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stinkymonz

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Everything posted by stinkymonz

  1. So what about this most recent Athena filebank batch? Anybody grabbed that?
  2. Oh wow, seconding the Filebank re-uploading. All of them look intriguing, but special emphasis needs to be given for the Rena vids and Hasu vids. Again though, would appreciate anything from that batch.
  3. H.H(DI)/Miu(SO)/ELEVENSHADOW(FA) sounds like an epic team, actually. Make it happen, bb.
  4. Rachel Alucard thread. And I'm pretty sure it's just a wind thing, so nothing about Carl's airthrows should be banned I think, as long as whenever you throwtrap Rachel you don't do it too close to the ground, as to avoid the possibility of getting glitched.
  5. Doesn't matter, since Japan's gone and banned it anyway. Edit: Heh, sorry. I was really excited and buzzing when I first saw it.
  6. Re: Rachel throw break glitch SOMEONE GO MASTER THIS SHIT and prove my crazy theory. I'm thinking the strategy fighting Rachel can now be 1. gain health lead 2. somehow get into low airthrow + 8]D[ and bitch will have to eat it like everyone else does or 3. GET GLITCHED AND INVINCE INTO TIME OUT WIN GO GO GO PROVE IT RIGHT (Edit: Or 1. at the very least, one can airthrow + 8]D[ her again yay! Or 2. This shit backfires if Rachel has a health lead, so no throw trap epic comebacks.)
  7. WHY IS IT OK IF IT'S BANNED Throw trap isn't necessarily his only source of damage; good sandwich loops can reach high 4000s and he still has a myriad of combo options and setups to play with. You can't throw trap Rachel 90% of the time, and the matchup (while I consider is his worst one now atm) is still fairly managable (at least based on that one Shadow vs. Dio vid). WHY BOTHER BANNING The 100% throw trap combos are [so far] only workable on Bang and Tager which concurrently use up almost 100% nee-san bar as well. The 100%s on everyone else are still WIP, if at all possible (as there's a lot more room for error) and also use almost all nee-san bar. Which means, should you evade Carl long enough and keep forcing him to use nee-san outside of combos, at neutral or along the way hitting nee-san you couldn't be hit by the full brunt of the trap anyway. And even with the trap, Carl still hasn't been spectacularly sweeping wins across the Japanese tournament scene. And we can't make judgements based on vids because vids uploaded are only like what, 5%-10% of what happens on the ground? ------------------- Anything else to add? I'm also actually of the opinion Carl's the most GGesque character of all, in the sense that out of all the characters in BB he's really the only person who brings on that 'I get touched, I die' sense, which can be evidenced by players bursting at first opportunity and the GGesque footsie playing. Which I suppose in a game like BB could be potentially game-breaking, but again, so far nothing spectacular has really happened yet because of Carl. Has Dio been trying to qualify, actually? Can't read Japanese, so no casual infiltration of the Japanese blogosphere on my end.
  8. '(whatever launch) [j.K] j.S j.H adc j.D adc j.D [or the string MissedFRC posted] pin 6H' is fairly universal as well. The really big issue is that while you can usually press the same buttons in the same combination and order, the timing of said cancels (gatling and air-dash) is what determines its success in hitting them and knocking them down. Take corner: set H disc, 2K, disc hits, r.5Sc(2) on Sol: jb.K-D adc j.K-D adc j.D and Dizzy: jb.K-D adc j.K-D adc j.D When you figure out Sol's timing and switch to Dizzy, you'll find that you have to delay the very first adc as long as possible and you can't delay the gatling cancels at all, something that Sol somewhat allows. Keep in mind that against some characters and certain parts of air-combos in regards to them actually have a bit of leeway. Meaning that delaying in different parts may still get you the same end result. So you'll just have to keep experimenting and see which timing will be easiest for you to pull out. If you want an idea or something you can analyse visually just watch Woshige's vids, since he religiously sticks to single-launch combos save some epic ad-libs.
  9. wtf Nives. (Had completely forgotten it was April 1st. Psh.)
  10. Query: Is Yossan (CH) the same person as Yossan (IN)? I don't understand Japanese, so if it was mentioned in MC commentary I wouldn't have known.
  11. http://www.dustloop.com/data/ac/system.html I'm fairly sure the row "dizzy rating" can give you your answer.
  12. He already said what it was in the post above mine. That said, it's the first time I've heard of it myself.
  13. Eh, no 'Woshige Kick' isn't possible off a non-FRCed disc, not enough time. Not sure if it still works off an FRCed disc anymore since it used to be tight even with the old FRC window.
  14. Try Housou-ing a projectile FRC move, something like CL FRC or anything else that doesn't involve a physical hit? Now that I think of it I think it applies to all physical hits. Edit: Watch Part 8 of 23-on-23: the last 10 seconds or so Dry Ace H Fuujins Kazuki's whiffed ice-spike and he gets hit but you see the FRC bubbles come out from from Dizzy, so... can't see much but it pertains to the topic.
  15. Basically sounds like Axl has a way to take advantage of the 'not-instant' recovery of certain moves when RCed or FRCed (as I've read from some Clayton posts). I think the moves that don't instantly put you back to neutral THE VERY FRAME YOU FRC would be vulnerable to this which may or may not be acting in conjunction with the '1-frame-late' bug-thing where for whatever reason GG's system only 'registers' changes 1 frame after it happens in real-time.
  16. lol Koichi's playing Millia in regular 3-on-3 but I-No in same character teams. Guess he's officially taken both as mains?
  17. Youtube thread.
  18. So, the recent 23-on-23 vid of Kazuki vs. Roi has him use S~glitchP at neutral to pressure Sol. Discuss.
  19. OMG Ruu. How did you not get further in SBO; you were so en forme in the 23v23...
  20. So why does regular standing block change to this sprite when blocking certain moves such as Sol's j.H or Ky's j.H? Does it affect hitbox or blockstun in any way? If it doesn't, then why do certain characters (I-No, Sol, Jam, May) get special blocking sprites that other characters (Dizzy, Millia, Ky) do not? Was this all really for nothing but pointless aesthetic purposes?
  21. 6FRC6? And are you trying to combo JO or PO? They are the tightest to dash j.S after Throw FRC. Easiest to do it would be May or Testament so try on them first.
  22. stinkymonz

    AC: Videos

    If the Pot is expecting it, he can just wait and do nothing and heat you after the j.P recovers. Case in point, SBO arcade qualifer vids of H.H's team vs. some Pot idunnohisname. I'm trying to find the link the Video Posting thread but I can't seem to find it. :/
  23. I remembered someone saying something about FRCs becoming RCs for moves like Dizzy's 2H and that it was a weird glitch. Hence why I had asked, so someone would explain it; but eh, must've dreamed it or somesuch.
  24. Is there a particular reason why sometimes when FRCing Dizzy's 2H you'd get an RC? Is it a glitch, since frame data says the FRC window starts on the first active frame?
  25. ~ indicates different inputs that can be substituted with each other; in this case 5K 632147~8~96K you want to get a jump input on your CL so hitting any three of the jump motions 7 or 8 or 9 may be used to similar effect although it doesn't mean you hit all 3 inputs. It's different since you don't necessarily hit all the motions for it to work, rather than 360K which gives me the impression you just spam a 360 and you'd get your JI CL by virtue that you hit each and every motion needed. However, if everyone meant the other methods to mean the 360 one I've been fooled. :/
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