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St1ckBuG

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Everything posted by St1ckBuG

  1. Yeah, after playing around a bit it looks like 6D was the only one different from the original table of values. I guess they thought 1000 was too cheap and 1500 was too much.
  2. I'll find all the exact numbers today if you want. All you need is a little bit of math and a stopwatch.
  3. Doll 6D only uses 1325 gauge and not 1500. You can do seven 6D's and still have some left over to do another move, but even the one's that cost 1000 will cause her to break. This isn't game breaking or anything, but I thought I'd just share.
  4. This isn't a fuzzy. It's not an instant overhead either. It's not even a tight blockstring. A fuzzy is when you're blocking low, but instead of having your regular crouching hitbox you retain your standing hitbox from the deep jump-in so that you can be hit with a rising normal. The problem with your idea is that you can just crouch after the deep jC and the jA wiffs because your character is able to crouch and doesn't retain it's standing hitbox. There's a gap where you can crouch and jA's hitbox isn't big enough to hit a crouching opponent while rising (except for Tager, and you only get 1 hit of jA). Even after 3C the jA will wiff on crouchers. :/
  5. Can you clarify? jA does not hit overhead.
  6. It does not. Also, it looks like the Ignis gauge does not go down if she guards any type of move. Or at least it doesn't take off enough to be able to physically see it happen.
  7. After playing for a while and testing things out, along with some help from CiticalEdge (and Achtzehn), here's what we found out... 1). Standalone 2D has projectile armor and armor against A normals. If she is hit with an A normal or a projectile during 2D startup/active/recovery she will just continue the move. 2). Standalone 2D does not have armor against B normals, C normals, or specials. If she is hit during the startup/active/recovery frames she will stop but not be de-summoned. She will return to behind Relius. 3). During the recovery state after 214A/214B/214C/j214B/j214A, her 236C/j236C follwups, and D normals where she is floating back to Relius: if 2D is input during this time she will gain super armor against everything. She is a truck during this state. Highs/lows, specials, any button, and any projectile will not stop her from doing 2D... except when Relius is hit :< 4). If 2D is input during 236A (Led Ley), she will gain super armor against everything, just like #3. 5). These armor exceptions do no have any effect on her other D normals or specials. She cannot give extra armor to any other moves other than 2D. Also, 236A can dodge Yukikaze but not regular D button Hakumen counters.
  8. Thanks for hosting Justin. My Baiken shall surpass you (if it hasn't already).
  9. I've been wrong about 2D this whole time. I'm going to test Ignis specials and normals today. It turns out 2D has built in health, kind of like Rachel's frog. After 214A or 236A she gets full super armor. I need to figure out if there's anything else like this. Edit: Gonna stream myself in training mode for a bit http://www.twitch.tv/St1ckBuG
  10. Nope. Not from what I've seen/done. 2D seems to be the only exception.
  11. @GODSGARDEN_jp stream archive with @pomesama [Part 1] http://www.twitch.tv/godsgarden/b/303934231 [Part 2] http://www.twitch.tv/godsgarden/b/303936468 He switches to Carl in the second half of part 2. There's too much good stuff in here to list it all.
  12. Oh wow, I think Ignis 2D during 236A also has armor? Can someone else confirm? I'm at work... doing uh, work? Edit: Confirmed. I just saw it done again, and tested it myself.
  13. When you lose you're supposed to get up and wait a few seconds. If no one else goes to sit down immediately then you're good to sit back down again. Players even do this when there's no one is standing around waiting 'in line' to play. The only players I saw in Japan not do this were the two French guys there for SBO, but I can vouch for them and say if no one told them about this unwritten rule then they would have no reason to get up from the cab after losing. Everyone is very passive. If I ever saw two guys go for the chair after someone lost, they would both make eye contact and then offer that the other person go first.
  14. Andy, what time would you have to be picked up/dropped off? I'll be picking up Jiyuna pretty early in the afternoon if he wants to come.
  15. Back before EX was patched you could kara-summons into throws. It's actually in that JP Relius guide video that was posted a while ago. If that's what you're talking about it was patched out and no longer works. If you're talking about doing 214B then buffering throw, then yes, you green throw right before 214B becomes active. It's definitely a good mixup tool... if you're confident that the player won't push a button. Also remember that teching throws always unsummons Ignis no mater who threw first. Since we're on a combo thread topic, a Relius combo thread should be categorized depending on: 1). Ignis summon/unsummoned 2). Position on the screen 3). Starter 4). How much IC you want to use/have If you guys are going to start making a combo thread please keep it simple. Please please please please please keep it simple. Don't list 40 combos with 3 variations of each. The first ever Makoto thread from CS1 did this and it was terrible. Combo theory would be great. BTW: All of Ignus D normals and specials/summons guard point projectiles. Also, you can combo 214A > 6D only on crouching CH. Edit: I just watched your video. I didn't refresh the page until now. It only works off of counter-throw? That's weird. Double Edit: I'm not too sure about that combo thread layout...
