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Coffeeling

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Everything posted by Coffeeling

  1. Do you have a compiled file of the Revelator-compatible version available? The one on first page doesn't seem to work :/
  2. Red is a beautiful color, what do you have against it???
  3. I don't think you need much more than this.
  4. You could make the last few frames of j.D gatling into j.D if it makes contact :P
  5. I'm really amused by a Sol player complaining about Faust's defense. You say Faust has that ability. Let's see what he can do: 5P becomes active on the 6th frame, slow jump startup. The rest are basic universal mechanics like pushblock and dead angle that anyone can do. Now, Sol? 5K is active on the 3rd frame, full extension on the 5th, Sol has a DP. Both 5P and 2P are 4f startup. The 6f 5P is the fastest Faust can get anything out, everything else is at least 7f. Sol has, what, 4 buttons faster than that, and 1-2 that are as fast. Someone also has not looked at the frame data at all. You say Faust's recovery is short on his normals thanks to item toss. Newsflash: The only moves whose recovery canceling into item toss shortens are 2H (not appreciably, by 2f or so) and 6H, where canceling actually cuts it in half, but we're talking about 6H here. You can see and react to the startup because it's so slow and 6H xx item is still -13 or something - you have ample time to defend whatever shenanigans Faust decides to try next. All those f.S xx item is longer than f.S alone, and f.S alone is already -8. Item cancel adds about 5 frames to that. 5P is +2, but that's with 6 frames of recovery. What do you think it will be with 23 instead? We're at -15 or something. Nage uses 2S xx item often. Safe? Fuck no. 2S alone is -7 on block and canceling into item makes it -18. That is what Naka meant when he says that stuff works because they're Nage and Kiisha. The opponent has no objective reason to respect any of that, they do it because they're scared or just can't react to it. Faust's pressure works because of the player, it's not objectively hard to challenge, let alone defend. You want to see pressure that's just objectively hard to get out of, see Sol, Elphelt and Zato. You want okizeme that's objectively hard to get out of, see Zato, Elphelt, Millia.
  6. They could go to Capcom-Unity instead.
  7. She looks like Grade A cancer. Screen is so full of crap it's unreal <3
  8. 10F is only for raw twitch reaction with no processing involved - a muscle spasm in reaction to anything at all happening. Reaction with processing is much, much slower than that, though you can speed it up by narrowing down what you're looking for (say, the opposing character's feet leaving the ground).
  9. Speaking of that, if you're doing stuff=>pogo on characters near the corner but towards midscreen instead of the corner, DO NOT GMW. That thing will whiff and you will cry. End in sweep=>item or pogo=>item
  10. The pogo [K] RRC tk bag door routes do really nice damage. 5S 2H pogo [K] RRC, bag front door dash 6H pogo gmw is 265 on Zato, keeps corner and gets oki, which seems like a pretty sweet package by Faust standards. Seems sadly character specific though, works on Zato and is trivial on Pot but haven't found a timing that'd allow [K] to hit Sol, Elph, Millia, Venom or I-No so it's probably either really hard or flat out impossible.
  11. http://nage.hatenablog.com/entry/2015/08/13/183045
  12. Dogura made a list.
  13. Macro glitch is fixed as far as I know, RIP Justice Danmaku plan.
  14. Leo being bad is very much a good thing, IMO.
  15. O_o' Unfortunately in SF4 game breaking OS turned out too hard to implement. Strange viewpoint is strange.
  16. Does this work in AC+R and Reload?
  17. 6P xx item toss has the same frame count as 6P only, so I don't see why you wouldn't throw an item if you can do it fast.
  18. Is there a specific timing to these? Because I can't seem to find one where the combo doesn't drop or 9, 44 doesn't smack them the other side of the screen.
  19. Gotta test when I get home from work. EDIT: Speaking of the patch, there were notes on air bag and mettagiri recovery in the loketest documents. How do they feel post-patch?
  20. You just have do delay it. j.SD (wait), IAD j.SH
  21. I would say "mixup hits" instead of "guard break". Guard break is pretty specific genre jargon so using it in a game without guard break is kind of confusing.
  22. This thread sounds like it was made by a teenage metalhead - because metal is clearly the best kind of music. (I used to be one. Got better.)
  23. It's not an option select, just a cancel. OS is one sequence of actions that can have different outcomes depending on what the opponent does. ie. one button throws are an OS by themselves. SF4's jab~sweep, sweep doesn't come out if jab hits due to hitstop, if the opponent backdashes, jab will miss and sweep press will be timed so you can act => immediate sweep after jab whiff catches backdash. In KOF13, Mr. Karate's jump cancels only work on hit so you can do: 5C jc flying kick. If it gets blocked, no harm no foul just a 5C. If it hits, the air kick will combo and launch them, giving you enough time to confirm EX super for ~40% of their lifebar. The drill cancel doesn't act like that. It's not an OS. Yeah, you wouldn't think of it at first but he has nice frame traps, can pressure in a ghetto zato/millia style with certain items and has an actually good mixup game with drill cancel j.K / low / mettagiri and mettagiri tic throws. It's simplistic but it works. He has decent, piss easy damage for no meter. The burst damage potential from meter sucks ass, but he deals damage by scoring a lot of openings instead because he's good at both space control and mixups.
  24. What Kuma said. Note that to get the cancel done right, you should wait a little instead of trying to input it as fast as possible (there's a height restriction on the drill). Try to get the drill cancel timing right first, and then try doing drill cancel j.K (for a quick overhead you can combo from) and drill cancel j.H (for a disgusting antiair/space control tool)
  25. Yeah 2/5P 2H Rerere is really good.
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