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TheRealBobMan

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  1. Actually, does anyone know of a good program to open those .psk files so I can export them as .obj? I can actually use Maya somewhat since I studied that in school for a few years. I had wanted to mess with the models and sort of reverse engineer the rigs to learn stuff, but I can't open them. I got them open with a program called "MilkShape", but I'd have to purchase a full license to be able to export them back out as .obj (don't have money for this), and I don't know how to use that program instead, nor do I have enough time to really mess around and try to figure it out before I begin work again. I had grabbed the models from this thread a few weeks ago, but in trying to enjoy my time off I wound up not putting a bunch of effort into researching a solution for this.
  2. It's probably more that they haven't been listed yet. The game has only been out for so long, and it came out around the holidays. Dive builds more meter than VCL, but VCL loop leads to more damage. The wall splat combos are actually sub-optimal for damage in most cases because Sdive scales RISC harder than normal. Most moves scale by 6-8 points, but Sdive scales by 19, which is like hitting them with three lvl5 moves (trying to use Sdive kinda late in the combo wont scale so bad though since the hits are already scaled by that point). Also, P/K/S dives hit for 30 damage, but j.H, 5H, VCL, j.D, and c.S hit harder. One of the benefits of using Sdive is that you can start it from further away, so if they're doing stuff like 5H > j.H > Sdive you don't want to burst at the wrong time.
  3. In order to avoid that kind of issue, I tend to do the SJ IAD inputs as 1956. That way there's no accidental 236 in there.
  4. c.K? That's 5K right? The only button with close and far versions in this game is the S button.
  5. I'm noticing that there are situations where I can AA 6P > c.S > sj.S > sj.H > Pdive on characters like Sol, which I think would have whiffed before. This leads to dash j.H > Sdive in most cases for great corner push with good oki, and it's great for those situations where 6P > 5H wont work. I'm going to have to experiment to see which characters (if any) this drops against, and to look for more optimized combos off of AA 5P/6P, but it's good to know about.
  6. I was being sincere. Humor factor is the most hype. Props to Juliana and the guys in the stream chat too. They were pretty funny.
  7. I have learned much from this video about delivering good commentary.
  8. I think you just have to knock Ky down enough times. Are there official lyrics for the music in the Vocal Collection that came with the game's Limited Edition?
  9. Well, something like 12-13 of us met up on Saturday and played anyway. More people should go to UGC until Super Arcade is sorted out (and keep going even after then because Super Arcade is quite far away for some of us, and we'd like people to play with when we're not in the mood to sit in traffic for 2.5 hours on the way to Walnut). Any updates on Super Arcade?
  10. Any combos involving Sdive for the wallbounce from mid screen are REALLY tricky. She probably needs to be closer to the wall when starting, or you might need to delay or hold the Sdive slightly. The main reason to use the Sdive combos from mid screen is because you'll get better oki if you can get the follow up Kdive ender than if you went for the simple HCL ~ D knockdown, but the difficulty in getting the wall bounce into the 5P link just for the oki (since damage is only like 1-2 points higher with Sdive's horrible scaling) isn't worth it most of the time. I mean, of course there are times where you have to go for it (or just want to style on someone), so you should still learn it, but you might want to prioritize other things over it once you've gotten it a few times and have a general idea of how it works. j.D FDC will add a lot more to your game than that combo will.
  11. So, I just saw this: http://shoryuken.com/2014/12/26/see-how-perfect-pivoting-affects-every-move-in-super-smash-bros-for-wii-u-and-3ds/ I like that within a few minutes of explaining what this is, referring to it as a "perfect pivot" which I guess is what the Smash Community has accepted the name as, the guy then says that doing the same input "frame perfect" is something he hasn't seen and therefore he's naming it after himself. I don't know how much more "frame perfect" you can get given his initial example involved hitting one direction, then within 2 frames hitting the other direction, and releasing to neutral on the following frame. So anyway, it looks like this might lead to some combo strings that aren't otherwise possible, though it wont fix the game's problem with the inability to combo into kill moves at higher damage (weak moves have too much knock back growth and there's not enough hit stun). It'll add some to the neutral game, but since the slide can only be done from neutral as far as we know, the application isn't quite as wide as with Melee wave dashing. Since that could be done while landing or from a jump, anything you could cancel into jump could be wave dashed (like shield or shine). Meh, it's a highly complex input that gives a slight mobility boost. I'm sure some people are going to love this, while others will complain to see if Nintendo will patch it out. This reminds me of how in GunZ2 they tried to remove things that were associated with "Kstyle" gameplay, and wound up with some significantly harder inputs for smaller rewards that were almost the same as what they didn't want in the first place. In the first game, if you jumped and then dashed, the dash would halt most of your upward momentum from the jump, and then if you hit the ground during the dash it would cut the already short recovery frames even shorter, so you could jump > dash > repeat at pretty high speed. They removed it, but for whatever reason you could jump > attack > block cancel the attack > dash > attack, and when you landed during the second attack it would let you cut the dash's recovery frames into another dash. It was an extremely convoluted input just to cut the recovery from one dash, and only if you did it into another dash which had the big recovery, but it was still useful when moving long distances on large maps since you could cover ground much faster, especially when you didn't have walls nearby to run on (you ran faster on walls than on the ground). Oh man, and don't even get me started on what "Kstyle" is named after.
