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TheRealBobMan

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Everything posted by TheRealBobMan

  1. Ah ok, wasn't familiar with the term, and it was hard to infer from context since I only ever get blocked when doing STBT or I land a CH, so I forgot that it was even possible to land a regular hit. Can't wait for the PSN launch so I can finally get consistent practice. This crazy work schedule should be ending like this week and I even went and got better internet service. It sucks not being able to do basic stuff over a year after switching to stick and I-No.
  2. What do you mean by "raw hit"?
  3. When you do these tests with the analog sticks, are you riding the gate as you do the inputs? I remember reading a thread on a CoD forum about how the engage zones and dead zones are absolutely ****ing stupid for most FPS games, and how stick deflection is coded with absurd acceleration curves for movement/aiming. It had plots showing how most of them are coded - many are square shaped instead of circular, with I think RE5 having a ****ing hourglass shaped dead zone. For some of the games, the dead zones took up like 70% of the total moveable stick area on top of that, so you wouldn't even register an input unless you were grinding against the gate. If your controller were to wear out even a little, you'd probably only walk instead of run (in games where that's applicable). Considering fighters are really based off of simple up/down/left/right, with up+right etc for diagonals, I'm not surprised if the analog function is bad or has holes in it. What sucks most about that is that the analog stick on a 360 is better than that horrendous D-pad. If you weren't riding the diagonals, that might explain what's up, if your controller is old. But uh... I'm assuming you're not making that sort of error because 360s are just so easy to do when you ride the circular gate on a 360 analog stick, so just take this as an informative post about one of the things that's wrong with modern shooters.
  4. Yeah, that PSN news is killing me. Just yesterday I had my internet upgraded to 6MBPS (from something shitty like 256K), to take effect on Wednesday. Oh well. Possibly related to this? http://www.gamesindustry.biz/articles/2012-10-19-sony-delays-uk-playstation-store-relaunch "Sony has postponed the relaunch of the PlayStation Store in the UK for an unspecified period after "teething issues" like wallet errors and slow load times. " While this is only affecting the UK right now, we also have to factor: http://www.gamesindustry.biz/articles/2012-10-12-playstation-store-revamp-coming-late-oct "The new PlayStation Store look will launch in PAL regions on October 17 and in the US on October 23." Arcsys might expect stupid BS beyond their control to mess up their launch, and might be delaying just to make sure their customers don't get screwed over after years of waiting and all this hype.
  5. How the hell do you do what OSCA did to that pink Anji at 0:24 of that 2nd link? Is it as simple as 9 > 412364S? Will the 4 input going in twice register an airdash that you immediately cancel into VCL? Or do you have to 9 > 4123644S?
  6. Thanks Teyah! Adelheid, that corpsecrank.jpg made me realize how biased I am against people that say silly things. After reading just one of his posts, I started reading spelling errors in his later posts that weren't actually there.
  7. Testament's 6P is one that I have problems with because he crouches when he does it. It telegraphs early because of this, but it telegraphs like he's going to hit low. Until I spend the time to grind that into my mind, I'll always block it low on reaction instead of high, even if I was already blocking high. Same with most dusts. But yeah, I agree with you on this 100%. The main problem is that you have to be expecting that particular thing to happen in order to react that fast, so while you can react to most overheads that are fast enough to be considered unblockable, you're hindering your ability to deal with other stuff. You get around this with basic tricks like the mantra "block low until they jump in", which is braindead easy and protects you against mids and lows while you watch for the overhead. There was a good article that I think was posted here on Dloop (or at least linked) about "focus bursts", or paying close attention at key moments, like when you know a mixup is coming, or when something is coming that you can beat on reaction. You can't focus like that all the time because of fatigue, and even if you could, you'd just be introducing lag into your brain for other tasks. Knowing when to predict a move so that you can watch for it saves a lot of that effort. So if you know that out of ___ gatling chain, it's safe to block low and expect X move because no other overhead would come out for the next 2 normals of the string, you can do that. You just make yourself more vulnerable to tick-throws, or some other kind of mixup like a cross-up. But if you're getting that read that "he's going to do this for sure", you can maybe take that risk. You're swapping one type of reaction for another. To use shooters as an example, if you know your team is behind you, your brain doesn't have to call memory to determine if the guy in front of you is wearing an allied uniform or enemy uniform, in order to determine if you have to shoot. It becomes "press button when you see movement" instead of "press button if you recognize an enemy". However, don't forget that Teyah is talking about the difference the additional lag will have. It's like a move that telegraphs late - by the time we see the overhead start, we're 4 frames behind where the game is. So, the game has to run the move slower in order to compensate. We might react perfectly in time to what we see, but that's behind what the game's output is, so we'll get hit, and get pissed off because "I KNOW I BLOCKED THAT **** HIGH!".
