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A.X.I.S.

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Everything posted by A.X.I.S.

  1. -4 is good enough, not entirely safe but 360 can cover it and some characters won't be able to punish without IB. What we have now is something that is safe...sometimes.
  2. Yeah the IB nerf makes 2C>4D amazing. I would have loved 2C>3C gatling more if we kept everything else...it would be good for the mix up, not only do we have a trap to keep them from pressing buttons but we get a low that keeps them from trying to jump out. I was hoping 3C would have been -4 on block.
  3. I am sorry Astaroth, I am so sorry. (I burst'd into laughter reading that.) The problem when going for 360s and having them whiff is that you can never account for a characters hitbox, so I have ways of seeing if they are close enough. 1 way is to always magnetize them...or my favorite; mash mix up...mash it lots.
  4. I am actually more interested in 720 pull, I seldom miss a 360 because I just have a feel for the range.
  5. If you are on stick then you can actually flick the inputs. Make sure you get the click when you do it. Sometimes its good to hold down 2 before you hit up. This way you buffer it before you actually jump. This is how I do it.
  6. 2B p1 in CS was really insane, a magnetized person with 100 heat was an easy 6k...I managed to land this a lot with how easy it is to get heat. Too bad I often spent my heat doing really weird gimmicky mix up.
  7. Its more rewarding to go for primers or tick grabs.
  8. I had a huge gripe with it, I get hit by one combo and my efforts are wasted only to be left in a pitiful situation. Well I look at it like this...use some pokes and end your blockstring with 4D, with the IB nerf you have nothing to fear, once you hit them with a couple of these you can really keep them rolling. I am sorry I just love magnetism and this is probably top 3 in my favorite buffs. Also for all those concerned about 6A having having a horrible SD value, I'd like to say you can still cancel it into 4D. They never mentioned that you can't in JBBS.
  9. I was refering to how long magnetism lasted in CT. It lasted a really long time...enough for people to complain about it.
  10. Mori makes me sad. Back on topic: Hmmm that is actually something to think about, it should work on some characters if not on all of them since j.B>j.C>j.D should work. Probably won't work unless you do it off a close 6C and we have ways of doing that. Good food for thought, now I have something else to think about thanks.
  11. Magnetism didn't stack in CS1 as far as I know. 5D is better poke now at least, no more people trying to ride the mag use really fast pokes to stuff us. But for exchange we can't throw out a near full screen 5D to put them in an uncomfortable range. Its all good though we got 6A for clumsy movement.
  12. You don't need a Super jump for j.C>j.D to come out. I played with it back in CS1 when I messing with FC combo's. j.C>j.2C should be possible but the requirements to combo off of j.2C still exists. J.2C>2B connection. You have to be below your opponent and close the ground without RC.
  13. Tao and Noel has been updated. Akira is so amazing.
  14. I have no idea, maybe j.C>j.D is height dependent? I thought I saw it in a early CSII vid.
  15. Good news: 6B forces crouch on CH. Magnetism stacks now up to 960F. You guys may not understand how awesome this is. Enjoy CT moding CS2 Tager gyahahahahahaha!
  16. Updated this with the rest of the changes I can get. Strange things, nerf 5C's base damage but give it 100p1, it should have had 100 P1 in the first place IMO. 6B having 70p1 and having FC properties just seem really stupid, I'd rather have j.2C get FC properties than 6B but beggars can't be choosers. and LOL at CA being -20.
  17. You can backdash ID at max range. Also I peeped at the mook scans...yeah the only difference in data I noticed so far is that A sledge is -4 now. Which is a nerf seeing how it was -3 in CS1. I'll edit this post if I see anything new. Oh ok a couple of differences. 5A: P1/p2 90/82->86/80 Untech time 12>14 6A: p1/p2 100/89->80/89 Base damage 800->700 startup 21F->19F Frame advantage -19->-27 CH stun 41->42 5B: p1/p2 100/86->80/86 2B: p1/p2 100/89->85/89 6B: p1/p2 85/92->70/92 Base damage 700->960 5C: base damage 980->910 p1/p2 90/92->100/92 3C: p1/p2 80/75->90/88 Level 3->4 Block stun -8->-6 6C: p1/p2 100/80->90/80 Base damage 1050->1100 J.B: p1/p2 80/89->90/89 J.C: Untech time 19->24 Forward throw: Base damage 1140->1900 Untech time 60->100 Back throw: Base damage 1140->1200 Untech time 60-100 Air throw Base damage 1649->1900 AC: Base damage 1850->1600 Hammer (follow up to sledge): Start up 24->21 Gadget finger: Base damage 0->100 Can be held down 1-39->1-40 Counter assualt: Block stun -25->-20 I'll update this later enjoy this.
  18. From Veteru of PNW I present you this: C Inferno Divider Active 2(4)12 -> 2(4)6 Recovery 18F+19F -> 24F+19F Invincible 1~21 -> 1~18 Cancel into followup on hit from 13~ -> 13~36 CH hitstop 14F Gauge 173,190 C Inferno Divider (Air) Initial proration 70 -> 85 Active 2(4)12 -> 2(4)6 Invincible 1~19 -> 1~16 Cancel into followup on hit from 11~ -> 11~34 CH hitstop 14F ??? Gauge 173,190 D Inferno Divider Damage 440,440 -> 600,600 Startup 9F -> 7F Invincible 6~17 REMOVED Airborn 12F~ -> 10F~ Cancel into followup on hit from 15~ -> 13~36 CH hitstop 14F Gauge 248,248 D Inferno Divider (Air): Damage 440,440 -> 600,600 Active 2(4)12 -> 2(3)12 Counterhit state 51F -> 50F Invincible 5~15 REMOVED Cancel into followup on hit from 13~ -> 12~35 CH hitstop 14F Gauge 248,248 We can backdash ID...do it do it a lot!
  19. Honestly I didn't watch all of these matches, some of these matches just kill me. But I do enjoy watching bad match ups. I think I updated Lambda too if I didn't say it. Edit: Since GF does damage now it actually gives your opponent heat too. Scary.
  20. Updated thread with Ragna, Litchi, Hazama, Jin, Arakune, and Bang. enjoy.
  21. OMFG JOE YOU LOOK LIKE DAVID SPADE!! AAAAAAAAAAAAHHHHHHHHHHHHHHHHH!!!
  22. Carl is a very strong character and very hard to play effectively. Its no surprise a Carl made it far, considering that no one plays Carl and america can't block. Even worse! Most BB players don't know how to run neutral they normally just flail around and hope shit works. Not to discredit Ivy he is a very good Carl but think about it.
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