  16. I want to get Jiyuna to come out, and I'll pick him up as long as he's not emo about it.
  17. I won't show up unless there's pocky and/or ramune involved.
  18. Taken from the general thread, but I think it belongs here instead: This is not completely true. Ignis has 2 moves, to my knowledge, that she cannot be hit out of: The first one is 236236D. This is pretty straight forward (and everyone already knows about) since it works the same as Carl's super that we're all familiar with. The second one is 2D after using 214A to advance Ignis. Let me explain: -Ignis can be hit out of any of her D normals (2D, 6D, 4D and jD's) and during her 214X summons/specials. She can armor projectiles/bursts though. (I'm not sure if she can armor projectiles with all of her normals/specials, since I haven't tested this yet.) -If you use 214A (already summoned/not summoned) to advance Ignis, during the recovery when she starts floating back to you, you can input D normals and her specials. The properties of all of her normals and specials remain the same except for 2D, which gains superarmor during this time for the move's entire duration (startup/active/recovery). I've seen this happen a couple times in videos and it bothered the hell out of me, and no one else brought it up here so I thought I was just crazy. I personally tested her normals and specials with LK to see if any of them had superarmor. In the end he was able to hit her out of every single one during their startup, so I just gave up. Then I saw 2D super armor Tager j2C, Bang 2A, as well as Ragna 5B, but I just assumed she was being hit during during some specific frames that have superarmor and that we'll find out with the mook later. I got curious so I went into practice mode last night and found this out after watching those videos again... I love practice mode. Another thing I found out while testing this is that Ignis can go past the other character after 214A if they're close enough, so if you mash on 2D after 214A she'll sometimes start 2D while behind them, causing 2D to wiff completely. Spacing/timing will be a little important when trying to use this. So there you go, an Ignis normal with superarmor. Kind of nice right? It gives you a pretty nice way to approach if you feel like blowing the meter for it, which is totally worth it IMO. On the subject of approaching, dashing 236A > 6D is a really good way to approach. It's hard to hit Ignis out of 6D (and 214A as well), and 236A will dodge anything, so it's a really good way to start pressure or bait and punish spacing normals. You can almost think of it has an auto-hit confirm: 236A > 6D (blocked) > 5B2B > 6D > 5B2B > 6D/2D > etc... 236A > 6D (hit) > 5B2B > 6D > 5B > 6D > 5B > 236C > 214A You can also combo 214A > 6D and still be able to run up and continue the combo from almost full screen. I'll do more testing on this later, but it's another pretty useful way to approach/hitconfirm. Also, on a completely different note, has anyone figured out an optimal combo to do off of a techroll punish after 3C forced knockdown in the corner? After 3C > JC > j5D in the corner, if the opponent doesn't emergency tech and chooses to foward roll out of the corner, you can hit them with falling jB/jC. Off of this you can do [5B > 6B > SJC > jB > JC > jB > jC > j236C > j214A > falling jB > 5C(2) > 4D > 3C > JC > j5D] and you'll be back in the same situation you were before. Also note that you recover a lot of Ignis gauge during this combo: Example: (2A) > 5B/2B > 3C > 236C > 214A > dash 5C(2) > 6B > SJC > jB > jC > j236C > j214A > falling jB > 5C(2) > 4D > 3C > JC > 5D [iC - 3000] (([Opponent tech rolls out] falling jB/jC > 5B > 6B > SJC > jB > JC > jB > jC > j236C > j214A > falling jB > 5C(2) > 4D > 3C > JC > j5D)) xN You can do this forever since you'll recover the 3000 IC used during the first combo while doing the tech roll punish combo and the punish combo only uses 2000 IC. I think this combo only does a little over 3K, which isn't bad, but I'd like to milk it for all it's worth if possible. Let me know if you guys find/see anything better. Hope some of this helps.
  19. http://www.youtube.com/watch?v=lRq-SrCkXUU a-cho (Times with Relius playing are in the comments.) http://www.youtube.com/watch?v=5HEZ7-NkIL8 Tachikawa 3v3 (All Relius team gets reverse OCV'd by Hakumen. Good play regardless.)
  20. Not sure if this is 100% true. He's in CH state during recovery of 236A (I tested this myself). If someone wanted to test startup invul, just have a character do a forced knockdown and then do a meaty as you're getting up. If you can 236A your meaty then it's invul on frame 1. Can't check it right now... at work :<
  21. Xie, you should try to meet up with Stunedge and have him take you to "the wings place". He'll know what I mean. That place is fucking godlike. Have fun getting bodied in 3/5 sets.
  22. When are we allowed to show up? Whenever? I'll bring Extend + Monitor. I can also bring CRT + GG if you want.
  23. Merry Christmas fatties.
  24. I'll bring a couple things for people to try, as well as GGAC/CRT. I imported Gundam Extreme VS and BBEX.
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