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Spark

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Everything posted by Spark

  1. I've included the [CT] or [CS] tag to their respective threads. Only problem now is that the last 5 or so pages of the CT combos thread is filled with CS combos.

  2. It's still there, the frame data just doesn't mention it for some reason.
  3. The part where he stomps over the beam? The beam is foot and projectile attribute, and 6B is invincible to foot attribute moves.
  4. During the last part of the spin where they are falling when you hit them with 6D counts as OTG. It will hit Rachel OTG normally and maybe Tager.
  5. Those 2 5D combos only work on Rachel.
  6. In CS there are only be 3 levels, no charge, some charge, and full charge. Only difference between no charge, and some charge is 300 damage. Full charge has long hit stun, launches if it hits them OTG, or if they're in the air. On CH the fully charged one causes fatal counter.
  7. I don't know how many people have noticed, but you can link 5A after standing 6C normal hit and 2A after crouching 6C normal hit. However it seems that even on CH, at least for level 1 6C you don't actually get more hitstun. So Lvl 1 6C CH doesn't link into anything other than 5A or 2A depending on whether they're standing or not. So this means that you have to be very close to combo off 6C when using it as a punish.
  8. This is Tae: I look forward to meeting you again! I recorded the grand finals for both BBCS and GGXXAC, and will put it up once I get back home. I even recorded the part where they shu off the TV.
  9. Actually, you are exactly right Sly! For BB btw. Unsure about GG.
  10. Tae Seong Kim posting from Las Vegas... Here are the results: Guilty Gear XX AC 1st. Wuku (TE) Lost to no one *** 2nd. Hellmonkey (BA, ED) Lost to Wuku twice *** 3rd. MikeZ (PO) Lost to Wuku and Hellmonkey 4th. Tolore (BA) Lost to MikeZ and Hellmonkey 5th. Tae Seong Kim (PO) Lost to Wuku and Hellmonkey 5th. A3Religion (JO) Lost to ??? and Tolore *** Guilty Gear was cut short during the Grand Finals due to time restrictions. An Evo staff member walked up and shut off the TV as Wuku and Hellmonkey were playing their match. Grand Finals was best 3 out of 5, and Wuku was up two matches to zero. They were in the middle of the 3rd match when we got shut down. Hellmonkey was up one round and had a comfortable life lead during the 2nd round of that match. Hellmonkey being a great sport gave the match to Wuku for the win. BlazBlue CS 1st. Spark (HA) Lost to no one 2nd. Veteru (RG) Lost to Spark twice 3rd. Dacidbro (BA) Lost to Veteru twice 4th. Zong_1 (CA) Lost to Spark and Dacidbro More resullts and videos will be posted later. GGs to all. (hellmonkey edit) FULL GG RESULTS 1 Wuku 2 s.yeknom 3 MikeZ 4 AlexGreen 5 a3religion 5 TaeSongKim 7 kennyon 7 DarkDragon 9 buzzsaw 9 Jan 9 MikeBoy 9 render 13 Ky-Sama 13 Jo 13 Stickbug 13 PhaethonH 17 Soniti 17 Zong_1 17 Abstract 17 necro-son 17 MayFTW 17 Xie 17 Dakanya 17 StormLocke 25 Koogy (Forfeited) 25 Showmeyamoves 25 Sol-Bumguy 25 blue9 25 Aria 25 Christina 25 Huey 25 INTI 33 AlmightyGnat 33 Stryfe 33 Spiteful 33 VormavPrime (Forfeited) 33 KarlKabalalaisk 33 Stark 33 ajinkris
  11. Ok now that I've had more time to test with multiple characters, here is an updated list of SD and start up frames for her attacks. The numbers are exact on less noted otherwise. SD: 5A = -1 2A = -2 6A = -7 5B = -6 2B = +1 6B = -3 5C = -9 2C = -20 3C = -16 6C = -26 63214C = -10 623C = -20 // Not in CH state for duration of move 632146C = At best -31 // Not in CH state for duration of move Start Up: 5A = 6 2A = 7 6A = 11 5B = 9 2B = 10 6B = 22 5C = 14 2C = 16 3C = 14 6C = 20 j.2C = 21 At worst (Calculated assuming Mu's jump start up is 4 frames) 236A = 31 At worst (Kind of hard to test) 214D = Between 36-38 (Kind of hard to test) 623C = 10 63214C (Fastest) = 19 632146C = 14
  12. No, 632146C fully charged is very plus on block. I'm not sure if there's a partial charge on it, and if there is I'm not sure what the SD is on it. Edit: Oops yeah I meant 63214C.
  13. Dunno if anyone has already done this, but here's the static difference for some of Mu's normals and specials. Note* All were tested using Hakumen's moves. 5A = At best -1 2A = At best -1 6A = At best -6 5B = At best -5 2B = At worst +1 6B = At best -1 Note: IB punish with 6F atk will CH 5C = -9 Exactly 2C = -15 Exactly 3C = -15 Exactly 6C = -20 Exactly 63214C = -10 Exactly 623C = -20 Exactly I'll update as I find more.
  14. If the 5A puts them at the right height than, yes you could 5A > 5C > 5C.
  15. Hazama can 3C under 4C, but at max 4C distance I don't think 3C can hit you.
  16. I'm planning on sending in the passport application some time next week. I'm not sure what I'm going to do for the flight yet.

