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MiraclePizza

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Everything posted by MiraclePizza

  1. http://shoryuken.com/f24/arcade-infinity-closing-feb-26th-216126/index200.html#post10236256 They're selling their cabs.
  2. AI closing down again. For real this time. For real for real this time. Actually for real for real this time.
  3. Stance has some recovery no lie. Also it lets you walk forward a little. If you're ready for the Ittsu followup and block it on reaction you'll likely IB it anyway in which case you can punish with Spark Bolt if you're really far or possibly 5D if she's magnetized/close enough. Edit2: real edit this time
  4. Staggers in this game are very good too so even if you're outside of immediate throw range tick throws are still viable as long as the move they blocked isn't a horrid disadvantage or is something that doesn't gatling into anything useful. The forward/back throws are also pretty hard to break so they're actually more legit mixups compared to BB where you have 11f to break throws (I think even neutral throws in this game are harder to break than BB throws). On top of all that, it's also easier to hit someone out of their jump startup in this game. I don't know exactly how good Kamui's dash speed is though and whether or not that'll affect her tick throw game.
  5. Throw animation lasts 23f so just take the blockstun of the moves (you can find the attack levels in the frame data) and subtract by 23. If for whatever reason you don't feel like doing it by move level you can also take the Actives Frames and Recovery of the move from the frame data and subtract their sum by 23. Add the result to the existing SD and you should get the same results that you're looking for.
  6. They made most non-A normals in the game air-unblockable. Even some A normals like Hakumen 5A need to be barriered lol.
  7. I've lost track of how many un-deaths AI has gone through now.
  8. It'd be cool if it was actually because whiffed throw recovers more quickly in CS2 lol. I figure it's just that 6C is faster, but without the hard numbers it's a little difficult to tell. What's for sure though is that 6C BC dash 6C is possible again is due to one or more of these changes.
  9. I remember some of the earlier challenge combos being ironically harder than the combos that people actually use.
  10. GGs everyone who went today.
  11. 2B 22B is not a combo. do 2B 6C 22B if you must go that route and it only works on certain characters anyways. I suggest you try most of them out anyways. A lot of that stuff is standard stuff that you should be doing off the starters I listed. There are some really hard ones like anything with a 6C 22B 6D or even the 6C(2) Thor dash combos but you should definitely at least learn the basic chain revolver combos and corner loops. I know that wasn't particularly helpful but it's really up to you to know where your execution barrier is so just try executing the combos first and you'll have a better idea of what level of execution you need to start improving on.
  12. Now here's a question. Sorry if this has been answered already but when I go on Playasia I see a PS3 version for Japan and a version for Asia. I wouldn't otherwise question if there's any difference but my main concern is why the Asia version is $15 cheaper.
  13. I'm considering going tonight.
  14. For the first combo d.6B > d.5C should never blue beat unless you timed something wrong. Do your d.5C really early and see if it still blue beats sometimes, because I get the feeling that for whatever reason you're timing it too late which is the only explanation for that to happen in this combo. For the second one use d.5C > d.6B.
  15. Your combo proration is too high, nothing more to it. Like I said, just stick with d.5C > d.6B except for a select few situations.
  16. There's no reason to use d.6B d.5C unless you want to end with a j.D Fenrir. Even though they're technically interchangable for many combos, d.5C d.6B will always work more often than d.6B d.5C.
  17. j.D Fenrir will randomly drop against Tsubaki if you do it too soon? too late? when there's too much proration? I'm actually not sure. Haven't tested it in training mode yet but I remember this happening in actual matches.
  18. Hey I did way less Ons yesterday. Slashbacking On into blue burst IK is just too hard BUT YOU'RE KEVIN SO YOU'LL EVENTUALLY NOT GIVE A FUCK ANYWAY LOL.
  19. Good thing both GG and BB ended up running. >_> <_<
  20. Might go tomorrow night after I Ragna j.B CH my last final. Edit: scratch that idea
  21. 5A 2D should never be airtight even with crouching barrier block so it definitely isn't the autoblock after the 5A. I believe what might be happening is that you can still cross them up after the first active frame of 2D (on crouchers) so your first hit might not have crossed them up when it made contact but Noel ended up switching sides with them anyways. If that happens, then he didn't need to switch blocking direction and he'll also autoblock the 2nd hit of 2D after the crossup. This is just a theory. I think this is probably what's happening because of how Tager's taller hitbox makes it so that the 2D comes in contact with him sooner than it does with most other characters so your crossup timing gets barely thrown off to the point where you cross them up after the first hit is blocked normally. I don't know what to say about it not working on Noel though, but that could've just been a distance thing (for example, he barrier blocked whatever you threw out before your 2D for extra pushback or something). I haven't actually tested this either.
  22. I say if you're really going to use Muzzle Flitter as a mixup then use it when your 6B or d.6B is a threat. Like with 3C it's pretty rewarding, but if you fail with it you just die for it. 2D no longer being a second overhead after CT certainly doesn't help Noel's high/low mixup options either, though Muzzle Flitter mixup was never any good anyways. It is true however that a lot of players won't react to a whiffed Muzzle Flitter properly just because of how rarely it's used outside of combos. I personally do throw it out once in a while to see where it goes, but generally you're probably just killing yourself since most peoples' instinct against Noel's offense is indeed to block low or jump out.
  23. Shoutouts to Ragna the Scrubedge making our 3-bar netplay possible. (also to me playing like an asshole)
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