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10stars

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Everything posted by 10stars

  1. N E C N E C N E C!!!!!!!!!!!!!!!!!!!!!!!!
  2. 5c 2c 623b daifunka indeed works. I'm not sure, itll have to be tested - but you MIGHT be able to hit confirm 5c daifunka in CS since they made 5c longer startup, it might be more stun etc.
  3. Fuck sf4 and fuck xbox 360
  4. going from 2a 5b 2b blockstrings to 2a 5a 2a 2a 5b 2b blockstrings and from A B C combos to A B C special B C special B C distortion and actually having FRAME TRAPS sounds like a different game to me. Its like the difference between O.o smiley face and
  5. CS looks really good, they made it more like guilty gear. Deeper gameplay etc.
  6. hmm. I have a very interesting theory in my head, I'll be recording it when CTF gets the game.
  7. What moves are confirmed to remove a guard primer besides 623b and 6d? @Rei: Does Ashura have alot of invul on it? I'm seeing bang get hit out of it ALOT
  8. Managing nails is just as important as it was in CT. Bangs damage hasnt been nerfed. You can still play the 4 d nail mixup oki game and kill someone before your 4th set if every mixup hits.
  9. Where are you guys playing? Fubarduck got CS already or ____?
  10. j236b used to break a primer, this was changed. I removed it from the notes. 623b does break a primer though.
  11. Not sure if its been posted or not but: Bursting removes some of your guard primers. At 5 it appears to remove 2, at 3 it appears to remove one primer etc etc. You can still burst twice in a single round, using all of your stock. I would assume this is why they kept the stock at 2, even for 3/5 matches. Instead of someone getting up two rounds, then having the ability to burst three times to guarantee a win.
  12. I go there occasionally. I'm from jersey so i only go now and then though. As far as i know SSF4 is only going to be for consoles so ctf wont be getting it. CTF will however - be getting bbcs after dec 13th. I will be attending every friday or saturday to play once they get their cab.

  13. Done. Also to jak asking about 6d > daifunka: With the changes in CS i would NEVER EVER EVER EVER EVER do 6d > daifunka. 6d > 6239b > wall bounce now allows a combo to happen afterwards, so you should always go for the combo instead of spending the tension on a less damaging combo. Also, if you started the combo with 5a etc against standing, you should be doing the 6c combos that were previously only on a select portion of the cast (5a > 5b > 2b > 6c > j.d > land > 2b > 623b > daifunka) Which will overall give you more damage. Against crouchers im pretty sure 6d > 6239b > daifunka works since the untech time was upd^. Remember - Everything in the videos right now is from pretty much - day 1 play. Even in Japan, day 1 isnt the best :p
  14. Steve fox baybeee. got a video up already.

  15. dec 13th definite?
  16. Video thread updated with 7-8 videos on youtube, no nico account required. First post of video thread also updated with changes, as well as WUTs notes. Keep information coming.
  17. I'm editing it as I see information happening.
  18. Updated the changes post in the other thread. That thread is now also open (At least for now) for video posting, have at it! Keep updating changes here and I will continue to update the other thread with such information. It looks like since they changed 5b to a higher level, if 5b gets ibd ragna jin litchi etc can no longer dp you if you do 2b. (5b getting ib-dpd was ass in ct) If 6c is jump cancelable on block and hits all crouchers, it looks like the nail pressure strings for me are going to turn into 5a > 2a > 2a > 2b > 6c > jc > j.236d > land > mixup instead of 2a > 5b > 2b > 2369d > land > mixup WUT has the same idea so no reason to get further into detail. I'm liking the changes, hopefully CTF gets CS soon.
  19. I will allow this thread to be opened for video posting and discussion for now! I expect a flow of videos coming in, anything off topic will be deleted! First post updated with some Bang changes!
  20. When t6 decides to stop being laggy AYUUSSSSS

  21. well, he had Invul frames on it in BBCT, they were just very small invul frames. You could punish bursts and very fast projectiles with it etc. Example: http://www.youtube.com/watch?v=lbXDniu4t9c
  22. You should probably go to meltybread.com for this.
  23. WUT may know the answer to this. I know it got a buff, but im not sure which one.
  24. Nope nope, his tagers and ragnas all hit crouchers. Noel and Taos only whiff crouchers because they're jumping command throws.
  25. This is a good question, however i think that Bang will most likely retain his +2 advantage on use, so 5c > BI > daif should still work. I would assume that the command throw is unblockable on the ground, barrier blockable in the air, has frame 1-XX invul. I'll be screwing around with it ALOT when i touch the game cause i love my tech traps. And most likely - the reason they made bang installs activation faster is because in CT your pushback and air untech time is reduced by the number of frames that have passed in a combo. For instance: If you hit 5a you have X amount of frames that go by (A calculation of seconds, 60 frames per second) until your opponent can either ALWAYS air tech, or you will be pushed back out of range from landing hits. This is why if you use 5a > 5b > 6c > j.d > 2b > 623b > 623b > 2b > 623b on Tager, he can tech inbetween the last 2b > 623b. The combo was too long and the untech timer was reduced to nothing. So even though 2b > 623b normally always works on him, the timer saves him. This was true for freeze frames as well (Note - Bang install) And is the reason why if you do 5a > bang install > 5b > 2b > 2c you get pushed back too far to do the combo. The same goes for 2c > bang install > 6 dash > 5d > 9 dash > j.d The 5d will connect after bang install - but once they're in the air they can tech, since too many frames went by during the activation of bang install. This setting in the engine was absolutely terrible and shouldn't have been in CT in the first place, hopefully they did something to remove it. Because it also made it problematic with rapid cancel combos. You do a long combo and RC it to try and continue a combo to do a little more damage to finish someone off but what happens, they can tech because the timer isnt long enough. End result is that its really gay and takes alot away from a players ability to make things up as he goes. Instead of being able to get that RC combo off and do some more damage, it would have been a better idea to do a simpler easy combo that just ended in daifunka, which is terrible for advanced players who would rather do something flashy and get an extra 100 points of damage for it. I do however believe that the frame timer has been adjusted or changed. Bleed was playing Litchi at one of the loke tests and figured out a 100% combo (That was obviously removed by the next loke test) But it involved multiple hits canceled on the ground into eachother. Which means that the frame timer was reduced for pushback at the very least. Most likely what I'll be doing to test this is the 2b > j.4a bang install loop. The reason being is that if it werent for that pushback timer, it would have been an infinite in CT.
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