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Adelheid

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Everything posted by Adelheid

  1. Yeah it's... 6B is -1 on hit, so it could never plausibly be used as a frame trap, honestly. 5B and 2C gatling is a frame trap on instant block (2 frames to act between them). But if they don't IB, you're at quite a bit of frame disadvantage. 6C doesn't gatling to 2C and is only +0 on block; not a frame trap. Face it, 2C just sucks outside combos...
  2. Well this is embarrassing. I am now pretty sure I was wrong, because I haven't been able to replicate the results. Sorry about that, I guess. I did see Veteru once block 2B+2D just by holding back, though. I guess there was just... Something weird that happened there. Since it seems to be truly unblockable when testing again.
  3. If you hit the opponent at a decent height with Ada at the right positioning, you can 2D off of it. It's not the most practical or consistent thing, but I've done it a few times, generally when punishing specific things. I saw it in a matchvid and thought it was pretty much the coolest thing in the world. It's very tight timing though; you have to make sure you only barely pass over the opponent with your allecan in order to have enough time to jump forward and j2C without the opponent being able to tech.
  4. What advantages does this have over 2B> 3C+22D IAD j2C Allecan [j2C jC 2D]xN? Also: [Allecan 5C 2D]x2 to 3 is pretty strong, but requires tighter timing than j2C jC 2D, and the timing on the last rep is really strict (your j2C has to start very low to the ground to have enough frames to connect the 5C). And, it's not really a whole lot more damage than that many reps of the standard version, although 3 reps is more better than 2 reps is. But 3 reps requires you to pretty much have started your combo with it. I think 4 reps might be possible off CH jB to 2D, in which case you would probably be able to do something like, jB 2D [j2C Allecan 5C 2D]x4, sj j2C Allegretto 8D, for huge meterless damage and gaining about 50% heat.
  5. It's come up in actual play. I know from observation.
  6. Not even. In this situation, what is actually happening is that the game is checking each attack subsequently and looking for various conditions. On the frame where both happen, it looks at Ada's attack first, and asks "Did the opponent block?" It sees that the answer is yes and determines that the opponent has "blocked" on this frame, and applies the effect of having blocked the attack. Then it looks at what Carl is doing, sees his attack hit, and applies its effect. So what it basically is is, the opponent blocks your 2B or 3C, and it acts exactly like that, except they had to block high to do it. Heh, he's in a somewhat different location and I don't play him often, but I do know him, yeah. Though. That's kind of a random statement. Guess you know him also.
  7. Oh, totally. It's still incredibly strong, and done right the opponent has quite a guessing game ahead of them, and even if they guess right it requires frame-perfect timing to avoid. Just... Y'know... Not quite as good as it could be.
  8. This was from awhile ago, but i feel it's necessary to properly stomp away any potential enthusiasm even if it's delayed. If Carl and Ada strike in the exact same frame, it's blockable by blocking Ada's way; for instance, 2B+2D can be blocked high.
  9. Oh, it sure doesn't. I know this because of my own wacky setups. On Lambda, she can't act until she touches the ground after super. Air super would miss you completely. You can Cantata just the same. On Bang, he doesn't get much off of autoguard, it's all pretty punishable given the distance... It may depend on where he goes, but I think most of the time you should still get Cantata. Litchi, though, if she has meter her super is gonna get her out. And Haku was never even a question, he's out for free.
  10. Could similar things be done on other characters if they're hit in the air after they've used their air dash or double jump, preventing them from air dashing or jumping out of the setup to the combo? Obviously only extends its use to against like, Litchi/Lambda/Bang, but still. 6A~8]D[ AA > clap loop seems pretty lulzy.
  11. Feels like you've got at least a second to do whatever you want.
  12. Cantabile RC forces standing. I said that months ago, didn't I?
  13. If you play on pad, it is perfectly normal to remap the D button, generally to a shoulder button. This is because, simply put, on a stick, you have a different finger for each button you press, making it relatively simple to hold one button while still pressing others. But on a pad, you press every face button with your thumb, which makes it extremely awkward to do things like hold down one button while pressing the button on the opposite side. Thus, to remove this handicap, you assign it to something where you can devote a finger to it. Pad Arakune players often map several buttons to different places have better control of their bugs by allowing buttons to be pressed by different fingers. In Guilty Gear, Pad Eddie players would do the same thing to better control little Eddie. It's hardly "cheap;" rather, instead of giving you an advantage, it's removing a disadvantage and allowing you an even playing field.
