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Goryus

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Everything posted by Goryus

  1. Never mind, good to go!
  2. If you come to the tournament, you should also enter...if only to support to the NorCal BB community. It's hard enough getting entrants already...
  3. Willie, I support passing off the footage to Rin. He's good with video editing, and the other tournament vids are on his channel. Your camera though, so definitely your choice. Scott, thanks again for everything. Everyone really appreciates you coming down and helping to run the tournaments. We know it's not an easy drive for you, but appreciate that you keep making the trip every month.
  4. 2C has been slowed down dramatically. 2B > 2C no longer combos, except on counter hit.
  5. Their website claims they are open Wednesday through Friday, from 3PM to 12AM, and from 1PM to 1AM on the weekends.
  6. They would have them on hand because I specifically asked Mike Z to procure some when he originally convinced me to come and bring my set up.
  7. I'm coming, and bringing a CS arcade board with me. So as long as they have the adaptors for controllers, we should have at least 2 set ups. In addition, I'm throwing a pre-warzone practice event at my place Thursday night. BBCS Freeplay Thursday, April 1 6:00pm - 12:00am If you know where my place is, feel free to come. If you don't, and you're in the bay area, shoot me a PM and I'll respond with an invite.
  8. Reminder: free BBCS, all night, as prep for the tourney. Tomorrow, at my place. Show up if you know where that is, please send a PM if you don't and want an invite.
  9. The team pairings are random...
  10. Cross-posting for reference. For those interested in some prep prior to the 2v2, there's a BB free-for-all at my place the night before - please see this post in the NorCal thread about it: http://dustloop.com/forums/showpost.php?p=582732&postcount=2913
  11. I would like to register for this, but can't get the registration link to work. Clicking "register me" at the end seems to do nothing.
  12. Gratz Tao! Fred, don't you have 3+i points?
  13. The relaunch combos are good, but I'm not sure they warrant updating the first post. The purpose of this post is not to collect all the combos that could possibly be done, but rather to provide a starting point for players who are interested in stepping up their Nu game, with a clear progression from weak but easy combos to harder but stronger ones. Let me think about it for a little while, as there may still be some updates to make that would be helpful. I've been needing to fill out the character specific section for a while, as well.
  14. Please give me specific examples of combos you think are worse than new variations, and I'll try to update them. Although honestly, this whole post will need to be revamped with CS anyways.
  15. Assuming the carl player you're against can do the clap loop: you have no way out of it (not even air super), and it's infinite on Nu with just repeated throws (i.e., he doesn't even have to work at it). Your best bet is to try and get some damage on the doll when you can; if you can get it below half-ish and still have near full health, he won't be able to kill you with the loop. Don't focus on the doll, but if you see a chance to hit it, run up, 2B > 2C > 6C act pulsar to safety. That'll take off a big chunk of meter. Her gate of babylon super is also good for this. First, try to keep away and build up damage on the doll, so he doesn't have enough meter to kill you if he hits. If he does hit you with enough doll meter to kill you, burst early (before he starts the actual loop itself; and, be careful not to have your burst baited). Then try to get as much damage on the doll incidentally as you can, to stop him from killing you the next time he hits you. If he hits you again and still has enough doll meter to kill you, you're dead. Some useful tricks in this matchup: - You can act pulsar if something hits Nirvana; good for staying away from him while getting damage on the doll. - Swords that hit Nirvana can be followed up, and will hit Carl from weird angles and unexpected places. - 6D will hit the tip of his hat if he regular dashes at you, for no good reason. - 3C beats his command dash clean. Watch out for j.2C kara grab; if he does it right, it can go through a blind spot in the swords (5D and 6D both miss him). It also lands very suddenly, making it hard to anti-air. Best bet to counter this is 2C, but if you get baited with real j.2C, he might land in front of you and kill you. You can also IAD backwards and do swords, which is much safer but might get air grabbed into clap loop. Dash 2C > 6C combos don't work on Carl unless you hit him very, very low to the ground, so I suggest sticking to drive combos if you get a chance to RC. Also, j.C loop will often miss because he's small and floaty, so you'll often need to super jump if you hit with anti-air 2C, etc, to get all the hits in. Best advantage in this fight is that, even though he only needs to hit you twice most of the time to kill you, the same is true in reverse. He doesn't have much health, and Nu does LOTS of damage, even when her better combos are sealed by his size.
  16. Please try to keep things on-topic, guys.
  17. Actually, it looks like I was wrong. Crossup j.C will hit the entire cast, standing or crouching, and goes into combo on hit...although the timing can be a little tricky to do it at the right height at first.
  18. Better is 2147D > [RC] > 6C > dash > 2C > j.C > j.2C > j.C > j.2C > 214D :D It's eventually going to be in the advanced section, as well as 3C > 236D > [RC] > dash > 2C > 6C > dash > 2DD > 2147D > dash > 3C > 236D for the corresponding Advanced close low. Both of these are in my video already, though. =p
  19. Thanks much, it's greatly appreciated. I'll update the first couple of posts shortly. Would you mind doing a few more once I get the Character Specific combos in there?
  20. It doesn't work on everyone, but you can make it work on more people by dashing forward slightly after the second 214A. (Kinda like how the dash > 6C works in the advanced low combo)
  21. Excellent, thanks. For the relaunches, if you can capture them at the end of any combo, that's good enough. Turns out if you're fast enough, all of them but the first one will always work - it's just a matter of timing (doing the double jump DD quickly, and cancelling into 214D fast.)
  22. Would the person who made this series of videos please come to the front? http://www.youtube.com/user/TP6000 I'm officially adding all the missing video links now, thanks to this series, but I'm also going to upgrade some of the advanced combos in the process. Thanks, mysterious stranger!
  23. There are variations like that do more damage, yep. The most generic one is 3C > 214A > 6A > j.DD > 214D > land > dash > 3C > 236D. Doesn't work on every character, though it works on most. Unfortunately, you can't connect a full air combo afterwards. The main problem is that 214A adds 10,000 proration points, and the combo already has a lot of them to start with.
  24. Another question: If you hit with only the last hit of Daifunka, as shown in your video, can you juggle after it? Seeing as you missed out on all the proration points from the rest of the super, I'm thinking it should work.
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