stinkymonz
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
stinkymonz replied to Lord Knight's topic in Archive
My question is: why? Unless the answer isn't actually gameplay-related. -
[CS2] Hidden Litchi moves? weird back dash and weird straight through
stinkymonz replied to Spiteful's topic in Archive
He said "I am in straight through stance, and suddenly the staff flies at the opponent as if it was placed on the ground". So, connected Itsuu isn't even in the picture, I think. -
[CS2] Hidden Litchi moves? weird back dash and weird straight through
stinkymonz replied to Spiteful's topic in Archive
1. That's her command backdash, just press 7 as she recovers from her backdash. She can also airdash forward during (after?) her flip. 2. If you let Straight Through recover without cancelling or pressing a followup button, there's a small window where her staff is considered returning to her. So if you press D during this window it'll be as if you released a set staff. -
From Lord Knight's post: So, can we assume staffless normals also don't cancel to Itsuu? Don't see a reason why the old Itsuu-A loop couldn't work once you get to the first hatsu. Also, theoretically (word of the day) speaking TK Itsuu combos should still work right? ie 6B[m] TK Itsuu or possibly off 5B[m] or 3C[m].
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Dio vs Akira (TG) Dio vs Souji (AK) Dio vs RG Dio vs Kouya (NO) Dora (BA) vs Dio Buppa (HZ) vs Kyaku Dio vs Kyaku (not as exciting as you'd think, Kyaku doesn't seem to have a lot experience playing mirrors) These are all from the Gamechariot SBO quals that Dio/Buppa won so you should at least watch these.
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Carl: Yuki I meant is the Christmas colours Carl from A-cho, he spells his name with like a dash-thing between the two symbols. (ゆーき).
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A.B.A - Fumo, Tsubu, also the white one from Mikado vids Baiken - Koto, Kazuna, Iroha Chipp - Minami, Susumu (ススム) Dizzy - Ruki I-No - Attsun Millia - Nakamura Slayer - Sawa Sol - Roy (ロイ) Venom - Maddo Carl - Eesuke, Ranrebo, Yuki (Yuuki?)
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Good luck for Sunday, bb! Show those pretentious Japanese bitches you got game.
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From what I've played, 4H seems to be more than adequate as an option-select. The first hit comes out in only 6F, which is enough for it to actually beat/trade non-meaty throw-invince oki; once I CHed a Jam's non-meaty 6H oki. The fast startup also makes it great in counter-throw situations where it can basically outspeed *anything* else your opponent does. And they can't backdash and punish it either, the 5H usually tags them at the end and if it didn't then it means they're too far away to really push an offense on you. In theory though, a fast 1F jump should allow them to punish but so far I haven't been punished properly for it. Like, they'd be too far away to get a knockdown combo, or they had to airdash and that took enough frames that I could start blocking, FD/IBing an escape route. Idk, maybe this is a character-specific thing? Thinking about it though, 6S+H would seem to be the far better option against 1F jumpers. And would 6P+H beat jumping oki mixups(meaning, you'd either reversal throw their low or 6P their airdash)?
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He's been doing Millia all the time I think, at the Mikado ranbats. At one point he teamed up with Ten's I-No a lot, to have like a super-oki team I guess but they kept losing.
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That's probably because the CPU is not an appropriate gauge to rate anything, let alone high-level matchup ratios. Granted Axl would give you a hard time. The game on your end basically dissolves to: don't do anything (maybe iB pokes for free tension) and wait for him to do something stupid which reflects how much of disadvantage you are at 70% of the time. But she has worse or equally bad matchups against like a third of the cast and testing vs. CPU most certainly would not have told you that.
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Well anything that doesn't let the opponent tech till they hit the ground can be considered a knockdown. Also, the S-dive completely fits your definition of a 'knockdown' anyway. Methinks for whatever reason the S Dive isn't a "combo ender" to you. Consider that when "the s-dive is connect so close to the ground that anything afterword would just be OTG damage" is also the same instance it would give a knockdown. Just try it out. IN VS MI Air throw, walk slightly 5S 5H jc j.H late P dive ad j.H VCL, 5S jc j.S j.H K dive. 180 damage. You can also sub the VCL for S dive for 1 less point I think. -- Oddly enough it is a lot easier to land this combo if you superjump up instead of forward. -- A prototype: Air throw, 5S sjc j.S P dive ad. j.H VCL, 5H You can follow up with 5H if you get the VCL to hit late (weird hitbox at work) but I couldn't seem to find anything that would really take advantage of the 5H relaunch. IN VS BR Air throw, 5H sjc j.S P dive ad. j.H VCL, 5S VCL, 5S jc j.S j.H P dive ad. j.H late VCL 164 bolded: YES YOU CAN and I think you can do it on Dizzy and possibly Johnny as well. Here, the same oddity applies from above. And you can substitute the ending VCL for K dive for one less point if you'd prefer that spacing. -- To get an S dive knockdown you can do, changing from that VCL, S dive, 5S jc j.S j.H P dive ad. j.H slight delay [P dive] [s dive] 160 But you have to delay all the cancels from j.H as long as possible, so that Bridget is really low. When you relaunch, Bridget should be the same height as you on the ground. -- Another prototype: Air throw, 5H TK S dive, 5H TK H dive, 5S VCL, 5S VCL. 153ish? Entirely too hard to do like 2 just-frame links for the amount of damage you get. Although honestly I didn't write down the final, I just saw it didn't break 160 and I'd spent like 20 minutes by then trying this out. But hey, if any of you want to give it a shot and maximise this route, have fun.