  8. Yeah, gotta post about how stupidly useful VCL wakeup is. It sounds dumb, since it's something like frame 11... why use it as a reversal on wakeup? 1. Unless my friend always times it wrong, it's beating meaty 2K/2D > pressure / tick throw because it's frame-1 airborne. You get knockdown and can go from there. Maybe you can FRC > combo? I don't know. 2. Beats silly wild throw oki. You're ready to block his silly VV oki and he goes for wild throw instead. Too bad. Almost never happens, but it's a bonus that it works that one time he tried to do something stupid to get in. 3. Beats GRANDU VIPAH. Excellent because he might go for this to beat reversal super, but you hit S instead of H for the VCL, giving you slightly more time to think or even confirm it if the Sol's timing is off. 4. Beats late Fafnir oki. At worst, you CH each other and give him the oki, if he did it immediately as you wake up. If he does it too early, you can just reversal throw instead before it goes active. It's 1-7 frames invincible or so, and starts on 11 like VCL. Sol will use it to bait a throw / punish a backdash / punish a jump out. So, if he throws it late (as close to your wakeup as possible) to make sure you can't throw reversal, you could always 2K. VCL works because he has to try to time it a certain way, and VCL will hit him first (just barely) in this case. Again, if his timing is perfect and you committed to the VCL instead of trying to read, you'll just trade, and have to wake up into his oki since you'll wallbounce when he just gets knocked down. That can suck, but you're still beating a lot of options Sol has for oki that are relatively good. It's not something to spam, but in this matchup, it covers a ton of options. I love it.
  9. And I-No's j.D causes her to actually float, so she can gatling into FDC j.D to bounce and try to cross up during aerial blockstrings. Just try not to burst. Man, so much good stuff is coming out in about a week. We get GGAC+ online, Virtue's Last Reward, I think Unfinished Swan is this week too.
  10. As far as slashbacking goes, I'm more comfortable trying to do that than instant block right now, since I have limited experience with a stick, and am more comfortable hitting the buttons when I want than trying to engage the stick at the right time (especially blocking high/low). I got the mechanical timing down during my Melee days - I used to play pong with myself by powershielding Falco's laser using a controller in each hand. Powershields in Melee have the same 2-frame window, but blocking has 5 frames of startup time or something stupid like that, so you have to do it early. It's just a matter of reacting properly for me, since I can get timing for that sort of thing really easily now. Reaction time is something that can be practiced. Yeah, the electrical impulses in your nervous system can only travel so fast, but if you're reacting to frame 1 of a move, that's a lot more time than if you react to frame 8, and the move comes out on 20. That's the difference between "here's something I need to block" and "here's something I need to block high", or even "here's something I can VV" or "let's slashback this". Some moves just telegraph late and there's nothing you can do, and some are too fast to deal with, but moves like Bandit Revolver or Bandit Bringer are slow enough and telegraphed enough that one should be able to deal with them almost without exception. Assuming you're already blocking when Bandit Revolver comes out, you have enough time to say "hey, I should time a slashback on the last hit" and actually do it, regardless of what you were thinking when that move started. The problem is, a move like Axl's 6H is fast enough that a player wont be able to really go for specific punishes (like a Slashback > whatever) unless it's expected, and that expectation can be manipulated. Knowing a bunch of numbers really doesn't help in and of itself. It's just that you can look at a move's data and say "Oh, this is frame 28? Why the **** haven't I learned to SB this on reaction yet?" and then proceed to try it until you can do it consistently. Or go "hey, this character almost always goes into this move during a block string for ____ reason, and it has 14 frames of startup (about 230 milliseconds right?). If I know the move is coming, and it telegraphs early enough, I should be able to slashback this on reaction, assuming I'm expecting it during the block string (simple reaction is only 200 milliseconds!). If the player stops using that move in the block string, I'm still just blocking, so unless a mixup is coming, I'm not risking anything just by being ready to slashback!"
