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TheRealBobMan

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Everything posted by TheRealBobMan

  1. I can understand that. I can adjust to lag somewhat well at this point - I used to be a very mechanical player when I played Melee, learning to powershield projectiles to reflect them (same 2-frame window as Slashbacking, but with Melee's stupid 5-frame start up on blocking), and I had to adjust to varying amounts of TV lag all the time. It was frustrating as hell, but I'm somewhat used to it after all that practice. Now cue the lag with GG online - I can't ****ing stand it when I'm can't punish Riot Stomp on reaction because of the lag, but as long as the lag is consistent I can operate on prediction and still do decently. I mean, I've run into players online that ALWAYS run the same block string, and I can still inconsistently slashback the 2D I'm expecting at the end about 2-3 moves later, after a few games to get used to how big the delay is. I played against a Ky once where if I timed slashback on the first hit of Charge Stun Edge while waking up, I'd get the slashback on the 3rd hit. The only problem is when the delay feels really variable - if it keeps changing during a match, I can't get a handle on it, and I drop absolutely everything. I don't know what to say about you not being able to notice it though. I'm sensitive to even really slight delays and adjustments in timing, even if I can adjust to them pretty well at this point. Silmerion is 100% correct though - you cannot react to some things because of the reduced time to react to them. Therefore, it will always affect what you could do in a lag free environment. You're probably just not trying to punish things that you should be able to punish in a lag free environment. Anyway, thanks for the posts Teyah. Really good information there.
  2. Well, my internet is crap, but I'm going to have a week off when I get off of work in a few hours. If anyone is is SoCal, send me a PM with contact info so we can play. I figure it's not even worth attempting unless it's that local.
  3. Yeah, it's weird learning different jump cancels at first when you rely on the same one all the time (like out of c.S or H), probably because you have to time the attack pretty close out of the jump, and you're conditioned to jumping out of different active frames at different times. I dropped a lot of 5K > j.S at first, but with like an hour of practice, I stopped dropping those. Same thing there with f.S, and probably Stroke(S) too. You don't really want to be focusing on when you jump because you want to be thinking ahead, so if you don't have the timing in your muscle memory, you drop those links. Oh yeah, wasn't someone going to translate Koichi's impressions of new I-No? Also, as far as figuring out some general combo theory, does anyone know any specifics on how hit-stun decay works? I know gravity increases, but I don't really know anything about decaying hit-stun other than that it's there.
  4. The event got shut down? Really? I'd like to go again on a less crowded night for friendlies. Do we know when the doors close?
  5. So, is P4A midnight tonight, or Saturday night? It looks like 12AM Saturday, meaning tonight, but my friends are unsure.
  6. Yeah, I honestly just need more practice time. I've been playing I-No, and stick, for about 1.5 years now, but that doesn't mean anything when you play a few games every few weeks. Life is a *****. At least I can get 5K > HCL > follow ups like 30% of the time now. Pressing the buttons is so damn easy on a stick that I can't stand going back to pad, but the stick itself is just so irritating to manipulate the way I want. I still block things wrong at times because of that. Dashing is another problem... but I'm working on it. I can get Chemical Love Extends maybe 50% of the time now too. : ) Those meterless corner combos you guys posted a few weeks back are great too! It's all coming together. I bet I'll be scary as **** if I can get just an hour of practice a day for even just a month.
  7. Good stuff, I'll try to work that into my game. OH, any tips for getting the timing for air dashing out of Pdive? I either try to do it too soon and get nothing, or when I delay to when I'm sure it'll work, I can't get a combo off of it.
  8. Even if they give me overtime AGAIN, I'll bail on work for this. I wouldn't miss it.
  9. Nah, you don't have to TK the VCL. You do grounded VCL > FRC, then j.K > j.S before you hit the ground. I've tried doing j.K > j.S > dj.S > whatever, but it doesn't work specifically for that reason - I wasn't TKing the VCL. I also realized then that it wouldn't be worth it for the reasons you mentioned, so I'm trying to stick to stuff you can do with a standard VCL. Think of that mixup Koichi likes to do with Haircar > FRC > j.K. It's easy if you hit PSH for the FRC, piano an immediate K for the j.K, release the other buttons as you're doing that, and hit S for the j.S, which will come out just as you're landing. That'll give you plenty of time to go into 5P or c.S or whatever and catch them. Or did something else I said imply TKing the VCL?
