and that IK animation). I'm pretty happy about this and it gets me pretty motivated to get back into Xrd after seeing footage of Johnny. I'm sad that I'm at work and can't watch twitch archives here x.x I want to see Satou since from the little I saw before going to work looked really good. Thanks for the combo write ups as well. Also it seems that f.S>6H works on standing characters as well? Or maybe I'm misremembering.
  13. Curiously enough, it's also chargeable which can give you three coins instead of just two. It has me wondering if the charged version can be used off a level 3 MF somehow without RC.
  14. Since you're using it on wakeup or during blockstrings, doesn't [4AB]21421[4]D take care of these input problems? 5D doesn't come out if they stay in front assuming you hold [4AB], if they cross up, yukikaze comes out; since [AB] is held, it can also be freely used at 8 stars as well since you aren't actually inputting Mugen at the end either. You won't get any errant Renkas, Gurren, or Kishuu either. Edit: Actually, just doing 21421[4]ABD takes care of any Mugen and other special overlaps as shown here https://www.youtube.com/watch?v=dX35pnMIAZk
  15. In the particular combo you asked for, it's (whatever)>2C>delay 6D>236B>6B. In certain other combos, it may be 2C>delay 6D>immediate cancel into whatever or it may be 2C>delay 6D>delay cancel into whatever. It depends on whatever combo route you're doing, but in corner, if you do 2C, you typically do a delay 6D if the 2C is near the beginning as your goal is to hit with the body hit of 6D so you get your cancel options, as if you do a 2C>6D immediately, only the bug will come out since you don't actually hit with 6D. And there's no updated thread for combos IIRC; there were some transcribed a couple pages back. I think overall, they're pretty easy to learn even without looking a few pages back if you understand how the combos should be flowing together to get curse meter. Curse combos are short regardless and pretty basic as well.
  16. There's a period of time from when you hit with 6D where you can special cancel or jump cancel before the bug comes out. If you notice, the 6D after the 2C is a delayed one instead of the usual midscreen 2C>6D which has the body hit whiff as the 2C launches.
  17. Depending on starter, rekka drops after pinwheel. If you have proper starter and try it and C Bug does not come out in time, release it earlier on the pinwheel and slightly delay the rekka if needed. You can hold C once you start 6C to go through the whole rekka if you're worried about C bug coming out at the wrong time when you attempt to do 6C>5C>2C, though the timing feels awkward imo if you've been used to doing 6C>[5/6]C>[2/3]C the whole time. After last C-bug happens, D-bug should hit so you can do 22X>6A>5C>super I believe. If D-bug doesn't come out for whatever reason, you can just skip 22X I think and go into 6A>5C>Super usually.
  18. Bird is j.6X air command normal.
  19. Corner would be your standard setups, high/low or left/right when you're over their head with j.C/dive/airdash Are you saying they tech out before j.C hits when you do j.A>j.A>j.B>j.C? This usually happens when you're too far away for j.C to hit, in which case, let j.B hit one more time which should put you in range, or slightly delay the second j.A and j.B.
  20. This is kind of a silly thought imo. If you were enjoying CPEX Hakumen before, you should still be enjoying him now. The only thing that has changed is now you're aware of the glitch - and consequently, you know whether or not you will actually have enough stars for a certain combo instead of wondering why some of your combos aren't working at times. Is the glitch bad? Yeah, it's pretty bad and should be fixed - but you were already playing blissfully ignorant with this handicap throughout all of CPEX.
  21. If it's -5, could you figure out what the actual active and recovery frames are then? Because otherwise, it's impossible for it to be -5.
  22. Hmm, I seem to recall trying to throw during active frames of meaty IL when 1.1 came out and getting CH because of it, but I may be misremembering. I'll try again after work.
  23. 5A~C>5A>66 works for basic setup. It's stupidly ambiguous depending on if they barrier the 5As in anticipation of the C-bug and depending on when you dash.
  24. It's because they're in a true blockstring from when they block the attack to when they block C-bug. Barrier still operates on a 4AB scenario, so when you cross them up during a true blockstring, they'll still be blocking due to how blocking during true blockstrings work in this game, but their barrier won't be active as they're no longer holding 4AB but holding 6AB during the blockstring. So C-bug guard crushes. You can kinda just think about what happens when a D-bug falls on the opponent while you dash or teleport through the opponent and they block it. When Arakune goes through the opponent while the very first D-bug hitbox is blocked, the opponent doesn't need to attempt to switch direction to block the other hits as the D-bug is still sinking. Or any multihitting moves that do not leave a sufficient gap like 5B or Nu 5C - once the opponent blocks the first hit of it, you can let go of the stick or start spinning it if you want while still blocking the followup hits. So your first thought was correct in that you cross them up, they are guarding the wrong way; but the follow up to it was incorrect in that blocking would still be occuring.
  25. If the C-bug hits (as in they're not in blockstun after you cross them up), they get pulled with the C-bug I believe. If it guard crushes (as in they're in blockstun when C-bug touches them, but since you crossed up, they don't have barrier active), they get sent backwards in standard guard crush animation (towards you, since you crossed up) I believe. I believe I did it at least once before, but it's really inconsistent with certain timings. You may have to delay things in multiple places to hit it. I may be misremembering it though, been playing other games lately.
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