  12. I thought UGC was already having a GG event today in place of Super Arcade? Was that not confirmed with the venue or something?
  13. It really depends on the character. Sometimes you have to do the Pdive immediately, sometimes you delay the input after j.H as much as possible, and sometimes you do the input immediately but hold the dive as much as possible. There are also some situations where you have to super jump into j.S > j.H for Pdive to actually connect, and usually from that height it's really hard to get a second Pdive to connect and still knock down, though the added untech time in this version really helps with that. Pdive loop is hard on small + lightweight characters, but also gets difficult vs characters will wonky hitboxes like Potemkin and Sol.
  14. Is Xrd Pot really that bad? Most of the JP tier lists I'm seeing don't rate him lower than anyone else. He lost mid screen game because of the 2S and Heat Knuckle nerf, but everyone lost mid screen stuff. They gave him ICPM for corner push too. Might not be as good versatile as Venom's new j.D, but it's still a good tool for him to have. When he's in the corner he's just as scary as he always was, right?
  15. While the IAD string works at mid screen and in the corner, the main corner string you want to go for if you want damage is VCL loop. Setting it up is tricky since you need them above you. The main corner string to get some damage and possibly set up a VCL loop would be Pdive > dash into a linker (j.H does the most damage but makes them fall further to where you might not be able to loop VCL very much or at all) > FFVCL > c.S catch. Some heavyweights might require a j.S linker into FFVCL, but in most cases I go for j.H since that helps prevent the lightweights from floating out. Pdive is hard to link in the corner so you'll have to get a feel for what characters you can use it on in which situations. If you can combo c.S against a grounded opponent into 5H, which doesn't always work, you can go right into j.H > Pdive in a lot of cases. If you do it this way you're replacing the j.S that you would have had to use for a 5H which is way better damage and scaling, and in some cases it makes the Pdive link easier. Otherwise, if you have to c.S > j.S, sometimes you'll have to Super Jump to get Pdive to connect. This is problematic since you wont really be able to get much if you go for the FFVCL route, and so if you're doing a super jump for Pdive you generally have to go for the knockdown at this point (Pdive > dash j.H > Kdive or Pdive > Kdive). In some situations you'll have to use your dives immediately, in some cases you do the input late, and in some cases you do the input immediately and hold for a few frames. Dive loops are a lot more complicated than they look. Just have to practice. But yeah, if bait a burst in the corner or something and you're close enough for VCL to hit, VCL > YRC > j.D is probably going to lead to the most damage for only 25%, or going into Fortissimo > VCL loop is our max damage at 50% (since it doesn't prorate meter gain this would be the optimal thing if you have the meter up front). If they burst out of a VCL loop like an idiot and wind up way in the air, you can probably just start another one without spending meter. If you're a little further away and they burst in the corner it's harder to punish without the IAD loop if you don't have meter, but if you do you can HCL > YRC > dash in and set up a VCL loop. In all cases, these optimized VCL loops (starting with one instead of going into one late) should lead to 50%+ base damage in the corner if you don't mess them up. The lower bound (Pot and Bed) is above 210, which is the 50% mark for health in this game, and the upper bound gets pretty close to 300 on Millia and Chipp. Get Rocked. The basic mid-screen stuff on the wiki is almost done, so I can start working on some corner stuff soon and then get into more complicated stuff. The IAD loop will help you a lot at mid screen and does work in the corner, but if you want more optimized damage you'll want to work on Dive loop setups too. Just remember that Sdive scales damage terribly now and has the same damage as Pdive and Kdive, so unlike AC/+R you don't want to try to combo into Sdive early. Instead you want to avoid using it unless you're trying to knock down or corner push in a way that you relaunch into better oki than HCL ~ D, which means it's mostly a mid screen tool. Or uh, I guess if you flub the early portion of a combo and realize that the only way to salvage it is to go into Sdive (IE you wanted to jump forward into j.H to set up Pdive but you jumped backward by accident and the j.H still hit). That's better than dropping a combo and getting owned. Think of the 66956 input like this. If you were just to dash into airdash normally, the full input is 6565656. Compare that to 656956. You're saving a bit of time on the input by removing a step, and some of the effort of an extra press since you just roll your finger from that second 6 to the 9. Just dash normally, roll the input up to a 9 kinda casually, then let go of the stick and press 6 again. While you can do this input really fast, you don't have to. Taking it slow after the initial dash helps you reach the minimum airdash height anyway.