  10. Sorry to double post, but has anyone worked out any combos off of VCL as a poke? It's great for beating lows/throws, so I use it on wakeup occasionally, or if I read a tick-throw attempt and feel like committing to something risky. I'm going for stuff out of VCL > FRC > j.K > j.S > land > c.S as a starter. I get the feeling that you could burst bait easily off of this by substituting 5Ps on landing, or against lightweights, buffering another VCL to come out when you go for the c.S on landing. You'd do the 63214, if they burst, hit SH for the slashback, and then move forward and negative edge the S for VCL. If they don't burst there, you could probably get the c.S > VCL > catch > whatever... probably go for 5P > 5K > HCL > whatever at that range. It's great because this setup works even at center screen, and it looks like it should lead to corner knockdown on just about anyone if you feel like spending 1/2 meter total, while getting some sizable damage in. But, you guys may have worked out something better. Got anything for me? I haven't even tried comboing for free on lightweights off of a CH VCL yet, so I don't know if that works. *Edit* Spelling mistakes corrected.
  11. Too bad these weren't available during the Black Friday sale, but you guys have to make money somehow. Now to scrounge up money for one. Any chance you guys could make a shirt themed after EX Faust's IK? I'd love to see the whole cast with afros, or just a full shot of Justice with a magnificent red fro. "Afro Justice" feels good to say and hear.
  12. One thing that might help is doing 5K > 2S > HCL > FRC > AD. The 5K > 2S will give you time to buffer, but the 2S > HCL is still tight. Once you can get that down, work in 5K > 8 > 2S, so you can get the JI needed to AD out of HCL. There's a youtube video somewhere that explains the timing for JI'd HCL AD: you have a window of something like 10 or 12 frames to airdash, so doing a TK'd HCL out of say 5H is relatively easy since you have several frames of leniency to leave the ground, and that gives you time to AD before you hit the ground. However, out of a JI setup, you have 4 frames(?) before you hit the ground on the HCL, making it way harder. But just getting 5K > HCL... you might want to work on other HCL combos to get the input nice and clean, facing both directions, before you try to get it fast enough to combo out of 5K. By the way, I do 5K > 360 > K > 6 > FRC > 6. The 63214[K] > 6]K[ thing is great and all, but I feel like doing part of the input before the K removes the usefulness of 5K as a poke into HCL, so I learned it this way. I'm sure it works great for timing something like Stroke(S) > 5K > HCL, but I didn't want to force that into muscle memory and suck at using 5K poke (though I assume 5K > JI > 2S > HCL would work in most cases anyway, especially as a "WTF LOW" setup if they block the 5K). You may want to try the 63214K >6 + release K method at first, just to get it.
  13. PSN: TheRealBobMan Main: I-No Sub: Will probably pick Millia back up, and may play Chipp or May for teleport/6P spam in lag when it's funny to do so. Online lag is so bad. My internet provider sucks, so that's part of it (I just upgraded to a 6MBPS connection and I'm only getting about 500K - **** this company), but I played a match last night with a friend that lives walking distance from me, and we still had Brawl level lag. I might be on tonight, but I'll probably want to get some sleep. I'm pretty busy with work so I'll be on mostly at night, if at all. I might be available on weekends though, and I heard that we might have a "Christmas Break" from work for like 2 weeks, so I'd be free then. I was surprised to see people with like 1000 matches already last night when I got on for a quick test run. I need to catch up!
  14. I tried that once. Puzzle Strike chips work well for poker chips, but the Yomi cards are frustrating to use as poker cards. It's easy to mistake throws for cards of their damage output instead of their numerical value. We switched to regular cards after only 2 or 3 hands. Also, they're pretty sturdy. I brought my set to a party once and the guy I was teaching to play spilled some booze on one of my decks, but after wiping them off thoroughly, they seemed fine. Don't forget that jokers are part of the game, so that's 54 cards per deck to account for, so 540 total.
  15. Gonna get some PSN points tonight after work/school, and then start playing tomorrow night. FINALLY I CAN PLAY THIS SHIT WITHOUT INTERRUPTION FROM THE DUMBEST OF SOURCES Also, looks like there's a reason to get a Vita now, not that I'll spend the money on one.
  16. I'm positive I wasn't pressing down on the analog stick, and I'm positive I didn't do anything with enemy walk. Someone want to reproduce this for me? The controller in the break room at work is a PoS and likes to turn itself off even though it's wired, though I doubt that would be causing it. *Edit* Ok, so it was user error. Sorry if I sounded condescending with this post. Turns out the controller really is that bad. I guess I have to play with the horrid 360 Dpad when I can't bring my stick in to work. Better than playing on an analog stick that presses itself and drops inputs. My bad.
  17. 360 - Training - Low - When holding downback or downforward in training mode on a 360 controller analog stick, seemingly within a very narrow range of stick deflections, the training dummy will walk toward the player. This can occur if the player is crouching or walking forward. 5/5 attempts. 1. Enter training mode. 2. Hold down+forward on the analog stick. 3. Gradually move closer to down or forward while maintaining a down/forward deflection. 4. Observe that the training dummy will begin to walk toward the player.
