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B.Z.B

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Everything posted by B.Z.B

  1. So I am hearing a bunch of conflicting stuff about this. Obviously the big problem with PS4 is you'd need to by a new stick, but I've also heard people complain about PS3 Performance Hiccups - even on the 30fps mode. Can we start compiling some concrete issues with PS3 (if any) to help determine what the tournament standard should be? I know a lot of people on the fence about buying a PS4 & new stick just for guilty gear (myself included), and I'd like to help them make an informed decision about this.
  2. Cool thx these are great! I'll def give you credit if I make any. Was there a dark-stalkers section as well (like Jedah on the front page)?
  3. I figured not all in one image, which is fine. I was more curious if there were more than what was showed (like for instance anymore darkstalker ones?) Easier question would be are these sprites commissioned for dustloop? Who was the artist / do they have any others?
  4. I was just curious if there's a sprite sheet anywhere with all of the small dustloop character artwork (for instance Sol's jd next to guilty room). I've been getting into Bead Art and I thought some of these sprites would be a good starting project for me.
  5. tk j.6b would work well with the Kara. Also would probably be really scary to incorporate this into his psudeo infinite in the corner.
  6. Tigerknee j.6B is so gdlk. I use it at the end of blocked pinwheels as a frame trap to punish throw tech / OS throw techs. If done low enough it looks like his overhead. Also like I said earlier - it doesn't have a low hit-box until frame 17.
  7. I really like 6D, j.[C] Wiff, 6D j.c. I saw Notsu do it and started to incorporate it into my game, scary stuff. Per Magaki's point, no-one considers an overhead esp if you wiff a j.[C], as it conditions them to block low next. So start incorporating the extra 6D or just 6[C] when you land. Also if you are like me if you are just relying on pinwheel pressure you are going to get frustrated. People can block better when they can anticipate, if they expect a high low mixup off of a pinwheel it will be much harder to open them up. You gotta frazzel them, get them flustered / not know what to expect. Mix in 214[A]'s and 5B,B 236B 63214C. Block Pressure with Carmine is really scary, not many people are prepared to block for long strings, mix in wiff A's make it even more frustrating (Ex in corner: Short blockstring wiff A Long Blockstring etc). Try to condition people to expect the overhead, esp in corner: go for a 22A, 2C, 623A or B (w/ blood). 22A really messes with people since you stop your pressure about as long as a 6[c] and it's a low. I also like pinwheeling on wakeup and doing j.6D & either a late J.C / J.B Wiff Low / Overhead. Random Qs: Maybe my timing is off w/ 22A, I know its +1 but I can never seem to frame trap it with 5B (like vs Merk etc) what should I be doing after 22A to be a legit frame trap (maybe 623B)? Also any examples from notsu etc of pseudo infinte / mixups after? I can't tell if I am doing it properly.
  8. http://finalclause.dantarion.com/hitboxes/#2/192/0 seems to be the case until he actually throws it (Frames 17-28)
  9. So I've found a few matches of Notsu / SAT's carmine on youtube - any nico videos etc I should be checking out? I'd like to see them deal with the S Tier Cast.
  10. I catch a lot of people with 2C outside of the typical 2C, 6B, 2C range a lot (but not far enough for the first 5B to wiff). What is the optimal ender w/o puddle? I usually just do 2C, 5BB, JC, JB, 3B, 2C. Also what's the typical combo off a j.C or 6D j.C? They always tech out of the typical 2C 6B 2C (unless CH).
  11. Seems pretty rudimentary but Notsu's first combo I can't replicate for the life of me https://www.youtube.com/watch?v=q7l3VCMt_Lw 6D j.c, 5a, 2C, 6B, 2C 236A ... They always tech out between the 2c and 236A in training mode, but on the screen it looks like Notsu's combo was legit. Any idea what I'm missing? Thought it might be charcater specific, but I can't get it to work on chaos either. Does GRD Breaking cause longer hitstun?
  12. Mid Screen BnB Veil off http://youtu.be/N-ixpyawNbg?t=10m4s Corner BnB Veil off http://youtu.be/N-ixpyawNbg?t=11m35s
  13. Because it can be blocked it either way, there's crossup protection a la melty blood. http://www.dustloop.com/forums/index.php?/topic/8994-crossup-and-overhead-protection/
  14. What's Carmine's gamplan to fight Merk? I had a lot of trouble controlling the pace of the match - he'd stay up in the air and either shoot a fireball or airdash in and start pressure. If I guess fireball I can dashin and punish but wasn't sure if there was a better more reliable option to stop him from taking to the sky so frequently. I read you can shield his 3C and punish with 5A (in case he tries to make it safe with a fireball). Also read you can shield the last hit of his 236C and punish too.
  15. CHIPP PLZ STAP.... my heart....THE NINJA AMERICA DESERVES! Susumu made a Xrd Chipp Combo Video. https://www.youtube.com/watch?v=FCGVxX0QDZ8 You ever watch a combo video that hyped you up so much you bought the game's predecessor to train up again? Cuz that just happened.
  16. Hopefully someone else checked out the yosuke @ Mix up Night #5 Streaming now (ne othervids of him?). Think he got 4th, really like his play style, esp against Laprys (currently my problem). http://www.twitch.tv/mixupnight?utm_campaign=live_embed_click&utm_source=shoryuken.com EDIT: It was Tarou
  17. Really? I can do it pretty reliably just doing j.3B ~ Evasive Action (default btns map this next to C) bit of a stretch but you get used to it.
  18. I'd be interested to see more CH combos. Like air to air if you get a CH back j.C I didn't know I had high dmg combo options off it. Or combos off of AA 2.D CH etc. I can learn these combos all day, but if I get some random hit like those in i'd like to know what I could do off of it... like specific X instance combos, mostly AA, that would generally come up in a match. Hopefully that made sense haha.
  19. B.Z.B

    [CT] Taokaka FAQs

    I got the j.236BB, j.236BBBB. I wasn't just waiting long enough, he should be in the falling animation, and then like an extra tick more and it'll work. The 6A 3D~B is all about feel it should be just high enough so that you aren't wiffing the 3D(w/o the ~B) if you did it by itself. I think you can react to the 3D hitting and hit B... least that's what it feels like to me... if you anticipate it you'll probably miss.
  20. B.Z.B

    [CT] Taokaka FAQs

    Question in regards to this combo. 4b+c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb Can someone explain what is considered too high for the second set of j.236bbbb's I can't seem to get it to connect for the life of me. This goes for any combo with this in it, don't know the timing at all.
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