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Everything posted by Adelheid
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Hori Real Arcade Pro V3 SA vs Mad Catz TE vs Qanba Empire Arcadia
Adelheid replied to Option89's topic in Beginner Mode
Square is far and away the easiest kind of gate to work with. Feeling diagonals is very important, especially for new players. Octagonal is fine if it's what you want to use but you really should not be trying to play on circle gate, it's just mushy and too easy to lose track of where the stick actually is. -
So last night I hit 236D~22[D] midscreen without the opponent recovering from stagger (he didn't want to take the extra damage from teching into the unblockable) but I had a lot of resources and wondered what I could do to get a full combo off of that, midscreen, so I improvised the first combo shown here. On testing, it seems pretty solid; I can't think of any optimizations. So when I got home, I naturally went to record it for the thread. But, I kinda got carried away with my resets... 2.5 stock + 33 meter 5A > 5CC > 236D~22[D] (no stagger recovery) > dash 3CC RC > 5D > 5C > 2CC > IAD j.CC |> 5C > 2C > sj j.CC > 214D > j.D; 3900 damage, 40 metergain; can charge up to about 1.9 stock on the way down. j.D > AD j.B j.C |> 5A > 5CC > 22C > 6C > 236C > 214B > 22B; 2371 damage, 25 metergain w/ option for OTG 6A. That unblockable combo I already mentioned.
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mylifeisanRPG is constantly saying things that are blatantly not true not only to those who play whatever game, but also to people who play any game. He's a joke; pay him no mind. If I might ask, what was there prior confusion on?
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It's been my observation that combos where j.D j.C |> dash 5C 2CC would fail against the average character, 5C 2C fails against Ragna, but as long as you'd be able to 2CC anyone else you can 2C him.
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Yeah it'd be less charge (you could get up to the point where it slows and still have frame advantage, though, so not necessarily too much less). But the sweet oki...
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I mean, I should think you'd understand the reasoning of why I'd want more than that, what with charge cancelling causing you to gain charges faster for a bit, and 6A controlling their tech method to give you much stronger okizeme. No need to bold things! Makes you sound angry
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I suppose that's true :3 She's really, really fluid. Unlike the vast majority of the other characters in this game. SS-tier in my heart
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Whee~ Oh man, I hope people find this acceptable ;_; I'm so sorry for how delayed it was ;_; I kept the shadow! But I made it significantly less... Bold? It's more subtle and not blocking everything.
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See, I love 214D > 6A, because the more times I throw 6A into combos the more chances I have to catch my opponent off guard with uncombos to force emergency tech into unblockables. That's my position on it.
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I'm sorry, Kiba I don't want to sound crabby, I'm just tired ;_; I just mean... Well, most of the time 22B is going to be the more solid thing to go for. That extra untechable time is great and very, very useful. It seems weird that the combo thread would list the "default" in cases like that as 22C.
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You know it's basically never worthwhile to end combos in 22C unless you already needed to use 22B earlier in the combo Like, even in the very first combo in the thread, 5A 5BB 2BB 5CC 214A~22C, that should really be ~22B, since that sacrifices but 10 damage but doesn't let them tech out of the slide which is 10x more useful and midscreen gets you a full 2D before they can catch up, or lets you get a full 5D then dash in on them It's so unbelievably better that asld;fna;sldkfhakl Edit: Please don't say things like that. That is not true. Just looking at it for but a moment I've already found an optimization and tested it. FC 3C > 6CC > 214D > 6A > 5C > 2CC > IAD j.CC > 5C > 2CC > 236B~214B~22B 3914 damage, 42 metergain, still gets the extended knockdown every time. If you're okay with really wonky mid-combo crossups and not pressing to the corner you can do 236C~214C~22B too for an extra 12 damage, but probably not worthwhile.
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Um I want to charge cancel so I can end most of my combos in OTG 6A charge cancel to get back a decent amount of meter + get frame advantage I don't want to do it on block, lol, that wouldn't be remotely useful
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I sure wish you could charge cancel 6A I'd love that You can special cancel it, why can't you drive cancel it How lame
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It's probably a transcription error and shouldn't actually be like that. I'm actually working on the video now and have made a few formatting changes, making sure no blocks of text that are supposed to be overlayed over the video are longer than three lines (this is the limit for maintaining visibility given my choice of presentation, I feel). So I had to reword some stuff. http://youtube.com/watch?v=2MctSl9JdZA Also, I figured I'd render the overview as a "style preview," to show how the flow of the video is being presented, if people have any input on that. Otherwise... EDIT: There's gonna be music in the background, too, but I don't know what to put yet 'cause I don't know how long the video's going to end up being.
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Whoa, what's wrong with 2 charge mugen combos? I'm okay with full screen corner press and 800 more damage than a 1-charge combo would do.
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I'm pretty sure. It was in the CS2 frame data and it's REALLY evident that it's still there with the otg 6C jc j.C delay C land 5C combo.
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Also on the subject of frame data, 6C doesn't have its hitstop disparity listed, which is important to know for special cancel combos where the extra hitstop is what makes it work (7f for opponent but 2 for Tsubaki).
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Arcsys doesn't care about Tsubaki's frame data Yeah, that's clearly partly CS2 data. I'll be at my recording setup in a few hours. I'll look at the frame-by-frame and get accurate frame data for all of that crap. It's probably that the blockstun values across the board should actually be 24f, not 29f. Also, looking at the CS2 data, I told a bunch of different people that the 2D data lists no recovery time when it I clearly does not recover instantly and in fact has 6f of recovery, but they neeeever fixed it...
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There were lots of new moves from CT > CS. We just need to wait for an actual sequel, then we'll have new moves, maybe.
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Obviously I didn't finish recording. While I'm away from my recording setup though I thought I'd write up a transcript to make everything go as smoothly as possible when I get back, and I thought I also may as well share it with you all in case anyone wants to make comments or say certain things should definitely be included or aren't worth mentioning or whatever https://docs.google.com/document/d/1PGvckidECHf6FgVc9ZCo9uuOz7dsoyUzRzha4NBizJM/edit
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Also using Ky scheme, it is a bit bright... I'd change it from #EE82EE to #DE72DE, which should still stand out but be easier to see. Rather than this, something like this.
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Haha, yes. Sorry >_<
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I found something pretty cool while preparing to record for the unblockable video. 1.2 stock, 42 meter, corner: 22D > 5D (0.45) > 3CC RC > 5D (0.45) > 5C > 2CC > 623C > j.236A(w) > j.214D > j.D (0.9) > j.C |> dash 5C > 2CC > slight delay 214D > 6A > 5C > 2C > 236C > 214C > 22C. 4579 damage, 39 metergain. Can technically be done with only 1 stock generating 0.5, 0.5, and 1.0, but I was unable to do that with any consistency. Regardless, it's rare to actually have exactly one stock.
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Projectile negation on slashes doesn't happen immediately, and the orb's supposed to hit meaty. Currently doing recording. Video editing takes awhile. Probably not going to sleep tonight.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Adelheid replied to NickExtreme1's topic in Archive
Haha, it doesn't work anymore? I couldn't for the life of me figure why I'd been dropping them!