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Kurokun

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Everything posted by Kurokun

  1. 3rd loketest stuffs for AC+R look quite interesting so far.
  2. 3rd loketest changes seem to be quite subtle. The change to bubble stuffs from the 2nd to 3rd loketest is a noteworthy fix (opponent no longer able to strike at bubble to destroy it). Other than that, 2D having a slightly longer range is nice. FB Spear having an FRC is interesting though.
  3. Spent some time in Hilo this past weekend. I helped out to clear some trees and got rewarded with a good sized aku for dinner. I have some pretty fun stories from the FG session that I'll probably tell you about later. You still picking up P4A?
  4. We can hype up curling when the next Winter Olympics take place, lol. TV schedule for events is somewhat whack due to the timezone difference. Some stuff comes on after midnight and goes on through to the early morning on some of the Summer Olympics coverage channels. Fencing is pretty hype whenever someone gets a point. I wanna check out some of these food event stuffs sometime. The food truck stuffs interest me.
  5. Bears, you watching any Summer Olympics stuffs? Also, do you check out any of those food event stuffs on Oahu?
  6. Floe streamed some IWBTG: Gaiden action last night. It seems that the home version of the game has some tweaks here and there. Floe's new journey continues to be entertaining. Also, Batman called in via Skype to plug his movie that comes out this Friday.
  7. - 2D still has JC. - 2nd Fish Summon followup input is still there. - Dizzy still has j.2S. Other notable info stuffs are in this post: http://www.dustloop.com/forums/showthread.php?14246-AC-R-Dizzy-Changes&p=1334971&viewfull=1#post1334971
  8. I had two stream setups going and they worked fine for the most part anyway, lol. EVO 2012 Grand Finals vids are up on the SRK front page as YT versions. ST Finals were HYPE.
  9. Bears, how was your EVO weekend? Did you watch GG stuffs? EVO 2012 stuff: - Floe's journey in IWBTG:Gaiden was crazy HYPE entertainment, lol. - KOFXIII tournament and finals were HYPE. - UMvC3 finals were quite HYPE. - SF4 finals were quite entertaining with the variety of chars used. - VF5 finals was pretty cool to watch. - SC5 finals were interesting to watch. Random stuff: - Made a batch of Rice Krispies Treats. - Played a bunch of Makoto mirror matches in SF4. - Met someone (who plays SF4) that is interested in picking up GG and KOF.
  10. More importantly, did you watch the IWBTG:Gaiden stream? Floe was subject to much trolling, lol. The above vid was... interesting. Seems alright.
  11. The journey begins again...
  12. Kurokun

    AC: Combos

    No prob. For the 3rd one, it helps if the f.S hits close before you do Imperial Ray so that it can connect better and you get the most hits/damage and KD. It works pretty well at around 3/4 screen.
  13. Kurokun

