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zeth07

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Everything posted by zeth07

  1. I have a question for whoever can read Katakana/Hiragana: There's a Bang player that shows up in an Alpha Station video with the name, Av女優, and using the Strider color. Then their "comment" section or whatever it is has 4 "characters" that are too hard to see due to the quality. Moving on. There's another Bang player that shows up in a Tachikawa video with the name, モーニング娘。, and again using the Strider color. Their "comment" again has 4 "characters" that I can't make out to be able to tell if they are the same as the other Bang. So I screencapped the "Comments" that they can put and was hoping someone could figure out who the player actually is since they can sign up with whatever name for tournaments: I'm assuming this is the same player in both cases since all but the bottom "comment" seems to match, but I just want to be sure and I'd like to know what name they usually go by.
  2. Don't hold me to this, but I think while watching some of them matches I saw Dora do a Poison Nail near the end of one of the combos and Noel air teched away after it. If true, it would make sense due to the Poison Nail still counting towards the combo/tech time whatever thus allowing her to air tech instead of getting knocked down. Kinda like how during CS1 air enders, depending on which one you did it would cause them to be able to tech in the air even if the ender itself "causes knockdown". I plan to go back and watch the matches again eventually, so I'll be able to confirm that or not to make sure I wasn't imagining things. Unless someone else notices the situation and points out the results to confirm or not. EDIT: Well I started to go back and watch matches and I found an example. http://www.youtube.com/watch?v=CRqZsyokPRw#t=1m55s As you can see, Taokaka is able to tech in the air after that Poison Nail. EDIT #2: Watched more videos, came across this example. http://www.youtube.com/watch?v=SCp7rtdsu4c#t=9m30s It looks like Ragna got knocked down from the Poison Nail this time, or he just didn't tech but I find that hard to believe. So I think it is a case of the combo/tech time unless that Ragna really did just not tech there. EDIT #3: Going back to this: I noticed here in this video the Bang player tried to go into 6C>j.D like normal and it completely whiffed Valkenhayn: http://www.youtube.com/watch?v=-bVLzZGJyFc#t=13m18s He was point blank next to him, so it wasn't a case of him being too far away for a j.D to connect like it can happen sometimes. So this probably means what I thought about that note is actually true, you have to jc the 6C into j.D against certain characters again. At least that's the only way I can make sense of it.
  3. That makes sense because in CS2 there was a 3 seal that only worked on Hazama and Taokaka off 5A/5B that didn't involve the corner or wall bounce. It is probably due to the change in C Nail allowing that to work now.
  4. That could mean it is like CT again. In CS you can just do 6C>j.D on everybody. In CT you had to actually jump cancel into the j.D against certain characters for it to hit (Litchi/Arakune/Nu...I think). Ragna/Hakumen/Tager were the ones in CT that you could just 6C>j.D. And everyone else 6C didn't even work on standing for some stupid reason... I'm sure you can still 6C everyone on standing, but you might have to adjust your j.D depending on the character. That's just a guess since I obviously don't know the proper translation or know from the game.
  5. I'm very curious about this. Is it like CT>CS where the good characters got nerfed a lot and Bang didn't really besides some random changes, so by consequence he's better? Because from reading the changes that we knew of (or were in the location tests), they sure didn't sound good at the time. But it's Day 1, and we don't know much, so it's hard get an idea why.
  6. Nezu. And, http://www.dustloop.com/guides/bbcs2/systemGuide/systemGuide.html#blocking
  7. I know. But your explanation was kind of vague/open ended for what exactly can happen which is probably why whoever it was that asked about the combo wasn't getting that damage you described. I just wanted to make sure that part of it was clear.
  8. It's j.4B now. The Beginners Guide to Manliness v.CS2 - Up and ready to go! Low Tier Ninja Hero no Jutsu! - Bang Combo Listing/Discussion (First post of the Combo Thread isn't updated at all, but Mr.Kimura's compiled list a few posts down is good enough to start with.)
  9. Or 5B>2B>5D>623B if you want a seal for 12 less damage. You can also go for a bit of a reset off 5D if you jump and go for a cross up j.4B OR blow through D Nails off 5D and reset off them instead. EDIT: OR do D Nails into 5B>5D>623B for an extra seal at the cost of D Nails (5B>2B>5D>D Nails>5B>5D>623B = 2 Seals / 1,754 Damage) but that's only if you REALLLLLLY want FRKZ. I also believe it is spacing dependent / character specific but I'm not entirely sure since I didn't test it too much.
  10. That combo doesn't work by default. Just so it's clear, that combo only works and does ~5.5k if the web nail actually catches them trying to jump out. 5C>6D doesn't work naturally in combos unless it's off of a 5C fatal counter. In all the BnBs, whatever>5C>6D only works cause of the OTG of it. Instead of 6D, you can do 5D if the web nail catches them standing/crouching, in which case the combo ends up doing ~4.7k. EDIT: And technically if you land the web nail when they are standing or crouching, other starters/combos will do slightly more damage.
  11. *No Arakune* I like the sound of that.
