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Spark

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Everything posted by Spark

  1. Not really worth it, on IB you can't really do anything safe that will let you continue pressure and on normal block doing 2A will trade or lose against most of the other 2As in the game. Only time in pressure it might be useful is when they're falling and you catch them with 5A into 6A.
  2. 6A is +0 on normal block now.
  3. In Extend Hakumen's Shippu is 3+7 start up. Also the projectile invun on 623A doesn't last till the end of the move.
  4. j.B has a lot of untechable time in EX, so it's definitely possible.
  5. No Taokaka players in the area.
  6. If your far away enough that 2B will clash with ID, if he does it again it should just whiff as Hakumen pulls his leg back and because 2B's hitbox is shorter than Hakumen's crouching hitbox the 2nd hit of ID should also whiff over him. Else if you're too close only drive, or supers will work.
  7. http://www.amazon.com/Hauppauge-1212-Definition-Personal-Recorder/dp/B0018LX0DY/ref=sr_1_1?ie=UTF8&qid=1321993487&sr=8-1 Just uses USB, it comes with all the software needed, if you record using component it acts as a splitter, otherwise I think we use a component to HDMI converter.
  8. It means if you CH someone in the air with 3C they'll be able to tech when they hit the ground. Like if you 3C Hazama's stance overhead.
  9. It won't because the at the end of most back dashes they are on the ground.
  10. Proration thread updated. 236B(2) P2 down to .55 from .65.
  11. I think 6A has 10% repeat, but the videos with it being used twice are low quality so the numbers are hard to make out.
  12. It went up to 2500 in CS2 from 1500.
  13. It's +7 if canceled on the first frame or last frame and +2(?) if canceled in the middle.
  14. The math is pretty simple, it just takes a while. Anyway a small update to the thread, nothing notable besides fixing Hotaru's proration.
  15. Posting Extend proration changes in a little bit.
  16. 2ish months
  17. 2C > 5 > 2 > 9 > j.2A So basically 2C then let go of stick, go down and then up forward to get the super jump, then j.2A.
  18. So how do you buy the Nico points for SBO?
  19. It's character specific.
  20. If your attack comes out as they tech say with 2B which has a total move length of 19 frames you still +13 because neutral tech takes 32 frames to complete. Where as with 5C it has a total move length of 35 frames, so if they tech as you do your move you end up at -3 after whiffing it.
  21. You can, but if they neutral tech through 5C you won't be at an advantage.
  22. If you end a combo with 5C you can use 5B(whiff) > late chain 2B to time the 2B so it will start a new combo if they don't tech and it will also catch rolls.
  23. Against Ragna, Litchi, Bang, and Valk it doesn't work if you do 214A as soon as possible after 2C. You have to do 2C delay 214A. As far as I know the delay will make it work on Ragna and Bang I haven't tested it on the other 2.
  24. Because for normal moves for you to recover you have to go through start up > active > recovery, where for a projectile it goes from start up > recovery because the projectile can still be active even after you have recovered.
  25. For projectiles under "Recovery" it lists a "total" which is different than the recovery of a normal move. When it says total it means the character start up + character recovery. So Hakumen can't punish Lambda's 236236D with 236236D because it has 57F(total) - 26F(start up) = 31F(recovery) and Hakumen's counter starts up in 56 frames.
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