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KatanaDash

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Everything posted by KatanaDash

  1. John, if you need more help, I can also help running tournies. Lets keep this ball rolling, each gathering is just more hype than the last.
  2. GGs to every one, thanks to alex for getting this together... and thanks to every one who brought setups big thanks to venue owners, providing food and a place to play! GET HYPE!
  3. I have one more set up I'm bringing... as I posted about earlier.
  4. Hey I can bring a set up for GGAC or MBAA. TV, extension cord, ps2, surge protector etc. Also next time, we should do prereg and include something that lets people put down what they can bring in terms of tvs, consoles, cords etc. I can also give some folks a ride from Santa Clara to Hayward, and back to Santa Clara. I will head back to Santa Clara around midnight to 1am, in all likely hood. PM me for details, I may very well ask you to meet me at Santa Clara Caltrain, to make the burden on me lesser. Wait, is the venue going to be open that late?
  5. I'm okay with actual cabinet that costs 25c provided: -we can still run all our standard free set ups, because other wise we only have one set up and no casuals and the tourny will take forever. it would also be a huge plus if we could stream from the cabinets, but I don't think that is likely... Really I think it is cool to have the setup, as long as it doesn't come with extra baggage, which is most likely does.
  6. that was hype, thanks to TaoFTW for getting this shit together. Thanks to the venue hosts. good shit! GGs to all of you!
  7. Dakanya, my car just filled up, but aj has an open car... also lol at Meowmix
  8. Panel_0 and meowmix, check your pms....
  9. Rod I got your entry fee if you want, but if you win you gotta pay me back :-P Also this is looking more legit now, I was worried for a second this wouldn't work out. Good job John and thank you to GGJ If I'm giving you a ride, pm me by tomorrow night please, and include a cell phone number so I can call you if something comes up or I can't find you. No last second bullshit. K thx
  10. dbl post ftw... It was mentioned that we need extension cables. I can bring one to go with the set up I have.
  11. Also of note on the gambling front: -The contestants are putting money on themselves (an entry fee) -the outcome of the game is entirely non-random (excluding Faust) a tournement such as this would constitute a "game of skill" not gambling. Games of skill are legal in california, but that doesn't nessaryily mean Devry will allow it... The above argument is totally reasonable and would fly in california courts, but who knows if Devry has the same policy on what is and is not gambling.
  12. Hey, people who need rides, do you think you could take bus/train down to santa clara cal train station, and I'll drive you from there? Maybe meowmix and Dakanya? PM me if your interested? Also, TaoFTW, I can bring one more setup and one more TV + a card table to put it on + surge protector. I have no chairs...
  13. I can give 1 to 3 people a ride to fremont from santa clara... any one need help getting over to fremont?
  14. I can bring one set up, ps2 + tv, surge protector, and a card table to set it up on. I'm not sure if I should bother bringing it because it sounds like we've already got 2 or 3 set ups going, and derrick's office isn't too big. any body needing a ride from san jose/santa clara area can give me a pm.
  15. Hey John, can you add me to the drivers list, I live in Santa Clara.
  16. Ch 2d leads to any of your standard 22C combos, you just dash up after hitting and do 22C when they land. Basically treat landing a CH 2d like you would landing a 3c, unless you have tension to burn and want to do a BK combo or something.
  17. yeah playing online you can't use any kind of visual cue to do your combos, so combos with long pauses in them tend to be pretty hard to do online, I have trouble even hitting 5b after 22c online but then again, I'm bad
  18. I believe I have found something even better, but much trickier to do. 3c(max range), 5D (1 hit), C ID, fastest 236c, latest 236c, land, 22c 2700 damage and ends with a 22C, if you want you can follow up with 5b,5c, but nothing else will link after that. I have only confirmed this to work against Jin. Its tricky, and I don't know the exact set set up to make this work. Also seems like if you are really far away, you need to do 5d(1 hit), (slight delay) D ID... I will be experimenting with this more tonight to figure out more about how to pull it off. I've found some other interesting stuff with similar set ups: starting from closer then the other one you can... 5b,3c,5d (1 hit), 623C (2hits), fastest 236c, latest 236c, 22c or 5b,3c,5d(2hits), 623D (1hit), fastest 236c, latest 236c, 22c but from here it seems like your better off just doing the standard double 22c combos I figured I'd post this stuff even though I'm not firm on the details so some one with better/quicker fingers can help me figure it out completely.