  16. As far as I know, I-No's only "throw invul" moves are her Dead Angle and the middle portion of STBT (both versions). Even her supers are only "strike invul". That said, if you're in the air you can't be ground thrown. VCL and HCL leave the ground on frame 2, so VCL is a good option to avoid being ground thrown in most matchups (unless the other character's 5H/6H start up really fast), and HCL can work in others (stuffing Pot Buster, but it's risky without YRC because of Hammerfall, and he can also read your HCL/VCL with HPB). Odds are you'll get a Counter Hit if you read a throw properly and wind up with a nice combo. STBT being throw invul in the middle helps, but odds are that if you use this move incorrectly they'll throw you out of it anyway. S version is only throw invul from 6~15 with 20f startup, and H version is throw invul from 11~23 with 28f startup.
  17. 1st round start - Jump > Dive can work against a lot of Sol's options, but you dived from too high up. You let him recover, and it's unsafe on block from that high up even if he didn't IB. Looks like that was Kdive though, which is good since it has better recovery than Sdive. 0:30 - Right after back dashing the BB you go for HCL. At this range it's kinda risky, and you didn't have meter for YRC to make it safe or get anything worthwhile off of it on hit. 0:33 - Good punish on BR. I didn't realize that it's a whopping -5 on block now from that range. Learn to IB the second hit to increase your success window and possibly get better punishes (would be -8, could lead to an unprorated IAD setup with 6f c.S). 0:36 - I'm guessing your input dropped because of online lag or you were baiting something. If it was a bait, he didn't have meter for Dead Angle so I'm assuming Burst. If you can jump cancel at a certain part of your combo or block string, you can make it safe. You could have gone into 5K/c.S pressure into more mixup without giving him back the initiative. 0:57 - Another dropped thing or unsuccessful bait. 1:00 - Better spacing for HCL. The VCL reduced your oki time, and since that was a CH HCL you might have been able to go into 2S > HCL for meterless knockdown and still get the damage. If you had YRC'd you could have gotten big damage too. 1:23 - Nice job scaring him so you could throw. 1:27 - Dropping that hurts. Grind it out. 1:32 - Another example of why HCL at this range is risky. He can 6P through it, 2D under it, etc. If you suspect 2D, you can VCL to beat it as long as you're doing it slightly early (can't reversal VCL anymore). Second round opening - looks like he read a jump > dive? It happens, but try not to be too predictable. 2:06 - Good range for 6P. Work on confirming something off of it though. I don't know if you dropped it or if you weren't sure whether or not it'd hit and stopped pushing buttons. 2:11 - Too far away for a throw if that's what you were going for. Gives them way too much time to punish. 2:18 - At that range you might have been able to throw him, considering you blocked it standing. Try to force yourself to remember that you can always punish BR if Sol isn't using it at nearly max range (usually he'll do this to try to catch a jump out since you have to air FD). You probably weren't going to get a poke in since you didn't IB, so it's good that you didn't try there. 2:32 - HCL from a risky range again. 2:56 - Nice read on his Fafnir, but YRC'd too late and dropped your follow up. That hurts since you could have killed right there. 3:05 - In a situation like that, I don't blame you for using HCL ~ D to try to kill. However, I still would have used note for oki there. You weren't far enough away that he could jump out against Note, so if you shot it low to cover GV you could have forced him to block or take a risk. You also had enough meter to YRC which could have helped you. Third round opening - You jumped again. "HE'S NOT GONNA DO IT AGAIN!" And then Sol got hit. You could have punished the Fafnir a little harder after making it whiff like that, but knockdown is good. 3:22 - The IAD j.K safe jump after the knockdown was a good idea, but he wakes up just a second late. I would have gone for note pressure, but that's a good bait for OTG blue bursts and DPs. I like it, but he wound up taking initiative. 3:25 - Two early 6Ps in a row. I'm assuming a lot of mistakes are coming from online lag. At the height he approached from when you did the second one, VCL YRC would have been a good option. 