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Xenozip

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Everything posted by Xenozip

  1. I know this post is old, but just to clarify some things: Having more than four balls absorbed by BRO does enhance the damage and duration of BRO further. Getting more than four balls requires using SA and CR collisions to create additional black balls that are not over-written by 214 Set or QV. Charging QV does not affect BRO and using 214 Set will over-write a black ball created by a charged QV, so to enhance BRO passed four enhancements the collisions are needed.
  2. Are there official patch notes for Rev2 2.1 now that it's out? I looked for some and all I could find are the loketest 1 patch notes. Here's the loketest notes: I'm not sure I understand the SA and CR notes, like does it mean charged SA on the first hit of a black ball will do more RISC? But if that's the case then what about CR since you can't charge it, does it mean the ball on the way down does more RISC but not after it rebounds, or what? Also it seems there were some other changes that affect Venom. I'm not sure if they are Venom-only changes or universal changes or what, but his BNBs are now more universal. Previously, regular IAD failed on light chars: Sol, Millia, Slayer. Now you can regular IAD on all characters without having to j8 or SJ. Against Millia you just have to delay the jump on the 3rd hit of c.S and it works just fine. No delay needed for anyone else, just regular IAD. The DHM change that causes billiards to rebound on the ceiling and floor is interesting, seems to allow for some new combo strings and block strings. Looking forward to what people find with it.
  3. Thank you for posting this, appreciated. I was curious about the flip-kick part of j.236H, but I didn't see it in that image set. Any way we could get a screenshot of HS Mad Struggle's flip?
  4. This is glorious! \o/ Thank you, thank you, thank you!
  5. Something else to mention about j2B: it's possible to input the B prior to pushing a downwards direction rather than pushing it afterwards. That helped me personally with my execution of the j2B loops. Like: 66 9 B 2 (comes out as dash j2B)
  6. Yeah, confirmed ASW cracks down on everything (speaking from personal experience, with hitbox vids), best to avoid youtube.
  7. Adding to that, does anyone know how blitz handles a multi-hit projectile? Meaning, if the opponent does blitz on the first hit of a charged stinger, what happens?
  8. Well, I mean it's easy if you put 2K in there, I'm talking about raw c.S.
  9. Oh, yeah, I had my head wrapped around standing/crouching and block/hit, nvm. My question's irrelevant because you can hit confirm. I mean, I am curious if it's possible but I suppose it doesn't matter either (if it hits, combo -- if it's blocked, you get it regardless).
  10. Is that actually a cancel? I get what you mean, you start charging before the 5HS comes out because you press 5HS and then down before the c.S even hits, but I can't seem to get enough charge time to be able to cancel until like the very end of the 5HS recovery animation. The way DaiAndOh mentioned cancels the 5HS pretty much immediately. Does that work on standing opponents without a prebuffer? Like, I get it pretty easily on crouching opponents with just c.S 5HS because the third hit of c.S whiff gives you more charge time. And I can do it with 2K c.S(2) 5HS because the 2K hitstop gives enough time to buffer before the c.S comes out, but I'm trying and failing with just raw c.S(2) 5HS against a standing opponent.
  11. Yeah, each version of QV has a different starting distance and therefor the range of the hit is different. Starting with PQV being the closest and ending with HSQV as the furthest. It's kind of minor but it'll make a difference in some situations.
  12. Maybe the vertical range on the third hit was adjusted to make it easier to land after a high airthrow? (maybe) Though it would be nice if all three hits had improved vertical reach so that it's easier to connect c.S after a shallow 6P.
  13. Maybe alternating methods is throwing off your timing? Sticking to whichever one feels more natural and grinding just that method might help with timing the j.S early enough to get all the hits out. For IAD I think I-No, Elph, and Ram might need a little bit of delay but everyone else should just be immediately, and then Millia/Faust/Sol have to either be j8 or SJ.
  14. Are you doing j8 or IAD? Personally I've switched over to using regular IAD against everyone (9~6-6 or 9-6) and then using superjump (2-9-6 etc) against Millia/Faust/Sol. But jD should not miss. If jD is missing then you're either not doing the jS soon enough or you're putting too much delay in between j.S HS D, it's just a rapid succession. If you're having trouble with IAD you may want to try j8 66 or visa versa I guess.
  15. The lower P ball, presumably so that it can be hit by 2S, has been on my mind a lot, good to hear haha. I really hope that it is indeed low enough for 2S. That BS change though, well hopefully there's enough complaints about it, hahaha.
  16. Consistently getting a 4-hit shouldn't be an issue, a normal jump Struggle (9236S) will most likely be a 4-hitter fairly easily/consistently. But I gotta agree with SIne, getting consistent 2-hit or 0-hit is more a matter of learning the timing rather than trying to grind it into muscle memory with more or less inputs. Anyway, here's some other Mad Stuggle stuff: * You can get a dashing TK Struggle with 236-69x. It takes some getting use to, but it maintains dash momentum for Mad Struggle on it's way down. - You'll hear the dash sound effect instead of the SJ sfx, and you'll glide forwards a lot (if far from opponent). * You can get a TK Struggle but avoid the SJ by holding down a bit, since SJ requires a fast input. So [2]369x - probably useless since there's no difference other than the sound effect but thought I'd throw it out there.
  17. I was doing it late in the animation, like after hitstop ends from the last hit of cS(3). Kind of like the Carcass cancel on the second hit of 2HS, you gotta wait for the hitstop to end. I guess you could think of it like a jump install timing (but in reverse) if you're familiar with that. And I was doing 296 (not 299) . But I mean if you have absolutely no other option against them then I guess this is better than nothing: against Millia/Faust (probably everyone in the cast) you can do a regular j9 and combo a late j.SHSD 6HS (just delay the jS a lot), but without the airdash you lose some corner carry and I think you lose your oki spacing if they land midscreen.
