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Adelheid

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Everything posted by Adelheid

  1. I guess I'm not going, since there's just not enough room in cars for me to go~
  2. Why would you even make a comment like this? It's not the most common thing, but quite a few top players play multiple characters well, and a huge amount of them play other characters at least casually.
  3. Kyle, the general proration for it is 78%. As Zong said, for the first hit, you still apply general proration, you just also apply starting proration. So a combo off of that part of the clap isn't going to be doing as much damage as a combo off 3C or 2D.
  4. I'm actually still not convinced it's not more damage to just do a 2D rep there, since I believe the proration's better that way, which should improve the damage on everything that comes after. As for the question of changes to Ada... (Add 16 frames to startup if Ada is inactive) Move: Startup / Active / Recovery CT 6D: 32 / 9 / 69 4D: 38 / 3(15)6 / 68 3D: 32 / 4*4 / 80 2D: 57 / 6 / 61 8D: 33 / 4,28 / 12 623D: 19 / 3,6 / 39 63214D: 32~123 / 4 / 60 41236D: 52 / 26 / 96 CS 6D: 31 / 9 / 59 4D: 38 / 3(15)6 / 68 3D: 42 / 4*4 / 66 2D: 57 / 6 / 60 8D: 33 / 32 / Entire duration 71 623D: 19 / 3,6 / 39 63214D: 32~123 / 4 / 60 41236D: 52 / 26 / 96 421D: 31 / - / Entire duration 90
  5. Tao and Carl are actually tied in HP (both have 9500).
  6. It's 89%, with 560 base damage... I really can't help but feel that there's something better to be doing there, as I see that combo a lot but each time I see it I still don't think it looks optimal, given j2C's reverse proration. Even after the proration limit cuts out it's still 720 base damage that doesn't affect proration... Flat out, more damage than Volante and better proration. I'm sure that replacing the volante bit with a 2D loop rep, so that it becomes j2C]D[ jC, j2C~Allecan jB Allegretto+8D, j2C]D[ jC, j2C Allegretto+8D, Fermata, would be better. It just feels better. Looool epic flashy end
  7. It's very slightly costly for Ada, but, usually I'm holding D before I even go on my offense, so just releasing D makes for super easy timing, since I don't need to buffer it in, just 22 and release at basically anywhere. Also, played some matches tonight, although not as many as I would've liked... The Tager matchup is so stacked ahaha And, Tsubaki's hitbox hates me. All my cool setups don't work on her because her hitbox is just so small that everything goes over or around her. It's ridiculous.
  8. Isn't this fixed in CS? I thought it was.
  9. Dacidbro... I hear you have long hair, Dacidbro... I'm coming for you... I'm coming for your hair...
  10. Yeah, this is pretty ace.
  11. Something I should probably mention that I haven't seen anyone mention before: Anima will grab the opponent from significantly farther away than she'll try to grab from, although she'll attempt a grab anyway if Ada is doing Anima for too long. A (very) weak shenanigan I've gotten away with once or twice is having Ada behind me as I do a ground blockstring with Anima pushing me forward, and having her autograb the opponent through me, which can be disorienting and unexpected. Also, Pwii, sandwiches get broken out of. You can't really avoid it, it can't last forever given how relatively easy it is to get it going. Also also, I still think 2C is a pretty bad poke. It's just so slow... And the proration is terrible which makes for very weak combos. But yeah, 2C 22D 236A 2C is the way to go with it.
  12. I said so many times I was going, actually
  13. Basically you want to hit the C in j214C to come out during j2C's hitstop. There's a very large window to do this; over ten frames. If you're getting the bounce, you're not doing it fast enough. Like Prophet says, j2C14C is a pretty good way of getting it most of the time. If this was guilty gear, I would likely try to negative edge it, but that doesn't work in this game. Sigh.
  14. Hmm. Throw break does kind of destroy Volante, doesn't it. Sigh. Could've been cool.
  15. Um, I think this wouldn't really get a whole lot more damage honestly. Proration is just gonna keep increasing and since this technique doesn't let you chain repeatedly into the air throw with something with infinite untechable time they're gonna be able to get out without throw breaking. So there's no real way this could be an infinite. Might still be looking into, though, as a way to add some damage meterless. I'll give a go at testing it later tonight.