  12. That's good and all, but can you actually confirm a FC 5C before doing 6D on reaction? Cause 5C>6D only works on CH, so people better have some amazing reactions to legitimately use it.
  13. Well for what it's worth, CH j.D>Astral actually combos. Besides that, without looking at a specific example (although I'm sure I've seen it enough anyway), you might just be seeing him guard point>teleport off the Astral. Going by frame data, j.D is only jump and rapid cancellable and it's only jump cancellable on hit, so I'm gonna go with the above answer/s.
  14. Frames and Proration.
  15. Do you think white letters on a slightly darker blue background would show up better at the top for the names? For the ranks you could do it like they do for 3S, and just keep it in the corner like you have it, that way you don't need a box: http://www.youtube.com/watch?v=irV5DL9cdr4 If you think that'd be more aesthetically pleasing. I personally did the rankings right underneath where it says barrier and used the same color scheme as the 3S ones since it showed up good. Obviously you can ignore the wording in the middle of my video since it isn't needed. http://www.youtube.com/watch?v=zM0EGM5aw2o I also add "Promotion Chance" or "Demotion Risk" in red letters/white stroke when applicable (like they do in the 3S videos), right above the meters but not covering up the character specific "meters". Just giving suggestions.
  16. Why would you do that for a (CH) 6C combo? You can just do a dash 6C after the B Nail cancel into j.4C > etc. I'm almost positive the damage would be more doing it the normal way, and I don't think there would be a reason to do anything else besides another 6C. Unless I'm mistaken or missing something entirely.
  17. I hope this works out for you guys. I will say you need to have a good number of players participating each session AND as a whole to support this format or else it just won't work out or be as "meaningful". For CS1 (online), the Eastern group had 57 individual players that played in at least one session, and through 22 sessions (weeks) the highest anyone got was 6th Dan. Say you only get 10-20 "regulars", your highest rank might not be over 5th Dan, so it might feel kinda weird to have your highest person only get 3rd or 4th Dan or something. But that will depend on how you handle the ranking up process I guess and whether or not you allow someone to constantly play the same person if they are the only ones within rank of each other. My advice would be after the first 2 or 3 sessions once people rank up to a certain point that only 1 or 2 people are in the highest ranks, you should adjust it to allow people to play within 2 ranks of their current rank. I personally never made that switch, but this time around for CS2 I had planned to do that once people got over 5th Dan and needed people to play for them to continue participating. Just some advice. Good luck with it.
  18. I'm kinda confused as to what you are trying exactly. Can you give me an example of the potential full combo?
  19. You're basically gonna do either a seal combo or the combo that'll give the most damage. The seal combo will give you either 3 seals for no nails if I remember right, or 4 seals if you use nails. The damage combo will give you something like 4.4k. So you'll either do: (FC) 3C>2B>6C>etc. = Damage or (FC) 3C>2B>5D>etc. = Seals I see no reason to do the "FC 3C 2B 5B j4C airdash j4C j623B>etc." combo that huey posted when doing 6C instead of 5B gives you ~300 more damage and the combo is easier to do. Unless I'm just missing something about it entirely. (This is all from "starting positions") Now the air throw version, that's a different story mainly because you're forced to go into 2A>5B>whatever to pick up the combo anyway unless you want to spend the Heat to RC into 2B or d.5C. The air throw combo will be really dependent upon your location on the screen so it's hard to say what you'll want to do.
  20. Well I was going to say because that combo does like 300 less damage than a normal combo off FC 3C would do, and imo it's harder to do anyway, so it's kinda like "what's the point?". And if you wanted to put people in the corner and "waste" 50 meter you can just RC after a j.623B that normally wouldn't hit the wall and air dash in, which causes the game to shift the screen > thus creating a wall bounce to allow you to follow up the combo like you normally would (or put them near the corner or in the corner and just not able to follow up the combo). It is situational considering how useful 50 meter is, but it's an option. Guess I'll have to see whatever you took from the videos.
  21. What's your reasoning for using that combo instead of a different one?
  22. Just so you know, if you're within the range of being able to get the wall bounce from j.623B, you don't want to do that combo. For example, where huey did it, he shouldn't have done it really, besides just doing it to do it. But if you're back is to the corner or you're too far from "starting positions", then by all means do that type of combo if you want. Or ignore my "advice" and do whatever you want anyway, lol.
  23. That combo specifically might not be old, but comboing after j.C like that has been known. A while back Dora did a FC j.623B corner combo that continued the combo even after j.C. From what I remember testing, the combo Dora did worked on everyone except Carl, Litchi, and Platinum, but I can't remember exactly so someone else can test it further if they want. Now a mid-screen combo, I have no idea cause I haven't messed around with that stuff too much.
  24. Fixed. You had 3C but 3C is -16 not +3. And I wouldn't recommend pressing anything after a blocked 2D unless you are mashing, cause she will go into some other move 9 times out of 10 and probably blow you the fuck up for it and take half your life.
  25. Or it works like a TK'd A Nail or B Nail, and completely fucks him up.
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