  19. you can't always do the tk version. Lots of moves are special cancel-able but not jump cancel-able ie like throws. but yeah at neutral, you should pretty much always do tk GH
  20. umm, by dashing and pressing b? It can be tricky if your not used to hit, you might get 6B, but as far as I know there is no trick. you just input 66, B and don't hold the 6
  21. Blood Kain is risky outside of a combo.... 3k damage in health drain is a lot (which is how much you loose over the full 10 seconds of BK), especially when ragna already has a short life bar. If you like to play risky go for it, it can definitely pay off big time though. Also on the Dash Cancel: you can dash cancel on basically the first active frame of the second hit, so you should be inputting your dash such that the second forward happens at the same time as the second hit of 5D lands. This is the fastest possible DC. Also the dash after a DC counts as "move." It has a set duration during which you can do nothing else, so you can't cancel the dash into an other move like you could a normal dash (that would be so over powered lol, ragna would be god tier). And if you get hit during a DC it will be counter hit, so be careful! Long story short that means you have to time the 6A right at the end of the DC, you can't just cancel into it. Luckily the window is pretty big.
  22. I another good use I've found for Dead Spike (also known as GunShark) is the following: after doing a corner combo ending in HF->Follow up, delay slightly and do DeadSpike, if they roll you will punish the roll, if they neutral tech the dead spike will hit meaty and net some good advantage that is safe from most supers and dps. If they delay tech you hit them otg. If they time their tech perfectly they go through the dead spike but your still fully recovered and safe (near as I can tell). The HF follow up basically leaves you at the perfect distance for DS to hit, but is outside the easy range of most wake up supers and dps, plus you can time it meaty and make it very safe. I think this same set up might work well off a 22C in the corner. If some one more clever at making combos could come up with a good way to capitalize off landing DS as a tech roll punish that be great, because I'm not actually sure you can link anything afterwards. If you could get something into a knockdown, this would be a pretty fantastic setup.
  23. lol, the numbers are on block. Also keep in mind that the fastest moves in BB are on the order of 5 frames, so an SD of -4 is still safe, because you can block before the 5 frame start up of the fastest moves in the game. However, Instant block reduces block stun by 5 frames, so SD of -4 becomes -9 if they IB, which means it is very much not safe. And combos are also possible because you are able to cancel the active/recovery frames of one move into the start of another. If you couldn't do this canceling, many combos would not be possible. Steps in combos that don't require a cancel are called "Links" and are generally much harder to do Example of combo without links: 5b,5c,5d,GH,followup... every move in this combo can be canceled into the next move as soon as the attack lands. Example of combo with a Link 5b,5c,6c (2 Hits), HG, (delay) followup, 5b, 623 D, 236C, 214C... the second 5B is a link, and requires fairly good timing to hit. every thing else here cancels.
  24. read the guide, it has many important concepts in it, I'll be nice and explain this question... Static Difference, abbreviated SD, is the number your talking about, it refers to the difference measured in frames between when you recover from your move and when they recover from block stun. So negative SD means your opponent recovers first, positive means you recover first. SD is measured based on the first active frame of an attack landing, and they don't faultless defend or instant block which will change the numbers. The important point about this is that if you make it so your attack hits later in the active frames, you can garner more advantage in your favor, this is usually done against some one who is waking up, and is called a "meaty" attack. but seriously go read the guide, it will give you deep magics
  25. dead spike isnt' safe either, they can hit you before it comes out with a 5A or 2A, if they IB the hit before they can fit in a stronger attack. Characters with dp can also hit you out. Long story short, you have to mix it up, don't do any one block string too much, they all have holes and can be punished if your opponent predicts which flavor of block string your going to do.
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