  16. How will this input ever hit?
  17. I mean, in that situation it's perfectly predictable. Although that situation is very unlikely, unless your opponent happens to get hit by the exact same things. Also, it's two standing-only combos without the opponent being forced to stand at any point, so it's got that against it
  18. Would you believe... I want to, but I'm still not quite sure how it works? Same with the midscreen version.
  19. Well, I do my Vivace pretty late in order to, after confirming the through, make sure I don't collide with the opponent as Ada slams them to the ground, which would push them out of the combo. So it's always felt like there was never enough time to do anything else. Just the same, if you can j2C consistently there, you can definitely get that. Also Various things. Although, looking at CS frame data, you can't 6A. You have to air instant faultless and land to even have a frame to do anything, because you'll be in 11 frames of blockstun that way compared to 12 frames of startup on jC. So I think even if you did 6A in time, they'd probably just land and block, then punish you. I guess backdash to dodge the jC, although you certainly wouldn't get advantage since Ragna would probably land not too far into that and throw something out for you to have to block or otherwise invuln through (and you couldn't just backdash again while having Ada do something, due to Carl not being able to backdash for 6 frames after backdashing.)
  20. Used it in match today It's pretty solid Also I don't really try to punish Ragna ID RC because really, them doing jC out of it is... Not something they do always. Veteru is pretty smart about not being baited after that, and Kaigu is okay at it, so mostly I just try to get away in that time.
  21. Well the idea is that you react to any action with 2A 2B so that if they didn't neutral tech you can hitconfirm to a short combo and knockdown. If they neutral tech you would stop with the button pressing so that you could time a meaty, or jump and instant barrier to bait and punish a DP. So I guess mashing isn't quite correct. (Although it can be quite gratifying anyway.)
  22. Well, of course. A simple DP will get you out of any reset if you time it right and it isn't baited; DPs will of course also screw up the first version. Although luckily, in these strings you can abort to block at almost any time by neglecting to use a meaty attack on their wakeup or by using allecan to land and block.
  23. No, as long as you input 3D at the right time (ie not too early) it'll reset rather than combo. When I said it loops I mean that you can just keep doing it since after the unblock you can just set up the same unblock. Also, "fatties" seems to have expanded to "not anorexic" as I can confirm this working on most characters. i.e, everyone except Noel, Litchi, Carl, Taokaka, Jin, and Tsubaki. Against them (except Litchi/Tsubaki), you can do a different thing, though... Admittedly I have not tested this "other thing" against live competition yet. But whatever. Instead of going for 6B jump cancel j2C 3D jC, replace that 6B with 3C. Knocks the opponent down. Have Ada a bit behind you and just wait. As soon as you see them moving mash 2A 2B to beat roll and quick rise and hitconfirm to a combo and knockdown. If they rolled past you, off of that knockdown just do 2B 2C 8D while having Ada push you forward until the 8D, then walk under the opponent to set up corner knockdown again. Naturally 2A mash will not hit if they do a normal recovery, but normal recovery is reactionable on its own, so give a meaty 5A 5B, walk Ada forward to walk you forward, jump cancel 5B to j2C+3D, combo to knockdown. Does not work on Litchi or Tsubaki ever, as their crouching hitboxes are too low to be hit by j2C jC so they can just hold down-back. Various characters can reversal out. Everyone else had better hope they have burst or a strong CA, because Ada's likely not dying unless she went into this with low health; while you do keep her active enough that she likely won't ever regain health, you generally never have to attack with her more than once per rep, so she takes very little damage and if you have meter you can recover it by using Cantata. I'd recommend the first version against the characters it works on, although point out the timing can be very difficult whereas the second, more-universal version is easier (although some characters, namely Tager/Bang/Hakumen, can escape it more easily via throws/autoguards/counters).
  24. Indeed it was. But also, the... j2C 3D setup... I'm pretty sure you can unblock reset with jC there. J.3C+]D[, 3C. Possibly slightly adjust the timing on 3D, but whatever. Preliminary tests show that you can loop (j2C+3D jC 2A 5A 5B 2B 6B)xN on people with horizontally wide hitboxes (tested tager/bang/hakumen, may work on more, definitely doesn't work on Jin), if you walk Ada forward at all possible times. You may be able to get it on thinner characters as well, if you use enough well-timed delayed gatlings to give Ada a few more frames of pushing you forward while still keeping it a combo. But that would be really hard and perhaps not match practical... Still, it working on fatties is awesome. EDIT: Haven't tested, but on knockdown in corner, I'm pretty sure you could blockstring to this with [6]2A 5A 2A 5A 5B j2C, since 2A doesn't gatling to 6A. Obviously momentarily let go of 6 when using 5B though. 2A mash should defeat rolling out, also... Of course, not safe on those with strong reversal moves, though.
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