  11. Uh... I've looked into this quite a bit. http://discovermagazine.com/2010/nov/15-the-brain-router-in-our-heads-processing-bottleneck http://biology.clemson.edu/bpc/bp/Lab/110/reaction.htm Important stuff to take away from these: A) There is a difference between simple reaction time and recognition reaction time (like Teyah mentioned). Simple reactions are acting in response to a simple stimulus (ie, push a button when a light turns green). Recognition reactions have to do with differentiating between stimuli to react appropriately (ie, light turns green, push the leftmost button; light turns red, push the rightmost button). B) Reaction to light stimuli is different from auditory stimuli. You react to sound somewhere between 140 -160 milliseconds. For anyone that can block a certain mixup in some random fighting game at home when they can hear the TV, but can't do it in a crowded venue at a tournament, this might be making the difference. Designers need to take this into account since it's boring to always have the same voice clips playing for moves, AND it gives away mixups if they're really distinguishable and trigger too early! C) Simple reactions average about 200 milliseconds. Recognition average 380. Adding additional stimuli to account for in recognition adds about 40 milliseconds to reaction time. D) Reactions are fastest at an intermediate level of arousal. Better learn to keep your cool during intense sets - I think Mihály Csíkszentmihályi's "Flow" says to keep your heart rate at around 140 and not go over for best effect. E) Distractions are HUGE. If a stimulus is received within about 1/3 of a second of another stimulus, reaction time drops by an average of 174 milliseconds. A range of 100-500 milliseconds was given by the literature review I linked, but that data doesn't give a value for the duration of the delay (I pulled that from the discover magazine article). Also, it seems that people aren't aware of this delay happening at all, whereas with practice, a person can consistently figure how long it takes them to react to something when the delay isn't present. So, what you can take away from this is - if you want to slashback, it's actually INCREDIBLY EASY under certain conditions, once you've practiced your timing. And by that I don't mean sitting in training mode trying to react to a move on time - I mean being able to simply push S+H within 2 frames of a move hitting - shouldn't be too hard if you're used to instant blocking, or difficult timing of another kind (1-frame links). If a move is so slow that it's easy to react to, there shouldn't be any problem - try Slashbacking Bandit Bringer, since it takes forever to hit you. Considering it's a lvl6 in +R, everyone might as well get used to this now, because you're going to need it! So long as you're not in the middle of trying to do something else, or you weren't blindsided (so you account for the psychological refractory period that I mentioned with distractions), it should be possible to be ready to push the buttons on time. It's training yourself to be ready to push the buttons that matters most. If you predict bandit revolver coming out, it's possible to IB the first hit and 6P through it between hits if your 6P is good, but if you're not ready, it's so slow in total active time that it should be possible to SB the last hit for a better punish than the free throw you get since it's -4. Or you'll get the ability to punish if they're out of range of a throw. Using the Bandit Bringer example again, it actually does get more difficult depending on the distance it's used from. It might cross you up, or hit early, or hit late, so that's the timing part you have to practice. So think of it this way. If you're committed to blocking, and a really slow move comes out that you're able to recognize early enough (ie, it telegraphs early enough and you're used to the telegraph), you should be able to reactively slashback. It should be possible to slashback moves that hit multiple times, even if you only had enough time to regular block the first hit. The only problem is being prepared to do so. Slashbacking ABA's air super is easy because of the super flash, but SBing the second hit of Sol's j.H is hard unless you know j.H is coming and are already blocking it when the first hit comes out. If you have to take the time to recognize the j.H hitting your block, it's too late to go for the SB on the second hit. Just make sure to account for the other player's meter. You don't want to get hit by Bandit Bringer > RC > airdash > j.P > j.D > Sidewinder loop like I did the other day when I slashbacked my friend's Bandit Bringer. If you have to account for a vast array of possible high/low options, this slows your reaction time. You don't want to sit there on edge ready for everything and unable to react to anything, so you prepare yourself for what's coming. This is where memory comes in, and I'm sure most of you guys know what to do from here and don't need me explaining it. As for distractions... this is probably why moves like Chipp's command throw or 6K ever hit (outside of doing his command throw when the other player is falling in from off screen and doesn't see it start). You're totally expecting a specific mixup or approach, since you pretty much have to work off of some prediction in order to react in time and hit him, and he does something totally different from what you were expecting. Then this blasted thing comes out that hits on frame 33 or whatever it is, and you can't hit the 5P button in time, or you go for the 1-frame jump out, but it's too late. Your brain was too busy calling the data on what mixup could possibly come from this thing you weren't expecting, when the stimulus for the command throw was given to you. Add 170 milliseconds for the mental refraction period to the average 380 for a recognition reaction, and you realize that 550 milliseconds is just barely long enough for Chipp to get away with this stupid bullshit once in a while. Although, you'll probably be prepared for it if you're used to the matchup. It's honestly pretty cool that you can't hit Chipp out of it in +R, since now you have to dodge it or airthrow it. Makes it harder for the other player to accidentally beat it when expecting something else. And then these 2 aren't as important to us, but it's sort of cool to know: http://www.cbc.ca/news/technology/story/2010/02/02/tech-brain-action-reaction-speed.html http://www.livescience.com/6041-reactions-faster-actions-study-finds.html These are both about how people react about 21 milliseconds faster than they can act. For fighting games, this only about a frame, so it'll barely ever come up as something that can make a difference. Hopefully I didn't make too many errors or assumptions with this. I've wanted to put some time into a serious writeup for dustloop, but I've been busy with work lately. I did a writeup for the Smash community years ago, but in retrospect it has errors (informational and writing), and it's catered to a different kind of player... I didn't want to simply repost that here.
