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Everything posted by zeth07
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Because I took the "bait" about a topic that was going on in the last thread, that I was a part of? Guess so.
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Since this was clearly aimed towards me: I didn't think it was that serious but I guess i'll give you my thoughts on the whole situation even though I don't really know where to start after your post. I guess I should probably say I'm not even a "competitive" person when it comes to playing the game. I try to have fun and at the same time get better with my character with whatever time I have to spend on the game. Since there are no local BB:CS tournaments being ran by default, and "the scene" for it isn't exactly filled with people who enjoy playing the game, it is hard for me to even think about getting truly competitive at it which would take more time that I don't necessarily have. So maybe the whole argument or whatever is pointless in that regard if you want to take it that way. But don't think that I still don't want to play better anyway. The fact that Xanadu is an hour+ away doesn't help things when you look at the whole situation entirely. It would be a lot different if there was still an arcade in the malls that are like 15min - 30mins away, and I could go there and play a handful of people in the scene on a regular basis. So the idea of doing that just to play a select few who may or may not like the game anyway, doesn't seem worth it, when the scene isn't really supporting the game anyway. Kinda hard to make a scene out of nothing, since this isn't SF which is really a poor comparison to make when everybody plays that. It really has nothing to do with not wanting to meet people / the social environment / or even trying to better myself at the game. It has pretty much everything to do with the MD BB scene as a whole or lack there of. TL:DR = sorry for talking about BB in MD, and whether or not my time or money is worth it.
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I can't tonight, I go to sleep early because I work real early in the morning. Maybe tomorrow?
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"Team ZA☆KI☆YA☆MA Showdown" - 08/05/10 Kaqn (RG) vs. Dennou (BA) (SBO partners, team name = Team ZA☆KI☆YA☆MA) http://www.youtube.com/watch?v=J4w502vvC20 http://www.youtube.com/watch?v=3Xv3dQlw8wY http://www.youtube.com/watch?v=AgkpAh_m23s http://www.youtube.com/watch?v=XUvSbGB-V4U http://www.youtube.com/watch?v=gFkmcS0iD5A http://www.youtube.com/watch?v=zvoiK1VlTd4 http://www.youtube.com/watch?v=H8L5X-CLTQc http://www.youtube.com/watch?v=dck3nw_XaUg http://www.youtube.com/watch?v=Lb_CsjOEb5A http://www.youtube.com/watch?v=l9g71oByo8s Kouhatsu (uploaded 08/26/10): Red Noel vs. Den http://www.youtube.com/watch?v=zlkq2Gc_-SU
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And how many times have you seen that in a match? 0. How many times have you seen that in a combo video? 1. Bang has to have 12 Nails and 100% Heat for it to work and reach 6.8k. I'm sure it can work with fewer nails but then it's lower damage which depending on how many nails makes it not even worth it. That is basically just for trolling the crap out of a Tager. Very few Bang's would even attempt that in a match. And very few Bang's would even still have nearly enough nails to make it worth it. I was gonna say people complaining about Steel Rain now amazes me, but at this point it doesn't. EDIT: Just for a reference - Command Throw>RC>Air Back Dash/Back Jump>Daifunka>small combo = 5.5k for 100% Heat / No Nails / Works on Everyone. And even that might not be worth it considering how much he can do just off the Command Throw>RC>Combo for just 50% Heat.
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Good to know.
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I've done it during combos after a j.D (5B>2B>6C>j.D>FRKZ>) but when I try to go into 2B>j.4C stuff the combos drop. I don't know whether it is because it doesn't work the same or just me not doing the combos right. I can say that I haven't practiced any combos going into FRKZ and continuing so I don't know what I can get away with. I just do it just to do it and think it will work at that given moment without knowing if it is true.
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In my opinion you should just sj.D all the time for those combos, simply because you're already at 2 and you're going to 8/9 anyway so it isn't that much harder to input. Doing other combos with sj's is when I start to worry about whether or not I need to do it.
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-To my knowledge I don't think Bang has anything that has some sort of "tracking", but if they are rolling you could probably just 2A them at least. Or if you think they won't tech you could go into 2B-6C-j.C to reset oki. Sometimes people REALLY don't tech and then you can reset a combo entirely. Bang's 2B might be able to catch people rolling in either direction but you would have to wait it out probably, which in that case it means you could do anything else anyway. -My oki depends on who I am playing against and trying to read them specifically. Like I said above, there are some people who choose to not tech or tech really late and you gotta adjust to that. Then you have people who neutral or quick (whatever it is) all the time which means you're free to do whatever you want basically. Then you got people who don't block at all and are mashing, or people with DP's. Unless you know for a fact someone will block, I would not go for 5C early in the match, you definitely want to work them into that since people don't like to block and will just mash. -If you know they are trying to jump out of pressure you can probably go for command grab setups. Or maybe D Nails / 5C depending on the situation. Or even try j.B. Against Arakunes especially you could probably go for jumping command grab setups because they are known to try and jump out every chance they get. -Tick Command Grab off 5A is pretty useful once you get them blocking. You can get tech traps off Combo into Daifunka>5A>Tech Trap if you guess which way they will tech. Certain combos that allow them to tech near you instead of giving true oki are also pretty useful. Surprisingly the silly quadruple crash combo is one of those combos and I've actually caught people with it after that but you probably don't wanna do that if you're trying to win. Almost all of that stuff really comes down to who you're playing against and adjusting to how they play and reading them.
