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Bill307

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Everything posted by Bill307

  1. There is now an Internet Explorer tan. And she has a short anime: https://www.youtube.com/watch?v=aqg_qSZYC6E And a Facebook page: https://www.facebook.com/internetexplorertan
  2. In my experience, you can actually just mash 2828282828 and DDDDD at the same time to get the super reliably whenever you need it, EXCEPT after j.C where it can miss if you don't time it asap.
  3. My friend actually got crossed up between the 1st and 2nd hits of my flashkick, lol. I tested this and it really can happen!
  4. From the Canadian Airdashers Facebook Group: apparently there's someone from Japan who's staying in Toronto for a year. He says he's played BB (Tager), Melty Blood, P4U, SFxT (@_@), RTS, and FPS. Maybe we can run both AH3 and MBCC at A&C at the Nov 17th tourney...
  5. Your first combo only does 3456, btw. With a slightly better ender you get 3.6k: CT (Crush) > Dash 3C > 5DC > 2DA > B Orb > 6C > 6DA > 3C > 2DC > Oki (3.6k) If they're close to the corner, you can instead end with 3C 6DC 2DB for 3.8k and oki. Taking some midscreen (edit: and corner) 6C combos and using them after CT I get: Collapsed: CT 6C combos: Mid: CT (crush) 6C delay 6DA 2DA 46B 3C 2DC immediate 46A 5BB j.A j.B dj.B dj.C [3865] opponent near corner after 2DC: … 2DC immediate 46A 5B 3C 6DC 2DB (46A corner oki) [4016] ----- Corner: CT (crush) 6C 6DB 2DC 5DC 5C 46B 5C 46A 5C 6DC 5DA 2DA (46B corner oki) [4505 -3] Seems like CT guard crush doesn't affect the combo at all, just reduces the damage by 20%. (I don't know the formula for how much it reduces the meter gain.)
  6. It'd be nice if Kagura had a move to bait throws. I don't think he does, unless you count 2DA (after the horrendous start-up when not cancelled from another drive). But, I did notice that 2C moves his throwable box back during the middle of the move's startup. So that kind of works, unless they throw later than expected and catch him coming forward... :/
  7. Thanks! Nice, I'm gonna add these to my combo list. I made some small improvements to the enders, though. Here's what I have: Collapsed: combos: 18 meter or more: (5B / 2B / 6A) 6B 3C CT 66 3C 5DC delay 2DA 46B 6C 6DA 3C 2DC (46B oki) [3967 -6 / 4281 -5 / 4435 -3] 18 meter or more: (5B / 2B / 6A) 6B 3C CT 66 3C 5DC delay 2DA 46B 6C 6DA 3C 2DC 5DA 28C [4448 -3 / 4791 -1 / 4926 +0] ----- 40 meter or more: 5C 2DB (1 hit) RC 5DC delay 2DA 46B 6C delay 6DA 3C 2DC (nothing / 5DA 28C) (46B oki / no oki) [4892 -30 / 5668 -24] starting in your half of stage: … 6DA 3C 6DC 2DB (46A corner oki) [5149 -28] That's 5k meter-neutral off of midscreen 6A starting with at least 16 meter. ("only" 4.4k if you want oki)
  8. Buttura? Kagurass? Edit: I don't have a team yet. I don't know how good I'll actually be when NEC comes around, either. I'm putting in a lot of time now, but a lot of people have a big head start in terms of previous BB games. Also, I expect Kagura to have some very bad matchups. Edit 2: more butt: 16 meter or more: 6A 6B 3C CT 66 3C 5DC delay 2DA 46B 6C 6DA 3C 2DC 5DA 28C [4926 +0] Meter-neutral 5k off of midscreen overhead. (no oki though, oki ender deals "only" 4.4k damage) xD The execution is tricky, though: I probably won't use this combo for at least a while. :P
  9. Just tested this: on block, 5DA RC 66 6B is a frame trap. (And 6B is actually one of Kagura's best normal starters, proration-wise.) If they're expecting this then they can (rather easily) react to only the normal dash cancel and avoid mashing if you RC, but in the heat of the moment it should catch some people panic mashing.
  10. You older school guys remember that time we had a Jackie Chan tournament? Well, Japan had one too. This looked like a good match: http://www.youtube.com/watch?v=cfweIIUJpuY#t=1112 It's only part 1 of 5 so there are probably much better players in the later matches. :O Edit: Kagura flashkick da bes.
  11. I just realized: Kagura can beat his Challenge #30 (deal 7000+ damage) at midscreen with only 18 meter, no OD or counter-hit needed. Also, the combo is so meter-positive that when you start with 100 meter, you finish the combo with 100 meter again. No wonder Japan thinks he's at least A-tier, despite his shitty neutral.
  12. I don't know if this has been posted yet, but you can actually beat Challenge #30 from the opponent's starting position with only 18 meter. You don't need OD or counter-hit. In fact, the post-CT part of the combo builds more than 25 meter, so if you start the combo with 100 meter, you'll finish with 100 again. :P 18 meter, close: 5C CT 6DA 2DA 46B 6C 6DB 5DC 3C 2DC short delay 5DA 6DC delay 28C [7134 +11]
  13. I probably worded that whole post a little weird. <_< After 2A 2B 3C 2DC oki, this is what I've found: Vs Normal Cast Instant B orb will blue-beat OTG them if they don't emergency tech. Slight delay B orb will not blue-beat OTG them. It will OTG them only if they roll forwards or quick tech. If they roll backwards immediately, slight delay B orb dash 2C will force them to block after rolling. Vs Large Irregular Cast Instant B orb and slight delay B orb will blue-beat OTG them if they don't emergency tech. If you delay A orb OR B orb enough that it doesn't blue-beat OTG them, then they can roll backwards immediately and jump away for free. (Note: when I say "roll immediately" I mean don't emergency tech and then try to roll asap. This is what the training dummy does when set to the appropriate options.) Edit: fixed slight delay B vs normal cast. Edit 2: distinguished between blue-beat OTG and new combo OTG.