  18. Hey, does anyone know any somewhat universal setups off of the haircar FRC j.K mixup, like per weight class? If I run 214P > FRC > j.K > 5K, it seems that I could go for either j.K > whatever if they get hit by the haircar, or just into say f.S / 2S if they got hit by the j.K. I can get more if I go into something other than 5K out of the landing j.K, like dj.K > j.D > whatever, or c.S > 5H (and from there, at least against Pot, can follow up with super), but I can't hit confirm that because it's too fast. Is there a better ground string I can use off of the 5K setup, or is there something better I can do against a specific weight class?
  19. Aww man, Stroke(S) is 80%? Early FRC on ground FB note is probably useful though. Seems like it would be possible to gatling into FB note, then FRC into a mixup > another blockstring, with no gaps. I'm hoping the speed buff on Hdive helps us use it in combos for corner carry, so we wont have to spend as much meter on HCL FRCs. I wonder if 5K > tk'd Hdive works. *Edit* Nah, that wouldn't be possible. 5K is a lvl 2. When you factor the time it takes to leave the ground before starting Psycho Crusher, it'll never link... maybe if it was a CH 5K, but it'd pretty much be frame perfect, so you couldn't hit-confirm the CH. There's no point trying.
  20. Could be that the certification process held it back for a stupid reason, could be that there was a super high priority bug that wasn't discovered until right when they were going to submit which caused them to delay, could be related to Sony recently updating their online store... meh. Just pointing this out for people that haven't bought themselves X360 versions yet. It seems that Target will be selling some 1600MS point cards for $10 on Black Friday. Not sure if you can do this through their website or only in person, but it's worth looking into, considering you're buying $20 for $10. Get 2 cards for the price of one and give one to a buddy. No excuse for your friends to not play GG with you now.
  21. I've asked several people this question before, but I'm so out of it all the time right now that I keep forgetting the answer. I have a PS3 at home, so I'm going to be getting the PS3 version when it comes out. At work, we have 360s in the break room. If I want to buy some Xbox points so I can buy GG and play at work, do I need to spend money on Live as well, or can I just buy a point card, make some free-derp account to redeem them with, and play on my breaks with that? It's not worth it if I need Live, but I could use some extra training mode time, and could probably afford to buy an extra copy just for that. I'm sure the guys I work with would be happy to play once in a while, even if most of them are just going to be on the other setup playing Mahval all the time.
  22. Heh, 10% forced prorate. I'm so out of it right now that I'm thinking backwards. I meant 90%, and it sucks that it's actually 80%. Anyway, thanks for posting that. I just remembered something else. FBdive also has slight invincibility on startup now right? I think I remember it getting something like 1-4 frames strike invul. If that's true, can you also mention if it has the same startup time?
  23. Wait... am I reading this right? Kliff's dead angle is not throw invincible and is only strike invincible after frame 5? And his 5D causes his stun to go up?
  24. Nerfed Airthrow. All 5Ds were nerfed for the online play, although it is silly to nerf I-No's more than other characters'. I guess it's because her mixup has so many options for going high/low, and the mental lag associated with being prepared for one more overhead is threatening, considering that I-No has more options to keep pressure on with that extra airdash and jump cancelable strokes. It would probably be a worthwhile mixup to go with in +R considering FB note will get full hits even without moving across the screen, so they're forced to block it, and they'd have to block right with a cranked guard bar, which would offset the steep GB- on a dust. Think of the ID combos we'll probably have - I bet it'll be our new high-damage option if we can ever land it offline. Oh yeah, I think it was 90% prorate on Sdive, if I remember those early notes correctly. I think FB dive also got a 10% forced prorate... not sure if that was there before or if I'm right. I seem to remember something about increasing the prorate on either j.K or j.D, but I forget. Could you check those later if you get the chance? I remember being bummed at first by I-No getting so many prorates, but after thinking about it, I decided she was still more exciting than Millia because Millia basically does 20-30% off of a poke every time (defense based variance), whereas I-No might go for the 20% option or the 50% option (based on the setup and meter, which we have tons of). We can find ways around the 6P forced prorate, and can always poke with our slightly buffed 2S when we want a low. Honestly, air blockstring > FBdive > immediate cancel > 2S seems so strong. Hell, FBdive > cancel > 5D might be a reason for the 5D nerf in and of itself. Perfectly possible to hit I-No out of, but if unexpected, seriously dangerous to block wrong. Is FBdive still lvl 4?
  25. Uh, if it's frame data for +R, I think I'd be happy with ALL OF IT. Assuming you have time. That's a hell of a lot of work to do. I actually want to know about I-No's 6H. What's the damage on that thing, now that it has 2 hits? Is it going to be our super high damage corner option assuming we have meter for ... > 6H > 5K > HCL FRC > whatever, now that 6P has that forced prorate on it? Other than that, any major attack level changes? It sounds like one of Dizzy's fish is a lvl6 now, for example.
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