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Well he did say "more stylish" so I thought i'd mention that ender as well lol. Although I have seen videos of I believe it was "Den" one of the yellow Bangs who actually went for a TK'd Bumper mix-up off that 6D as well. I do like me some bumpers.
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It works off 5A, it was one of the combos I tested for the Wiki. But if you don't delay the d.6C/d.2B it will whiff on quite a few characters = (MU, RA, CA, BA, *TS*, HZ, LA, LI, TA, NO) You actually forgot to add the 623B at the end though. It does 107 more damage, EDIT: might not give true oki, seems to be a really low tech. The 623B works just like the old CT BnB, i usually do the hold 9 as 6D comes out method. Or do 5C-2C-Bumper.
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The 2nd nail you want to let Bang use the actual jump a little bit. He will do an extra voice/sound effect when you know you did it right. Then you can just 5D. Video Example of 4 Seal = (ignore my bad inputs). In this combo I could land the sj.C obviously, but in the 4 seal off 5B I can't, so that 4 Seal off 5B needs to be looked at some more to see if an air ender is actually possible. For Litchi you just have to delay the d.6C for as long as possible and even then it is still kinda hard just like on some of the other characters. For Tsubaki it is nearly impossible like you said. I was testing it for the Wiki and I landed it on Tsubaki once out of several attempts. It seems like there is a sweet spot or something that you have to get exactly right for it to work on her. In my opinion it isn't worth the effort. You can however do d.2B instead of d.6C which will be more damage obviously and it is easier to hit on those two than d.6C. Whether or not it is easier to do is up to you I guess. Video Example of landing it on Litchi and Tsubaki's dumb hitbox for d.6C-j.623B = (ignore my bad inputs) As you can see, same exact combo done with the proper timing, yet it doesn't work on Tsubaki like that. But I know for a fact I have landed it once on her, it is just really really dumb trying.
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Me either. I tried it on Jin numerous times to test it out and try to better answer vanfleihight's question and for the life of me could not land the sj.C. And I was definitely getting the super jump off and it was incredibly close to landing but he can always tech right before it. That's why I'm still questioning the combo with an air ender. I'd like to see a video example of an air ender landing after 5D on this particular combo.
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I'm pretty sure you have to wait as long as possible after the j.D to 2369C, kinda like how you had to adjust the old CT 4 seal combo on certain characters. I'm still questioning whether or not that combo works on everyone correctly. We probably got it from one of the videos and it might have worked on whoever they were fighting against but it might not on others. I'm sure it's been in more than one video as well, but it still seems kinda sketchy to me on whether it works as is.
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The first combo the timing is actually really tight, or at least it seems like it. It is pretty much mid-screen only but I guess if you are slightly closer to one side it might make the d.2D easier but I doubt it. As for the d.2D timing, I believe you want to input it as soon as possible after the dash. That is probably what makes it so tight. Then even if you land that you gotta worry about (s)j.D timing which is harder on some characters more than others. And if you make it to the end, you still gotta do that (s)j.C timing. I'd say it is pretty damn hard to do and probably not worth the effort unless you're just that good (to be able to land it consistently in a match) and want to be flashy. The second combo works just like the old CT combo into 6D>623B. I just hold 9 during 6D then do it. Remember that should probably be a d.5C if you didn't realize that already, to make your life easier. You could also do this one: 5A>5B>2B>2C>d.2B>623B>d.6C>j.D>Web Nail>d.5C>6D>(9)623B = [2,813] [2 Seals] [uses 1 Nail] [True Oki] [Works On: RG, JI, AR, TG, LI, TA, NO, MA, XX = maybe others]. Reason being that it is a 2 seal combo that works on crouching. The one you listed would be for standing and wouldn't even be worth it because you could get the same seals+more damage+no nail used off the regular 2 seal standing BnB. The other good thing about it is that it works in the corner as well, just with a reverse 6C. Just remember you need to d.2B and d.5C for the combo I posted or else it'll be really hard or not work at all.
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Just as a comparison of the damage increase you could be looking at: (Not in the Corner): 5B>2B>2C>2B>(9 dash>j.4C)x3>j.D>2B>623B>Daifunka = 5,345 Damage Corner: (lol2A)/(5A)/(j.C) 5B>2B>2C>2B>9 dash>j.4C>8 dash>j.4C>9 dash>j.4C>j.D>2B>623B>Reverse Daifunka = (3,895) / (5,075) / (5,218) / 5,345. EDIT: Ok it's still fine in the corner, just do 9,8,9 and reverse Daifunka and it's the same damage. EDIT 2: 4 j.4C's = 5,491 EDIT 3: 5 j.4C's = 5,637 If you're not in the corner that combo is actually fairly easy to do with crossover j.4C's. So even if you can only do 3 j.4Cs with whatever way you get it to work in the corner that's almost 1k extra damage then you were getting off your previous combos.
