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worldjem7

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About worldjem7

  • Birthday 10/02/1989

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    ON, Canada
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    worldjem7
  1. I did not consider this because many times I tried to go for 6CC in other combos, they'd drop out after the first 6C. I'll try this out. How much damage do you get with it? For 6CC > 624A I'm getting 3011 into a ground tech, from TK Kuuga starter with a decent amount of setup time, and you can even combo into 624B for 3067 on Merkava (most likely the same as the 3 ZDH513 mentioned). For doing 214B~A > TK Kuuga if you're too close, you can delay a bit after 2C until they touch the floor, then you can do 214B~A and the TK Kuuga will be much easier to combo after. if the TK Kuuga is the problem, just hit up on the last hit of 214B~A and then do the motion. It will buffer the jump if you hit up on the last hit. 214A/B~A seem to have the same minimum damage scaling, but the ~A followup to 214B does slightly more damage initially so it won't hit it as soon. TK Kuuga, if done directly from the ground, does not take into account what direction you hold when you hold up, and it will go the same distance regardless. So, doing 2367 2368 2369 will all give the same result. If you want to change your position, you have to jump first, then do the move.
  2. I actually wanted to post frame data and a bunch of stuff earlier today but the servers were too busy and I had to leave. Here's the frame data, I'll post the rest of my original post later. https://docs.google.com/spreadsheets/d/1MX2xh_L-Zph2JXt8j11flpdGVDJ_t6oHn8Stu4fTla4/edit#gid=0 5A is the best A starter 5B is the best B starter 5C is the best C starter Universal Meterless BnB (works anywhere on anyone) Optional j.B/C jump-in > Any 2 moves (including 5C) > 2C > 5/6C > 624A > 5B > j.B > j.6B > j.C > j.2B > C-move of choice > 623A/214A~A/~B This combo gets anywhere between 2.4k and 2.9k depending on starter and ender. I end in 623A/214X~X instead of just 6CCC because it gives more damage and more "knockdown" time since they can't act in the air if they air tech. It's more consistent than 6CCC because some characters seem to just drop out after the first 6C. 5C > 2C does more damage than 2C > 5C, so doing 5C > 2C > 6C > ... would be best if you start with a C or B move. You can replace the "C-move of choice" at the end with 6B if you feel you don't have enough time to fit in a C move. This will also make that part of the combo much easier. If you've used all your C moves earlier in the combo 2C gives the best damage at the end, otherwise use 6C or 5C if you haven't used it before. If you're going to omit a C early in the combo, aim to omit 6C as it gives better damage later in the combo than the other C moves if omitted. 624A only works off Assault jump-in if you do d.C > 624A then you can do the rest of the combo normally. You can also do B starter > 5C > 2C > 214X~A > TK Kuuga > j.B > j.6B > j.C > j.2B > 6C > 623A/214A~A/~B and adjust your 214X based on distance to get better damage than the BnB. Same rule applies to the ender, swap 6C for 6B to make it easier. This combo is more consistent from up close, though, so it's probably better to just do it after a 5B starter and do 214A~A. Kuuga Starter j.236A/B > 2C > 5C > 624A > 5B > j.B > j.6B > j.C > j.2B > 6C > Ender Enders: 623A - 3036 214A~A - 3037 214A~B - 3113 (best used in corner)
  3. Just trying stuff out in Training mode and then one thing lead to another. I noticed Carmine drains life when he uses some moves, then noticed that sometimes it doesn't drain as much and just tried things until I figured it out (at one point I thought it depended on your opponent's health lol). For the values, Carmine has 10k health. I just did blood moves until he died and counted how many times it took to kill himself (he doesn't actually die). It took 34 uses of blood moves to get him to 0 health and by the time I got to the last use, there was less health than it would normally take. 10,000/34 = 294.11 so it must be 300 health. For the throw, do 4 blood moves (-1200), and do 3 throws and you're back to full health. Or if you go into vorpal and do 3 moves you're at -450 health. If you throw you get almost all your life back, but not quite. So, that must be the remaining 50 health.
  4. Wald's charge time on his charge move is 38f. So far that is the fastest charge time I know in UNIB.
  5. [4]6, [2]8, [6]4 charge moves are 53f [8]2 is 43f [X] (hold A/B/C) is 61f
  6. Moves that cost health cost 300 (150 in vorpal state). His throw recovers 400 health and his command throw recovers 1200 health.
  7. +1 for SG tournament. Is UMAD different from MAT?
  8. P4A AoA Chie was hype as shit.
  9. Is it just me or are most Nu players really bad? I rarely see them zone/run away properly because they rarely use jump-cancel 5D or any of the dash parsers. They play Nu like she's Lambda from CSE, and when she's in Dia form it's like "how do I play this character?"
  10. http://www.twitch.tv/eightysixed Mike Z has something he wants to tell everyone. TUNE IN!
  11. http://www.twitch.tv/eightysixed SkullGirls stream will have Voiced Story mode and 2 player Story mode, meaning someone will be able to control Marie, the boss character who is normally unavailable! Help donate to skullgirls to get into EVO. www.tinyurl.com/sg-evo Holy shit this is amazing, I had to tell you guys.
  12. But-- um-- it-- what? I don't... if... what?! How in the world? How can someone like Marvel but not Skullgirls? I don't even. Also, I just tried Chaos Code today, Kagari is really fun. I'm gonna get this game as soon as it becomes available.
  13. I want to host a tournament in my area but there doesn't seem to be enough interest right now.
  14. With the advent of the SkullGirls patch, I want to celebrate its release with a tournament at A&C World. It will be hosted on a saturday in december (Date pending for confirmation) Anyone interested/available?
  15. You guys and your northern homes.
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