  14. Nice, that's probably the best combo route for 2C 2DB RC in your half (edit: one-third) of the stage. Adding it to my list... 2A starter in corner: 2A 2B (nothing / 5BB) 3C 6DC 2DC 46B 5C 6DC 5DA 2DA (46B corner oki) [3390 +24 / 3079 +22] That should give you enough hits to hit-confirm before the combo stops working. But if you hit confirm with 2AAA 2B instead of e.g. 2A 2B 5BB, then you get only 2394 damage. Edit: found a 5C/2C 2DB RC combo that corner carries from 2/3 of the stage away: 40 / 41 meter: (5C / 2C) 2DB (1 hit) RC 5DA 2DA 46B 6C delay 6DA 3C 6DC 2DB (46A corner oki) [5069 -28 / 4969 -29]
  15. My trick to doing 5DC 2DA in general is: - cancel into 2D immediately - delay A until just after they pass over your head Depending on the starter, it can be one of the hardest timings in his combos. Raw 6DB 5DC 2DA is actually the "easiest" one to do. Which character are you trying this on? If you cancel 2DA into 46B right away then it should connect. I suggest holding [3] during 5DC and staying there until it's time to do 46B.
  16. Some clips from Rikir and KaneBlueriver on Twitter: YO MARVEL! THIS. IS. MARVEL. THIS. IS. ALSO. MARVEL.
  17. I think I need to correct myself. (Can't remember if I posted this already...) At midscreen, if you do 2DC 46B oki against a character who is not "large" (i.e. not Ragna, Taokaka, Hakumen, Tager, Arakune or Rachel) and you delay the orb just enough so that it doesn't OTG, they can of course roll backwards to escape the orb. However, if you dash forward 2C, you can force them to block after their roll. I originally thought they escaped for free in this situation, i.e. you couldn't stop them from jumping away. Turns out only "large" characters pose this problem. In fact, after 2DC, if you do ANY orb that doesn't OTG a "large" character", then you cannot stop them from rolling backwards and jumping away.
  18. Yeah basically, you never want the orb to blue beat OTG them unless it's after a 2A ... 2DC combo, where you can convert the 46B OTG into good damage and corner carry.
  19. Near Opponent's Half of Screen, CH 5C / CH 2C, meterless: (midrange CH 5C / any range CH 2C) 6DA 2DA 46B 3C 2DC short delay 46A 5B 3C 6DC 2DB (46A oki) [5178 +37 / 5078 +36] Your Corner to Near Your Half of Screen, CH 5C / CH 2C, meterless: (midrange CH 5C / any range CH 2C) 6DA delay 5DC delay 2DA 46B 6C 6DA 3C 6DC 2DB (46A oki) [5449 +39 / 5349 +38]
  20. There are a lot of details about what beats what, especially with corner 2DB 46A/B and varying delays of the orbs. Sometimes, like after 2DA, you need almost perfect orb timing to cover almost all wake-up options. IMO, the "best coverage" orb oki options are: - 2A ... 2DC immediate 46B. OTGs if they don't emergency tech (except vs Kagura), leading to 3k damage and possibly corner carry. Char-specific delay of 46B will make it not OTG, but at midscreen they can always roll backwards to escape. - Midscreen 2DB optional orb. They can always escape orbs at midscreen by rolling backwards. - Corner 2DB slight delay 46A. Catches both rolls and quick techs. - (vs "small" chars) Midscreen 2DA short delay 46B. Timed perfectly (just enough delay to not OTG), this orb covers EVERY wake-up option! (I just realized this and I'm going to start looking at ending more midscreen combos in 2DA. ) - (vs "large" chars) Midscreen 2DA delay 46A 2C. Well-timed (a little later than what will OTG), this catches back roll and quick tech and is meaty vs neutral tech and forward roll. The 2C is unsafe if they late neutral tech, though. - Corner 2DA delay 46B. Timed perfectly (wait for Kagura to step back), this covers every wake-up option EXCEPT quick tech reversal, which punishes it. You can replace 46B with 46A to bait quick tech reversal. Note: LordSpectreX posted the list of "large" characters earlier. These characters can be OTG'd by orbs later than the "small" ones, which actually makes it harder to do oki on them.
  21. Btw Ryan, apparently there's a "Roomba" interactable in Injustice. :P
  22. Found my list of video game quotes from like 12 years ago. I think the site that had them is dead, now. I'll post a few:
  23. Joe, do you need a room? Roldy booked a room and we need people for it. I'm planning to fly there Friday evening / night.
  24. (edit: added distances and punishes with 2C) You can punish blocked 623C on the ground with 2C or run-up 5C. You can punish blocked 623C in the air with 2C, 6C, or run-up 3C. You can punish blocked 623D (2nd hit) on the ground up close with 2C or 6C. 6C timing is tight. You can punish blocked 623D (2nd hit) on the ground from midrange with 2C or dash 2C. Dash 2C timing is tight. All of these are counter-hits and assume you don't barrier block the last hit.
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