  12. Hey, since any of I-No's aerials gatlings to j.D, and we can FDC j.D, we can basically faultless out of any aerial to burst bait, right? Or we can make use of this to bait things like uppercuts when you expect the enemy Sol to expect your j.D mixup and go for VV (not that that's a particularly good idea, but it's unexpected as hell to most people - might lead to 5K > HCL > whatever). How long could you float if you do something like IAD j.K > j.S > FDC j.D > j.K > FDC j.D > repeat, assuming they don't try to get out?
  13. Do we get stagger on regular hit? I don't even remember. : P Not sure on the valuation here... Stagger > 5K > HCL FRC, or Stagger (FRC) > whatever? We might squeeze more damage in by hitting with bigger damage earlier (instead of 5K combo fodder), but just how much difference does that make? Is it better than simply doing stagger > j.S > Sdive > whatever for free? Maybe it's to give her a low out of Stroke(H) on block? Everyone expects the free jump > overhead, and you spend 25% for the 2S, which we now jump install. I like that Stroke(H) now has some serious reward for using it. I only ever used it for FRC shenanigans, closing the distance in some matchups, and the occasional "hey, you didn't actually FRC that one", but now there's worthwhile reward for the risk. Stroke(S) always seemed much more useful since you could block string it more safely and it led to huge damage for free on CH. Man, at first I was worried by all of the prorates that I-No would turn into Millia, where we'd do oki > strong mixup > always 30% combo > knockdown > repeat. Now we just have way more variance in our damage output, which is what I always like (and why I dropped Millia a few years back). Are they going to expect the 25% combo off of 2K with a 6P in there, or the 50% combo off of random 6H poke? Oh man, I wonder if I-No could set up CH Stroke(H) > Hdive loops for meter now. ****, do Hdive loops even still work now that the move is faster? I would expect them to work better. Maybe we can get them on some characters off of corner air-throw.