    AC: Combos

    CH Ice Spike gives KD. Went into training mode to try some stuff out: CH Ice Spike > dash 5K > f.S > Ice Spike - full-screen to outside of 3/4 screen CH Ice Spike > dash f.S > Ice Spike - a litle less than full-screen but still long range (outside of 3/4 screen range) CH Ice Spike > dash f.S > Imperial Ray (dash afterwards for the full amount of hits and KD) - same as above combo in regard to distance CH Ice Spike > dash 2H > Ice Spike FRC > whatever - Ice Spike FRC combo
  14. I've noticed that as well in the few times that it's been used for wallstick stuff. I wonder if the frame data for Laser Fish (on aerial hit for wallstick) has changed in AC+R? Right now in AC it's only a Lv 2 move, whereas most other normal/special moves that cause wallstick (normally or via CH) are Lv 3 and higher, and a number of them can also miss the wall from certain ranges as well.
  15. If Laser Fish Summon could do full-screen blowback into wallstick (like SL's DoT and JA's Asanagi-K, which have forward momentum), that would be pretty cool. Follow-up combo opportunity will probably depend on DI's position relative to the wall though.
  16. I went ahead and updated the entry with that explanation. It sounds better actually. The main thing is that we have a general idea of what the change is after seeing a visual of the follow-up Laser Fish summon in action, lol.
  17. That sounds about right and after seeing some examples of it in action, that is probably what it is. I'll go amend the entry with that explanation. It's kinda interesting that Scythe and Imperial Ray got no changes, whatsoever. Watch as the next loketest has changes that affect both of those things, lol. I wonder what the Japanese Dizzy players think about the changes so far...
  18. The info about the 2nd Loketest Change List translation and observations stuffs from the 2nd Loketest stream are also on the first page (second post) of this thread, for organization and convenience.
  19. In AC, I sometimes used FB Bubble with summons for delay explosion setups and for zoning with the large explosion range. Now, FB Bubble pretty much forces the opponent to approach and attack Dizzy to disarm it, which could lead to them getting punished for being somewhat reckless. Unless, Dizzy happens to pop the bubble first before it explodes... FB Bubble: To pop or auto-explode? That is the question.
  20. That was like one time out of however many Dizzy players that were featured on the 2nd loketest stream, and it was never seen again, lol. It does give me some ideas for setups though.
  21. I watched the 2nd loketest stream over the weekend in it's entirety, more-or-less, lol. Who would you have switched to if you weren't gonna use Axl? Yes, I saw lots of stuff on both days. Most of the time spent watching was waiting/hoping certain chars would be on the stream and for the players try stuff out. Then you hoped they would be featured again soon, but other chars got played more often and there were quite a few runbacks, here and there. Chars you play: Axl - New gatlings are quite good. Axl Bomber no longer being an overhead in noticeable. May - Can still do Dolphin Loop variants. Venom - Pool ball bank shots bounce a lot. Ball projectiles are physical hits now. Chars I play: Dizzy - Has a full-screen Ice Spike and FB Spear for long-range combat stuffs, as well as a new Fish Summon. ABA - Goku Moroha mode lasts for some time and is ridiculous, Moroha mode looks strong too. Millia - Combo stuffs are a mix of #R, Slash, and AC that involve j.2H. Pin delay pickup is quite noticeable. Highlights of the other chars: Sol - Can do 'Dust Loop' combo again for a few reps, lol. I-No - Double AD stuffs greatly improve her combo ability in the corner, like she doesn't even touch the ground at some points, lol. Quite strong. Johnny - Combo potential is quite strong, especially with coin/MF stuffs. Eddie - Still looks strong, especially with the addition of old shadow summon stuffs. Potemkin - Still does good damage, especially with Pot Buster damage increase and followup combo in the corner as well as combos in Air Pot Buster. Slayer - Still does good damage, lol. Jam - Can still do stuff with 6H (does groundbounce) even without wallstick. If I was using her again, I'd probably be happy doing Kick Specials for combo stuff, lol. Baiken - GC while running is cool. Combo potential is quite strong with Tatami at corner. Testament - Delay EXE Beast stuffs are quite noticeable. Anji - FB air grab is crazy. Ground combo stuffs with FB Rin are pretty strong. Robo Ky - Overheat Mode gives access to some cool stuff like 2S launching on hit. 2H 'Hidden Missile' is pretty cool too. Ky - His changes/additions seemed subtle to me, probably due to his gameplay style. Lightning Strike (222H) OTG FRC stuffs look pretty cool, as does L.Sphere > followup for wallstick into combo stuffs. Order Sol - Didn't see too much of him but wallstick stuff with his charged 236P gives a nice combo opportunity. Faust - Still solid. FB Door looks cool and adds to combo stuffs. New thrown items are pretty cool too. Chipp - 'Find Me' can be stacked twice, lol. Zappa - Sword Summon has full-screen range stuff and other summons have tweaks too. Bridget - Has combo potential after Roger Punch > wallstick in corner. Boost to damage output. Kliff - Old Man is quite strong. Justice - No dashing limits her movement range. Speed Boost Install OD gives her dashes back for a short time but has recovery afterwards.
  22. The few times I saw Dizzy players test bubble stuff was them trying out various situations regarding summoning it and the possibility of interruption via an opponents' attack. Things didn't look good, but the possibility for scenarios to punish opponents doing stand-alone pokes to disarm bubbles at range seemed hopeful though. Hard to see auto-explode stuffs at work because opponents were popping bubble easily. Barely saw any FB Bubble stuffs used either, probably due to 25% Tension cost. 236D is a highlight for sure. I want to play Dizzy vs Dizzy matchup with you again, woki.
  23. At first, I thought you were talking about Ice Spike launch onto a Fish laser for wallstick, which was something of it's own thing. Then with the next thing you posted up, after looking at it for a bit, it looked like it was an oki setup with a possible wallstick scenario. I can visualize the scenario you're thinking of and it could work, but it's a one-shot deal. Your opponent is likely to fall for it once but afterwards not so much since you give up rushdown pressure/mixup through oki, especially when they realize your action of doing a D Ice Spike is more-or-less telegraphed because of the positioning. For a setup that could possibly involve getting a wallstick, it's interesting. For oki though in regard to positioning, there are better options to be had, IMO. With Ice Spike at mid-screen, you always want to use the FRC, whenever possible, to have better positioning for oki, especially since you can do a followup combo to carry the opponent into the corner (for corner oki) or just do a IAD followup combo for damage. The other option is to use 2H or 2D for KD then do summon oki at mid-screen, maybe even a crossover oki option depending on the KD and the oki setup used. I can see Ice Spike oki stuff having a purpose (like what Nehle uses it for), but it's for a specific situation and it isn't your only option as far as oki stuffs go.
  24. Looking at the setup you posted up, would the 236D (Ice Spike) be the only thing you'd do after the 214H~H (or S) for oki? I don't see this working if the opponent blocks successfully upon wake-up, unless they didn't block or something. If D Ice Spike (FRC) is the only thing you are doing after Fish Summon okizeme in this scenario, it's kind of a waste since it's a one-shot deal for something (wallstick), especially considering that the Ice Spike is your only attempt to launch the opponent onto a laser for a wallstick. I could see the setup working once to catch a jump out, which would probably reward you with a laser into wallstick for whatever. Realistically though, you give up pressure via okizeme through rushdown after the 214H laser, where your normal options are dash 2K or IAD j.2S. At mid-screen, I'm doing either a Ice Spike FRC carry combo into the corner then oki (or better oki setup after Ice Spike FRC) or crossover oki stuffs after a 2D KD.
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