  17. Training mode from CT console helped the most with learning the main j.C > 2C > sj > j.2C combo. Although I did spend a week doing nothing, but the practicing the new combos when CS first came out.
  18. Yeah, you have to hit them at a certain height or if you CH hit them in the air you can do it again no matter what height.
  19. Some times depending on the character and distance from the wall you might not be able to connect j.2C after (214B (2hit) > 2C > jc > j.2A). And yes it is almost always better to use the 214B corner combo because while it actually does less damage than the 214B (1 hit) > 623A(A) combo it costs 2 stars less and gives back about the same amount of meter. Also I find the 214B (1 hit) > 623A(A) combo easier to do than the 214B combo because it is always the same no matter what character you are doing it on, but the 214B wall loop combo requires you to super jump or normal jump depending on which character you are doing it on and the distance you are at. Well I use Hotaru more or less depending on the match up. Against Hazama I did it to beat the kick super when ever I thought he would use it. I like to use it to beat anti-airs but, it's not as useful against Hazama's anti-air 2C because he kind of ducks down and avoids being hit, so best case you clash and that's a waste of meter. About using it more than Renka and Zantetsu, those moves have different uses than Hotaru, so while Hotaru is "better" for some things that doesn't mean you should always use it in place of the other two. It depends on the situation. When I was jumping up and forward I would throw out a j.2A just in case he tries to anti-air me with a chain, j.2A has a big enough window where it will cut projectiles and recovers fast enough that sticking it out isn't a huge risk. When you're far away enough you can j.2A the chains on reaction. You have to hit the opponent when they're above Hakumen's head with the first 5C to be able to follow up with another 5C. The timing to get two 5Cs in a row can take a little while to get used to. I normally don't use it too often, but without meter Hazama can't really punish it and if you have 4 stars he can't punish it at all. In this match I was messing around with using 6C to safely break GP, so that when I was pressuring he would be worried about getting guard broken and would be more likely to take risks trying to poke or super out. I was worried about being supered, so a lot of the times where I would have used Tsubaki I did Hotaru instead.
  20. At 1:42-43 Hazama did 3C and canceled into the stance which can go low, go high, cancel, or flash kick. In this situation if you know they will do the stance you should always do 3C on reaction to the stance. 3C will hit Hazama out of the air if he does the over head attack, will be fast enough to beat out the low attack, will whiff the flash kick (but you recover fast enough to 214A him), and if he does the cancel it will not be fast enough to avoid being hit by 3C. When you hit Hazama out of his overhead hop with 3C it hits him in the air so he isn't grounded so 2B can't follow up. I did 2B there just as a habit as a follow up to 3C. Also if Hazama doesn't cancel 3C into anything doing 3C will hit him before he recovers. Of course doing 3C against Hazama's 3C isn't always the best idea because if he knows you are doing this he can cancel into his 236D fireball which will beat out Hakumen's 3C. However, he can't follow up on CH 236D on less he has you in the corner or RCs. Oh the 2As in most of the situations were to give me time to think about what to follow up with, either to renka combo, go for a mixup, or watching for bursts. You really shouldn't do renka if you can't follow it up with a combo, but I hate not being able to get knock down from 2A. But, that's just a bad habit of mine.
  21. No, you can't counter the unblockable onless you use his Astral.
  22. You can 623A under it, but not on frame 1 it's a couple frames in. If you look at the hitbox data his hitbox shrinks some more after he starts it. So it's just like 623Aing under Jin's ice or spark bolt where can go under it, but you have to do it early. Also you can hit them with 3C, but I think 22[D] has more range than 3C so you can't always do it.
  23. You can 623A under Tsubaki's 22[D].
  24. So will the CDC be held at the BBQ or AI? I'm wondering because I was going on the Cali trip mainly for the CDC.
  25. Gurren still has 25 frames of hitstun on standing hit.
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