  14. Is Stroke(S) still untechable launch on CH, or can they tech out? Anyone know? I'm working crazy hours, so I've only seen like 10 minutes of that footage. Resulting combo wont be as good with the 90% prorate on it (or I'll need new pants if the prorate is only on Stroke(H)), but the meterless damage will still be pretty awesome given the options out of it. I thought Stroke(S) was also jump cancelable, but I guess it makes more sense that it's only the H version. Pretty nuts to make a low jump cancel, especially with I-No's aerials. Does Stroke(H) still stagger on CH? Also, they moved the 2nd FRC on H to after it hits right? Wtf is the point considering you can jump cancel it, other than to make it safer if you whiff? Anything? Any word on what the damage is like with 6H? Can you use it as a combo tool instead of 6P to avoid the 90% forced prorate they put on it? If not, I guess we just combo straight into HCL FRC for damage. *Shrug*
  15. I've been working like crazy lately (crunch time on a project = 12 hour days + 1.5 hour unpaid mandatory breaks + 1.5 hour commute = no videogames and less sleep. I'm actually posting this during my dinner break at work), so I haven't been playing in the last few weeks, but I'd be all over this given the time. Looking for new stuff is what I love to do most. I actually thought a bit about Slayer jump canceling his dashes into specials the other day and wanted to see if Slab could do something similar with her IK stance, since it seems to screen freeze and leave her with time to do stuff (Like you can safely 2AB > IK at the cost of good oki). If you could FC 2B > 8222AB, you'd probably have enough time to keep the combo going, which means you can corner push > OMB > IK. It'd be nice having an IK setup out of a poke without prior commitment, even if it's still situational (having OMB and 100%). While I haven't played with her much, I feel like her IK stuff is going to be stupidly good. I can't fathom why they'd let her combo into it. It really seems like something that wouldn't be intentional. Can any other character combo into IK? I'm constantly wanting to see what I can catch people out of with IK. Does CH j.BB have untechable wallbounce, or just extra stun? I forget. More importantly, if we can find a consistent set-up for the IK throw that doesn't require OMB or Awakening, that frees up using Gold Burst to go for silly IK wins in 3 seconds like May can do with her ****ing 6P > stun. As for recycled material... I used to get annoyed a bit too, but not everyone enjoys trying to figure things out. With a game this accessible, we're going to have many people in the community that want to watch what other people have done and practice that, as if that will set them apart, or even because they don't really care to be "that good". If a second and third person re post the same content, at least they're sharing the knowledge with more people that might not have seen the original posting, though it's definitely stupid if someone doesn't do any research ahead of time and posts the 100th instance of "new technique Slab can break your guard by hitting high/low". By this point, yeah, it's stupid that more people haven't been looking, but maybe there are people out there that know and just don't say anything. I saw a lot of that in the Smash community, back when I cared about that game. From a competitive perspective I disagree with doing that, but from a "I want the prize money" perspective, I understand it. So... it's a glitch/bug, and not an exploit of stuff that even scrubs would consider legitimate?
  16. Anyone know how long it takes to leave the ground when you jump?
  17. Wait... you sure about the crouching thing? That's really good to know, but I'm testing it with training mode and that doesn't seem to be right. *Edit* Ok, yeah. I had to re-login to post and I wound up missing your update. : P *Sigh* So they can always break unless it's counter hit. How lame. I guess I have to punish bursts with combos instead of weak airthrows. I can't even throw the damn bursts to begin with, so I guess I can force myself to change.
  18. I'm in that phase where I'm finally playing against the comp in training mode with difficulty maxed just so I can see what each character's moves are. I just blocked a Blue Burst and jumped up to airthrow punish, but the comp was able to break the throw (causing me to get persona broken). Is there any restriction on throw breaking in this, or can you always break a throw assuming the timing is right? Maybe it's just coming from a game with a 1-frame escape window, but it'd be lame as hell if you can just throw break all throw attempts even when you're in recovery. The throw escape window is pretty big to begin with...
  19. So I was playing with OMB just now after watching that video. New Slab combo flowchart: Step 1: Knockdown in corner. Step 2: IK mode instead of oki. Step 3: Any deep poke that can cancel to OMB (so not Furious Action). Step 4: OMB Step 5: Get punched in the face by the other player. And so far it feels like for her other type of setup, it feels like it's anything > cancel to titan (8C) > 5AA > 8C hits > sj.B > titan flames hit > IK mode > IK. Though I haven't played with that very much.
  20. Has anyone worked on combos with One More Burst? Is there a reasonable way we can estimate how much burst we get back for our attacks? Autocombo really sucks damage wise, but we get a ton of meter and I noticed last night that we get a bunch of burst back for it too. Actually, can you throw a burst in this? It doesn't seem to work at all when I try it.
