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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. It's actually All Guns Blazing now, hilariously. Yeah it got faster for some strange reason. Not that I was complaining. AC was really just giving Potemkin all kinds of ridiculously good shit he should not have had. Looks like Bedman maybe got some sort of infinite fly glitch, lol.
  2. His old 6K does not exist, he has a new shoulder tackle normal on 6K now. Heat without Extend just blows them away yeah, not sure if there is any utility to not using extend yet or not.
  3. You've probably seen by now anyway but ICPM has a YRC point, it's just super early in the move. It still gives you all the forward momentum change though, so it looks like it'll be useful!
  4. Potemkin looks like all his old good stuff sucks and a whole bunch of new stuff is really good. Probably gonna play completely differently but still be a lot of fun. Axl looks like ... something.
  5. Yeah I believe so. Basic takeaway was just that every possible setup is going to have different timing and how that timing changes may vary from character to character (weight differences are a factor too).
  6. Two do two 1F links in a row where the timing changes depending on 3 different factors? Yes I considering that humanly impractical to do with any sort of reliability.
  7. Typically, normal oki is not a problem because reversals have some amount of startup. For example, Sol VV has 5F of startup, so a jumping oki against it has a fair amount of wiggle room for timing. You do still have to adjust for different characters (notably the ones with super long getup times), but it's not really all that difficult with some practice. And say in our example with Pote, j.S -> 5P is really easy because 5P is only 5F startup, which means there's a ton of wiggle room there to miss the link as well. If you switch to 2P, now suddenly you have 0F wiggle room on your landing link, which means you ALSO have 0F wiggle room on your jump -> j.S timing. So that takes something from being like a couple of 4F-ish links (your second one being - a few frames depending on how good your first one was) to being two guaranteed 1F links.
  8. Yup, but you can't do anything else. You can even see it's a weird special frame because if you hold down+back you'll get a standing block animation instead of a crouch block! But if you try to do jump -> DP, you can still get thrown guaranteed for 1F. This frame even used to be a source of a bug IIRC, if you recall the hilarious no-pushback glitch from X2 days. Hrm yeah this is true though. Still, give it a try in training mode and you will see it doesn't work. Would be much easier to analyze if I still had a decent capture card. Not sure if I'm missing some property of the move prevent it from hitting exactly 1F before ground recovery, or perhaps the effect of it hitting is causing some similar frame discrepancy. Yeah except this is TWO 1F links in a row, and the timing changes depending upon 1) The character you are playing against 2) If they are knocked down face-forward or face-backward 3) The setup for the knockdown that you get So no, that's not practical. FWIW again even if it did work, it would make your tick setups dramatically worse, and make your OS options a lot worse as well. So it's still a huge nerf down on top of everything else.
  9. 1F guaranteed landing recovery from a jump. 9F startup vs 9F recovery, reversal DP/Backdash is possible. Test it in training mode if you don't believe me! Even if it did work, that would require you to time 2 different things down to 1F timing just to get that as a proper oki, and frankly that's not an oki solid enough to use.
  10. DOES 2P hit low in Xrd? It never used to until ACPR so I'm suspecting it probably doesn't in this one as well. 5P wiffing is huge though because 2P really sucks compared to it, at least classically anyway. I mean just as a basic rundown ... - 5P has less startup, almost half (5F vs 9F) - 5P has more active frames (5F vs 4F) - 5P has less recovery (6F vs 8F) and total better SD (-1 vs -2) - 5P has the added utility of being wiff cancelable - 5P's hitbox is really amazing, as opposed to 2P's which is ... really bad There's a reason nobody ever used 2P before. Hell, I still barely use it in ACPR despite it having SOME use now as a low. As far as that goes, 2K AND 5K are both faster and higher level and do more damage if you just need a low normal. You can't force a solid guard string from j.S into 2P either, even with perfect timing. Only 10F guardstun on IB j.S, 9F startup on 2P plus landing recovery. j.H is possible but gonna be really hard and leaves you less options. So yeah the extra utility of wiff->grab 5P, probably would not make up for losing one of his best normals. They could have turned 2P into a high punch that wiffs crouchers instead if they just wanted to give him new tools. But again, just loketests, so who knows if it'll even be like that at release. Or maybe they will make 2P really good. Or maybe it'll turn out not to matter anyway, who knows.
  11. Could also be ... - Anti-Air - Frame Advantage on Block - Big Chip Damage or Guard Meter builder - Just have a really fucking good hitbox and some combination of the above that lets you use it as oki - Combo Utility (launches, etc), maybe like 5K 2H Flame Pillar -> 5H Heat or something. No idea honestly. I've only seen it used like, twice in any videos so I can't even get a basic idea on its properties.
  12. That's how it used to work and yeah, you always did Extend because there was no reason not to. Pretty stupid, however it's completely peanuts compared to this: This is still the most "holy shit what the hell are they thinking" change. 5P is/was like, Potemkin's best normal? Maybe now 2P will be useful for something though. The intention might be to give him goofy ass grab mixups ala ST, like do 2P, 5P <wiff> PB. Which would be cool, but I sure as hell would not take losing 5P being useful for that. Well, or maybe I would. It's a whole new game, have to wait and see I guess.
  13. I just hope people stop calling me Pot Dan because that implies things.
  14. Sweet my phone bricked on the drive home. Cool weekend otherwise.
  15. Looks like just rain today and tomorrow, might be snow on Sunday though!
  16. First thing I see: Missing the fucking Hammerfall FRC. Fuck that FRC.
  17. Great, completely forgot about prereg, didnt think they'd jack the price at the door.
  18. Forgot about prereg. Anyone need a third for bb teams still?
  19. I hope none of these guys snore. Better bring the sleepy time stuff just in case. What all is teams then, just BB?
  20. Midscreen equivalent: 5C CT, 663C 5DC-2DA [4]6B, 6C 6DB-2DC ... End in super for 6.9k, DP for 6.5k, or another [4]6A/B for pressure.
  21. What the christ you can always double jump after a super jump in BB? sadkljdsklfjklads
  22. Uhg how the fuck did I not know 2B 5BB gives the exact some combos as 5BB. Hit confirms ahoy.
  23. Basically you just need to start charging ASAP then do the super ASAP. The super fireball has less charge time than the normal ones, only 30F. The A.Fireball has 36F total time so you have enough time to charge and finish the motion for the super before you even recover. Just takes some practice to get the timing right on it.
  24. VR you still planning on doing bar fights? If so, when you leaving and where do you want to meet? 70-695 Park&Ride isn't very far out of your way but I dunno if there's a better place to leave my car.
  25. Sorry if this is a repeat but I didn't see it anywhere, you can do a few other things with the 5DB grab at mid screen: 5DB RC, Air Dash |> (66) 5B 3C 2DC-5DA-6DC or if you are close to the corner you can do the usual: 5DB RC, Air Dash |> (66) 5BB 5C [4]6A, 5C 2DA [4]6B, 2C [4]6B ... On characters who are a little wider you can actually do this as well which is awesome: 5DB-2C-4C, 66 3C 2DC-5DA-6DC or 28D E: Oh yeah, on most characters you can also do this: 5DB-2C-4C, 66 5C 6DC ... And if you are close enough to the corner you can again do as usual.
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