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Yea I was messing with that a little too. I just never tried to do d.2D after that, I probably tried the other stuff like d.2B. You definitely have to catch em like it is an anti-air instead of waiting til they are lower to the ground like some of the other stuff. At least that's how it was with my experience messing with 6A off Gold Burst. I'll have to add that to the Wiki.
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I replied back on the youtube page, but I went back and tested it on the one you said. That one is actually much easier to even land it in my opinion than the one I posted. On the crouching combo and on Ragna at least, you can just 8 jump the j.4C.
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Hopefully this helps: Video Example They can actually tech about Mid Height at the end of it, I just wasn't pressing any buttons. I'm gonna guess it is Sho's favorite ender because he likes to go for tech traps.
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This isn't really the right thread to ask questions but this isn't my thread and I'm not a mod so I'm not one to care anymore I guess. I'm not sure if huey meant 9 jump instead of 7 jump, but you should be able to do 8 jump and have it work. Even though there are a lot of combos with 5B>2B>Air Ender, if you give me the specific one I'll actually record an example for you.
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I don't know if you want to add a Gold Burst section or not, but it would be a pretty important situation when it comes down to a close match (they have low health / no burst left). These are the combos that were mentioned in this thread previously that I tested and I added the d.5C ones: Gold Burst>5B>623B>5D>(s)j.B>j.C>(j.623B) = (1,524)(1,804) - (True Oki) - (1 Seal) - ((s)j.B Needed On: RA, CA, HZ, TA, MA) - ((j.623B) Added On: AR) Gold Burst>5B>623B>d.2B>j.623B>2B>6C>(j.B)>j.C>(j.623B) = (1,931)(2,052)(2,140) - (True Oki) - ((j.623B Added On: AR) - ((j.B+j.623B) Added On: AR, HA) Gold Burst>j.D>2B>623B>5D>(s)j.B>j.C>(j.623B) = (1,725)(1,968) - (True Oki) - (2 Seals) - ((s)j.B Needed On: RA, CA, LI, TA, MA) - ((j.623B) Added On: AR, HA, TG) Gold Burst>j.D>2B>623B>d.2B>j.623B>2B>6C>(j.B)>j.C>(j.623B) = (2,079)(2,184)(2,259) - (True Oki) - (1 Seal) - ((j.623B) Added On: AR) - ((j.B+j.623B) Added On: AR, TG) Gold Burst>d.5C>6A>623B>5D>(s)j.B>j.C>(j.623B) = (1,935)(2,201) - (True Oki) - (1 Seal) - ((s)j.B Needed On: RA, TA) - ((j.623B) Added On: AR but only ending near the corner) Gold Burst>d.5C>6A>623B>d.2B>j.623B>2B>6C>(j.B)>j.C>(j.623B) = (2,323)(2,438)(2,522) - (True Oki) - ((j.623B) Added On: AR) - ((j.B+j.623B) Added On: AR, TG) 50% Heat Gold Burst>5B>623B>Daifunka = (2,927) - (True Oki) Gold Burst>j.D>2B>623B>Daifunka = (2,946) - (True Oki) - (1 Seal) Gold Burst>d.5C>6A>623B>Daifunka = (3,267) - (True Oki) You can also do: Gold Burst>d.2D>(s)j.4C>j.623B>5B>623B>Daifunka = (3,277) - (True Oki) Along with some other d.2D combos without Daifunka and you can even do seal combos off d.2D. You might be able to get a 4 seal but I can't remember, but you can definitely get a 3 seal. The d.2D combos probably aren't practical though even though that one does 10 extra damage lol. If anyone finds more damaging ones that still give True Oki post em up. I actually started to record individual combo examples for the Wiki as well. So far I only did these Gold Burst combos and some "Random" Daifunka ones.
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Usually it's combos "ending" with 2B and 5D into Air Enders. Which Air Enders you choose and whether or not they contain a j.4C depends on what you're going for and sometimes who you're fighting against.
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I'm not sure exactly what combo you're trying but if a 6C is in there like that you won't be able to double jump the rest of the air combo. So just going by that little bit there, you probably won't get that last j.B anyway, but that j.4C should still connect. Ex. 5A>5B>2B>6C>j.D>2B>6C>j.A>j.B>j.4C all connects but you can't do anything after that j.4C so it wouldn't be good to do that. You can test the j.A>j.B>j.4C all in 1 jump by just doing the combo after Daifunka: Daifunka>5A>5B>j.A>j.B>j.4C>dj.C. That particular combo works on everyone. Depending on what combo you were actually doing, some of that air ender stuff might not work anyway on certain characters.