  21. What are effective ways to set up oki such that you can catch them with the laser into flame pillar when they tech or get up, forcing them to block, which seems to give incredibly safe oki? There's enough block-stun to run in for a blockstring 5AA > 5B > 214ABD (Ex Guillotine + Buffalo) > 214B. First, the 5AA > 5B gives enough time for Asterius to recover. Then, the overhead on 214B can be timed to hit on the same frame as buffalo for a true unblockable, and they're stuck in block stun the whole time, assuming there isn't a gap in 5A > 5AA > 5B, which there doesn't seem to be. Correct me if I'm wrong though. You can get knockdown + 2000 damage safely this way, since you can bait/punish any escape attempt on the laser, and their only options once their in blockstun are spend meter on a Dead Angle / Alpha Counter / Whatever it's called in this game, or waste their burst here instead of saving it for Titan combos, meaning they're going to lose 50+% health for 100 meter or get IK'd if you have 150. You can also OMC on reaction to the unblockable working and combo out of it (6FRC6 like you're doing Chemical Love combos), or could potentially just do a second EX Guillotine instead of the regular one since it has more stun than the regular one and would work for 25% less, but I haven't tested that. The only unfortunate thing is that the reward seems to be the best when you get the true unblockable. It's honestly not that hard when you consider that people practice 1-frame links all the time, and this is just making sure that the two hits connect on the same frame, but it sucks if you're off and get the mixup with the low, since it does barely any damage. You can spend 25% for EX buffalo, but I'm not sure it's worth it. I feel like we should be spending little meter to do guaranteed unblockables, and just loop them to win off of 1 hit like Eddie does.
  22. Ok, I think I can safely confirm that IK combos work on everyone, if it hasn't been stated before (I don't remember that being in the video ). Huzzah. Now to work on real combos, and multiple setups for the IK combo. Only unfortunate thing is that it looks like you need Titan 8C > Flame to launch them high enough to catch them as they fall. Even CH 8C wont work because Asterius is active and the game wont let you throw out the IK. The flame works because he recovers in time, but it doesn't look like they'll go high enough without a launcher like 8C before it to get them high in the air, although you could probably combo them that high. The problem with that is you wont be on the ground to go into IK mode and then throw it out in time. So... I don't see any feasible way to IK without Awakening. Fortunately, you can Gold Burst in IK mode, so even if you only have 100 meter, you could go into IK mode when you have an opening, then Gold Burst, then do a setup. Or for lulz, if you Gold Burst with them in the corner, you can just IK out of recovery and try to frame trap their tech. :V Hm... maybe I can work on some combos that chain as many FAs and Super Cancels as possible just to get awakening mode, for non-serious play of course.
  23. Hey, the guys in the other thread said that it might just be an arbitrary timer and that we shouldn't use data compiled this way. Next chance you get, could you record the actual recording timer and check to see if it runs at the game's speed like I think it does? It probably wont be as accurate as the traditional method, or as detailed, but we can quickly compile startup time and static difference. Stuff like hit-pause and recovery might be easier when I know what I'm looking at, but I can't think of a way to get active frames or any of that stuff. Also, we should account for console variance. Might want to mention if you're playing on PS3 or 360. I remember hearing something about BB running at fewer frames on 360 than on PS3, so when an arcade stick was somehow hooked up to both consoles at the same time (I don't know how that worked), the same input would combo on one and drop on the other.
  24. I don't have an answer for getting the active frames, or even measuring hit-pause with perfect accuracy, but I checked it against the given data and some data that someone had put together through conventional means and it seems to add up exactly so far, albeit with only Slab's 5A and AoA tested. It's difficult to gauge exactly when block-stun ends because the animations are fluid, but if you stick someone directly in front of an attacking character and have him/her block, you can see the exact frame they go from idle to attacking, and then the frame that the move connects. It seems that instant blocking reduces the recovery animation time by 2 frames, so that seems accurate with what people were predicting before, right? So assuming that this isn't an arbitrary timer, we can at least get startup time and possibly static difference. I'm still trying to figure out the in between. I think I can tell when the hit-pause ends, but I need to fiddle with this some more. I played around with it for a little bit last night when I posted this, and I'm on my lunch at work right now. If someone wants to cross verify this, it'd be much appreciated. Or we could get some people to just gather the frame data. It's just that this works for those of us that want to put in the effort but don't have the equipment. Hey, it might be a load of work to do every move and compile the data that way, but how much work is it to record the recording timer and verify that it's going off of the console's FPS? Shouldn't take anywhere near as long to do. If someone doesn't want to go through all the trouble for the full set of data, but wants to spend 20 minutes doing that for us so we can do the rest ourselves, that'd be pretty awesome. : )
  25. For the record, in case people haven't tried it or thought about it yet, it doesn't seem like you can gold burst or use your instant kill while Asterius is doing something. So no Gold Bursting during Titan for extra meter, and no Asterius pressure for IK tick-throw. I think you don't really get meter during Titan either (I've noticed it go up by 1 or 2%), though I'd like someone to confirm since I haven't really paid attention to that. Seems logical since you could probably build 50% easily with a Titan combo. : P
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