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IN VS JO Can replace with delay VCL for one extra point of damage + enough frames for optimal falling VCL oki. Can replace with [s dive] for one extra point of damage, if you hold the P dive a little. Also, any corner airthrow that is higher (like after a 6P 5H HCL tech airthrow or 5P AA techthrow) you can replace 2S with 5S and get another 1 or 2 points of damage. IN VS SO air throw, 2S 5H jc j.H [really delayed cancel] S dive, 5S jc j.S j.H [P dive] ad j.H [P dive] [s dive] 149 damage + 3-hit P note also couldn't replicate your 151 damage one at all :/ IN VS MA Don't delay that P dive. Also, I got 160 off this in training. And the first j.H VCL can be a bit problematic to land, so you can substitute the VCL for S dive for 1 less damage point (I got 159 off it). air throw, 5H jc j.H P dive ad j.S VCL, 5S VCL, 5S jc j.S j.H [K dive] 157 + 2-hit P note a tad easier to land; the key is to airdash j.S asap after the P dive and delay the cancel to VCL as long as possible. Oh ya. IN VS SL I usually do air throw slight walk 5S jc j.S j.H P dive ad j.H S dive, 5S jc j.S j.H P dive ad j.H P dive, S dive 138 + note The note doesn't seem to be 4-hit like I thought before. That might have been JO. Anyway, I also like this spacing better since it gives you tonnes of space in case you need to retreat quickly (reversal super, BDC jump shenanigans, etc.)
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http://www.youtube.com/watch?v=UhErSDOMgow There's also this CV where there's an entire section based off S-dive knockdowns. Seriously though, a prolific video-watcher as you should have seen this before. The only reason you don't see it all the time is K-Dive is easymode knockdown on everyone.
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http://www.nicovideo.jp/search/%E3%83%9F%E3%82%AB%E3%83%89 So Mikado went crazy last night and uploaded a 3-on-3, a 2-on-2, what might be 2 ranbats and their 5-on-5. Have fun. Oh wow and more casuals at GAMEacho. Good day for GG vids.
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Eh does a H Dive or D Dive knockdown give some advantage on oki over other dives/CLs? Also, I am being killed by A-levels so I haven't managed to back up my claim of better Slayer combos. Also, @bucklemyshoe, http://www.nicovideo.jp/watch/sm10350647 first round has an S-dive knockdown combo.
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I AM INTRIGUED BY THE UNUSUAL STARTING NORMALS Oh, there's definitely a better vs. Slayer combo there where you can tag him with this amazingly low and far-away S Dive to KD (since his hitbox allows it) and get like a 4-hit P note because of the spacing. IDK, will have to run these through training later.
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The one labelled Yossan vs. Minami also has him fight Satou's Johnny; the one labelled Yossan and HEVEN has him a fight a Baiken. Just FYI. Also I love his ending vs. Baiken.
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Yeah, ok 35% is a gross overestimation. And some of the clearly illustrious teams aren't shown even in the least; Kazuna/Samitto/Kedako come to mind. /bitching Perhaps what they should do next year is like have a pre-order list for those who want the full tournament, and have the option to have it sold/distributed via digital download. And honestly it wouldn't matter if they just gave it to us completely unedited with start screens between matches like Mikado Nicovideo vids with no title card to tell us who is who; just give the vids, damnit. Oops, still bitching.
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Ugh, it's still pissing me off that we're getting like 35% of probably the best GG SBO in the history of its run, and worst, that the 65% would have been the part I'd rip and put on my iPod for regular consumption. Aaaaah wtb full DVD.
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Out of all the 32s, 16s and 8s is that seriously all the matches they gave us? Holy crap, WHAT ABOUT THE REST. And fine, to make this post a bit more useful, I can translate some of the player names: 1st screen: Haaken vs. MDR 2nd screen: Maruken vs. [idk the symbols, but it is Fumo] 3rd screen: something-Ochiai vs. Minami 4th screen: Nemo vs. Rena 5th screen: RF vs. [idk the symbols exactly, but it is Ogawa] 6th screen: Satou vs. Kiabui 7th screen: Machaboo vs. Koto 8th screen: Chonari vs. Tsujikawa 9th screen: Koichi vs. LOX Listed in order from top to bottom; 1st semi: Akira/Inoue/Kazuki vs. Satou/Mocchi/Chonari 2nd semi: Kishitaka/Haaken/Koichi vs. N-O/Shounen/Woshige Final: Satou/Mocchi/Chonari vs. N-O/Shounen/Woshige
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http://www.nicovideo.jp/watch/sm9225555 One semi-final match from SBO. Kazuki (Dizzy) / Inoue (Order-Sol) / Kawin [doh] (Potemkin) vs. Satou (Johnny) / Mocchi[Mugen] (Bridget) / Chonari (Zappa)
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http://www.nicovideo.jp/watch/sm9114001 Been in Singapore playing BB the last week and fought a few Hazamas; while arguably my Carl is not as polished and certainly the Hazamas here aren't polished either, I've had moderate success by keeping Nirvana in front of Carl at all times. So if he tries to do whathaveyou chain nonsense it'll latch onto Nirvana and he either ends up right in front of her or right behind her (meaning, sandwiched) and you can easily pressure from there. Otherwise, dodge/pressure appropriately. Posting, because the high-level vid validates my matchup theory. Well, ok upon rewatch the Hazama didn't play keepaway which was what gave Dio such a hard time in those gamechariot vids a while back.
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[CT] Carl Clover Tactical Discussion/Questions/Help
stinkymonz replied to Alternate275's topic in Archive
Rapidshare/Megaupload/whathaveyouuploadingservice and post for people to PM you for the link. How big is the whole set of SBO vids, actually?