  14. Alright, paying it more attention. Doing the math in my head, there should be no reason to do that combo, none. For one, I think the 2D loop already looks pretty impressively cool, so flash factor is right out. Volante does less damage than 2D, is harder to significantly combo out of, has worse proration, and perhaps worst of all, takes more life off of Ada. Thus, here when you could just be doing the 2D loop, doing something that is literally worse in every way strikes me as... Questionable. Starting proration on clap wave is 104%, so doing a 2D loop right out of that would end in approximately so much damage. That really feels to be way more correct an option.
  15. That looks like it might be random bull for bad damage, honestly... And, I'm not even sure you can connect volante to 2D there. Do you mean 8D? It seems straight better to go for B&B 2D loop. I'm not analyzing it as deep as I could be, though, since I'm on my phone on a bus. So I could be wrong.
  16. As a programmer, I can tell you that this sort of exploit is generally considered a bug. It is an interaction of game mechanics that happens to create something fundamentally undesirable; this is a programming error, really, even though it's because of several mechanics working as they should. Does it being a bug mean you shouldn't use it, though? Not really... Lots of fighting game mechanics first are technically bugs, like kara cancelling, roll cancelling, fuzzy guard, wavedashing and jump install.
  17. I wanted to be at final round, too, but it's just too much money to fly aaaall the way across the country + hotel fare... Plus I haven't played CT in months but still
  18. Uh Got a video? I think you lost me somewhere there
  19. Yeah, it's in the air. Had situations where I was setting up an unblock that was jumped out of but instead of them blocking 2D in the air and falling into pressure again they were guard broken and were knocked at a very inconvenient angle.
  20. 4D in sandwich blockstrings. Cool? No? I've found myself trying it after my opponent bursts and I want a cheap and easy guard break; some As, 5B 2B 5C xx 236A, 4D to hit the opponent from 5C. It's kinda cool, although the opponent seems to have time to jab between hits of 4D. But, I don't really know if that's even useful for them per se, and really, if you can last minute guard break them with the first it it doesn't matter. My real problem is that I have no idea how to combo out of it. Also, guard breaking someone out of 2D makes them fly at the most awkward angle ever. Another guard break I totally didn't capitalize on.
  21. Hawt. I'll have to practice that, for mad funsies. Oh! Think I realize exactly where I was going wrong.
  22. Does that work midscreen? I failed it a few times and so assumed it didn't. Now I feel dumb.
  23. Well now that's cleared up. Green attempts only, not as B&B. Eh, at least failing doesn't lose you pressure, as long as they don't jump out. And you have decent mixup with anima/anything that is not anima since especially you can time a 6D slightly early from when you would anima to stuff any attempts to hold up to escape, hitting the opponent out of a jump attempt. Plus at least landing anima = BIG DAMAGE so Time to ask questions because lol I don't know: While we're at least slightly on the subject, how do you people end your 2D loops? Because what I've been doing is going until I know it won't hit anymore and then dropping it after 2D to get a predictable knockdown in C-O-N position. If I have meter I'll try to eke out some more damage with Laetabilis Cantata into clap for the same positioning. In the corner there's the pretty nice j2C to Allegretto+Clap to punish any tech, but back tech escapes that when not in the corner. But midscreen meterless I'm pretty sure there's gotta be a better way to end it than what I've been doing. 2D loop being basically the best thing to go into if you can and the opponent's in the air, this seems important.
  24. I'm no longer sure this is actually unblockable. When testing it a few days ago, it seemed that way, but testing now with the opponent holding away, either they blocked or the 5A completely whiffed. But seeing this used in actual gameplay footage and hearing from soujiro that he used it, it clearly must work. And it FELT like it worked LAST TIME I tested. So my assumption is, the timing for this is tight as hell and there's probably only a 1-frame window where it works if it does. Which goes against what I said before of it being very lenient timing. Although, 5A is at least a pretty active move (3 active frames) so. I don't know. Everyone else, please make sure I'm not going crazy... It may be that there's some outside factor determining whether this is blockable or not, but that seems pretty crazy itself. Nonetheless I can at least say the following. 5A 5B 2B 5C 6D jC 5B 2B 5C, release D in 63214D about the same time at 5C hits gets a throw within just a few frames of the opponent recovering from 5C; the throw is purple, but they still recover so it's not really continuing the combo. This seems to be optimal damage for a rethrow setup combo without spending meter, doing 1969 damage. 63214D, confirm throw, 236B 2C 8D (1 hit) [j2C jC 2D]x4, 632146C (let Ada rest a bit) 8D (2 hits) gets knockdown into sandwich and does 5239 damage. 2-hit 8D gets 5% meter, everything up to the meter gets 45% meter, so it can be done from 5% and leaves you with as much meter as you went into it with.
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