  18. As discussed on last page (thanks Garoto_Romeu) 2K cS(3) PQV 5P(whiff) BH IAD j.SHSD 6HS notes: Sin- works, easy. Faust- impossible? Ball whiffs without dash momentum, with dash momentum the IAD fails. -**SJ IAD good alternative. Millia - impossible? Ball whiffs without dash momentum, with dash momentum the IAD fails. -**SJ IAD good alternative. Sol - works, easy Ky - only seems to work with dash momentum, if done without a dash then ball whiffs, have to delay the 5P if done with dash momentum. -*Regular IAD easily works on him. May - works, easy Chipp - only seems to work with dash momentum, if done without a dash then ball whiffs, but it works and is easy if you dash first. -*Regular IAD easily works on him. Elphelt - impossible? Ball whiffs without dash momentum, with dash momentum the IAD fails. -*Regular IAD easily works on her. Potemkin - impossible? He's way too heavy. -*Regular IAD easily works on him. Slayer - works, easy I-No - only seems to work with dash momentum, if done without a dash then ball whiffs, but it works and is easy if you dash first. -*Regular IAD easily works on her. Axl - works, strict timing, must do 5P immediately, easier with dash momentum, -*Regular IAD works on him though. Ramlethal - needs dash momentum to work but with strict timing, if done without a dash then ball whiffs, if you dash first then 5P needs to be timed & IAD hits staggered. -*Regular IAD easily works on her. Venom - only seems to work with dash momentum, if done without a dash then ball whiffs, but it works with timing if you dash first. -*Regular IAD easily works on him. Leo - works, seems a tiny bit more strict than the others, 5P must be delayed if done with dash momentum. -*Regular IAD easily works on him. Zato - only seems to work with dash momentum, he hits the ground too soon if no dash, with dash it's pretty strict timing. -*Regular IAD easily works on him. Bedman - only seems to work with dash momentum, ball whiffs with no dash, with dash the timing is fine. -*Regular IAD easily works on him. * Note: by "Regular" I mean just a plain j966 (or 96, however you input it). ** Note: For Millia/Faust it's seems pretty easy to do like 2K cS(3) SJ9 IAD jSHSD 6HS instead.
  19. I can test right now if you're busy. Actually I just tested it on Faust and it either doesn't work or it's extremely strict timing compared to Sol and Sin (it works on Sol and Sin very "loosely"/easily). Though on Faust cS(3) superjump IAD seems to work perfectly fine. For the sake of practicality I'll test with 2K cS(3) on all characters. Just an observation about Faust if anyone was curious: using PQV 5P the ball does not seem to hit him. The only time I was able to get the ball to hit him was point blank dashing cS(3) PQV then immediate 2P, but then the IAD failed anyway. I'm just going to move on.
  20. I dunno why I didn't think of this yesterday but: Basically, the combos Eshi posted do work vs Millia. 106 dmg - corner throw step back 5HS SQV delay 5P IAD jSHSD 6HS SQV 117 dmg - corner throw step back 5HS SQV delay 5P IAD jSHSD 6HS SQV 6P BH 6HS So first one gives you a 2ball setup in corner. I tried adding a QV to the end of the rejump variation but it didn't work, I think the knockback is too big at that point so you're pushed too far out of corner to end with a QV after the rejump, but maybe an HQV would work? The second one has really tight timing on the 6P BH 6HS part but it works on her.
  21. Yeah I think it's a case of the number of combo hits causing her weight to scale and get heavier. It's doable on her, but you definitely have to adjust a little.
  22. Yeah, you're right, it's a slight delay and it works. You can also take a step back before doing 5H to give yourself more time to delay the 5P. Messing around with Millia and the corner throw combo: 94 dmg - throw 5HS KQV 5K 6P 6HS 96 dmg - throw 5HS KQV 6P 6HS 97 dmg - throw dash 5HS PQV 5P j.9 jPSHSD 6HS 100 dmg - throw 6HS KQV 5K 6P 6HS 102 dmg - throw 6HS KQV 6P 6HS 102 dmg - throw 5HS SQV delay 5P IAD jSHSD 6HS 106 dmg - throw step back 5HS SQV delay 5P IAD jSHSD 6HS SQV 110 dmg - throw step back 5HS SQV delay 5P IAD jSHSD dash jKSHSD 6HS 117 dmg - throw step back 5HS SQV delay 5P IAD jSHSD 6HS SQV 6P BH 6HS Edit3: The last (highest damage) combo has really tight timing on the 6P but it technically works. Edit: just tried on Ram and did throw 6HS SQV delay 5P IAD jSHSD 6HS -- pretty sure 6HS after throw didn't work properly against Millia.
  23. Woops, totally missed that, my apologies (and thanks). Too bad there's not a universal option but I guess them's the breaks.
  24. So what do people use for throws into the corner (rather than midscreen), like with the opponent's back to the corner? I read the thread and OP but only saw midscreen throw and midscreen airthrow combos, my apologies if I overlooked/missed corner throw combos. I tried some old #R shenanigans like corner throw cS(1) tk-HS Mad Struggle(3) 6HS but I feel he's gotta be able to do more with QV. So then I tried corner throw 6HS KQV 6P BH 6HS and that seemed ok but I feel like I'm missing something. Also I don't know if it's universal. Edit: Just tested on Ram and didn't work but corner throw 6HS PQV 5P 6HS worked on her instead (also worked on Bedman and Potemkin). But really there's gotta be something better.
  25. Oh, I see. Maybe that's a good sign then, if more people are picking him up than before.
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