3:38 - Really gotta watch for that 6H. The good news is that 2K recovered quickly enough that it wasn't a CH, but you didn't have the range for that. I'm guessing you read a Fafnir and he messed up the Fafnir input. At that range 2S may have worked. Fafnir is actually 18f, which is 1f slower than his 6H. You're risking getting counter poked by his faster f.S or 2D, but 2S will cover both Fafnir and 6H. 3:39 - I know you wanted to throw him back into the corner, but with I-No's oki strength you probably should have used 6H as your OS against a jump out. You had the meter to RC if the throw worked and cross over/under to put him back in the corner too. 3:51 - Risky note. Sol could have hit a button and most of his moves would have killed you there. 3:54 - Nice HCL YRC. You may have been able to combo into 2H, which then would have followed up into STBT-S for a reset opportunity. 3:56 - IB would have helped you a lot right there. Too far away to throw, but you could have counter poked with 2K or Gold Bursted since you just got your burst back. Next game round start at 4:33 - You jumped again. He tried to 6P which covers a lot of our options, but jump > dive beats it. Since it worked I'll let it go, but this Sol should try to punish these. Even if I get punished for it once in a while, if my opponent jumps back at the start of more than 50% of our games, I'll start to dash in to air throw like 30% of the time, even if it's high risk. 4:41 - Maybe you used the HCL ~ D here because the last HCL didn't knock down, but Sol was standing which meant he was going to be knocked down without it. Your note was done at a disadvantage, so GV or a dash in 2D would have punished you pretty bad right there. He messed up by going for the f.S though. 4:50 - Dropped what could have been a killer punish. 4:54 - Ballsy note, but I hope you attempted to YRC on reaction to the BB. 4:57 - Could have reacted to the jump and attempted 5P or 6P. 5:04 - Nice bait on the DP, but you flubbed a punish that would have ended the round. Second round start at 5:16 - More going airborne. It worked though, so good job. 5:43 - Nice bait on the DP, but you dropped your punish again. 5:46 - Sol disrespects your oki again like when he did 5K against your safejump IAD j.K, but this time you went for a delayed IAD overhead so it worked. I feel like this is risky given the number of times you successfully baited a DP and saw him poke out of your oki that didn't involve note. 5:57 - Nice 6P, good confirm off of it. I like that you didn't take the risk on an IAD combo at that range. 6:02 - Took a risk by using HCL since you saw Sol crouching. At that range it's super risky to do that since he can 6P through it or use other moves on reaction since the blockstun from the prior move will wear off while you're in recovery, and the HCL wont put him in block stun. 6:16 - Try to be more aware of the time slow ruining your chances to punish. 5P would have been less risky to use there. 6:18 - You can actually influence a note's movement more than normal if you repeatedly press the stick instead of holding it. You could have hit Sol there, and you also could have YRC'd. 6:22 - I'm going to assume lag played a part in this, but it looks like the ! icon appeared, which means you were blocking and hit by this overhead, right? Practice A LOT against Sol. This move is slow as hell, so you should never be mixed up by it unless it's one of those situational and gimmicky cross ups, or unless Sol YRCs into a different move at the last second as a mixup. The 32f startup means that even in lag you should be able to block it properly. Round start at 6:30 - YOU DIDN'T JUMP! 6:58 - Dropped a corner combo. : ( 7:12 - That was a risky play, and you should have RC'd that dive at that height since even without IB he was going to punish you on block. You could have potentially lost the round off of that one if Sol punished you correctly, so this is probably your worst mistake from these two games. 7:18 - Nice bait on the VV, but you could have punished him way harder, possibly killing him off of this throw if you RC'd and dashed for corner push into a Fortissimo combo. 7:22 - Ok, this almost makes up for not killing him off of the prior throw. Good job. Round Start 5/6 times you jumped. It worked 3/5 times. You were making the right calls 50% of the time and didn't get punished on round start for 1/2 health lost, so I can't fault you. I feel like you were being too predictable though. Dropped Combos/Punishes (14) It's online play, but if you hadn't dropped these you would have done significantly better. Gotta grind it out, mostly building animation recognition and matchup knowledge. 0:36, 0:57, 1:27, 2:06, 2:18, 2:56, 3:54, 3:56, 4:50, 5:04, 5:43, 6:58, 7:18 Strategic Decisions I don't agree with (11) You have to take risks from time to time, but you have to know when a risk is worth it and cover yourself better when you have the resources to do so. 0:30, 0:36, 1:32, 2:11, 2:32, 3:05, 3:39, 3:51, 4:41, 6:02, 7:12
  18. Yes. All characters should have 420 health, but have different defense modifiers and guts values. Additional information can be found here.
  19. Excellent! *Air Guitar* *Edit* Got some footage. Does anyone know of an easier way to timestamp Twitch footage? SoCal Casuals Dec 15th http://www.twitch.tv/waitandparry/c/5731379 I-No play by UpBallEan from video start till around 59:23. Mostly matchups vs Elphelt. I jump in against UpBallEan's Venom (his main) around 4:18:35. We play until about 5:03:40 when ShinATProof jumps in with Sol/Sin. That runs until 5:39:02. SoCal Casuals Dec 21st http://www.twitch.tv/waitandparry/b/601963140 I jump in around video start (gets going at 2:14) against a Slayer. I don't know the Slayer's name and I derp it a little bit since Wingz says he's new to Xrd, so I don't want to run set play too strongly at first which would keep him from adapting to the neutral game, though I progressively add more pressure and the guy was no slouch. This runs until 0:45:00 when Wingz jumps in with Sin and Leo. I play him until 2:04:00. He plays Sin from 0:45:00 to 1:01:03, then switches to Leo from then until 1:20:32, then switches back to Sin until 1:51:59, then plays Leo until I jump out at the 2:04:00 mark. At 2:51:45 I jump back in against DQRF's Sol and we play until 3:06:15, which is when I stop playing on stream for the evening.
  20. Make sure you thank OneSanitarium and HollySmoke too, as well as anyone else that's contributed to all of the I-No info we have.
  21. You may have to delay the dives at the end of combos (either do them late out of j.H or hold them for a few frames before releasing) to get the opponent low enough that they wont tech. In some instances you'll need to delay the Pdive before the dash j.H as well as the one after, but that's usually with the super jump combos. *Edit* So... some of the combos I figured out maybe 1/2 way through doing this are more universal than I thought, and some are more conditional than I thought, so I'll have to double check a lot of the work I already did while adding them to the wiki. This is going to slow me down a little bit. The good news is that we already have a starting point with the stuff in this thread, and the better news is that by the time I'm done the wiki will be more accurate than that old info.
  22. STBT has low profile frames so you can go under stuff with it. However, IIRC you can't go under Ramlethal's Toranshi super (the blender super that makes Dark Angel look like a joke because you can actually go under that one and it doesn't have as many hits). There's plenty of stuff you can go under (like I-No's 2D ), but also a lot of stuff you can't go under (like Elphelt's shotgun stance anti-air or shotgun blasts). Regarding YRC, you'll cut off the low profile frames and risk getting hit in the next STBT's startup which isn't low-profile.
  23. Ok, so I've begun some work on the combo section for the wiki. I had to play around for a while and it looks like formatting is taking a dump on me. At first I was going to put the combo that worked on the most characters for each starter near the top and then follow up with character specific variants in sub groups, but because the wiki formatting is a pain to work with, I've decided to try using tables. When I use a table, it makes more sense to group combos off of the same starter together, with the one that works on the most characters displayed first and the other combos around it to fill in the gaps. Since it's late I'm going to have to stop now, but I'll get everything sorted properly tomorrow.
  24. So, you can use these or some variation of these that's more character specific. It'll also depend on what their height is when you get the grab: Corner SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Kdive Mid Screen SM > Pdive > dash j.H > Sdive SM > Pdive > dash Pdive > Sdive SM > Pdive > dash j.H > HCL ~ D For mid screen you'll get better oki off of Sdive and more corner push, but take care not to accidentally wall bounce at a height you can't follow up on and lose your knockdown. It doesn't seem all that great, but 100 damage at mid screen is like twice what we got before since we could only combo in the corner. Corner damage is 20+ points higher than before too. We also get to build some meter at mid screen where we couldn't before. Refer to my older posts for more specifics. I've just been editing those with more combos rather than making new posts. I've honestly been skimping on mid screen SM stuff, but there's a bit more for corner SM combos.
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