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Kuuhaku

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Everything posted by Kuuhaku

  1. Tari- Yup. So... that's good to know. j.B's hitbox extending downwards more will make some stuff (IE- hitting crouching Litchi), much easier.
  2. We'll have to see. But from how I'm looking at it, it seems like it at least reaches to the bottom of the sprite now... which is IMO a pretty big change. It makes j.B a lot better as a jump in. Pink line = to show where height difference is between Rachel (idk if very helpful since no way to determine if same/similar scenario other than it's a jump in on crouching Makoto) Red box = rough representation of where CS2 hitbox is/should be. Not sure if this helps in any way. I tried to make sure the Makoto sprites were lined up since it seems like the sprites are the same size in both screen caps.
  3. From the CS2 hitbox viewer, 2C doesn't make crouching Makoto any taller on start up (in fact, it makes her shorter). Lol. That's actually Makoto's 2A. For j.B to hit Makoto crouching from that high up, I think it reaching farther downward is pretty apparent. This would also explain stuff like 5B 3D j.B connecting on more crouching characters. Even though Makoto ran into j.B's active frames and pressed a button to get CHed, it's pretty surprising that j.B hit from that high. Rough representation, but Makoto's crouching hitbox ends right under where her ahoge begins and Rachel's j.B doesn't reach to the bottom of her sprite. Unless Makoto's 2A makes her significantly taller in CSX, I say this is proof enough of a j.B's hitbox being extended downwards.
  4. 1) Timestamps are your friend. http://www.youtube.com/watch?v=0ZK_9qpmJ_I#t=20m45s 2) 4B breaks a primer. Player did 4B 5CC. Only one primer was broken. More important note- j.B hitbox is looking pretty nice. I think it reaches a lot farther downward. http://www.youtube.com/watch?v=0ZK_9qpmJ_I#t=21m25s Red box is roughly where the hitbox is in CS2, so it's pretty clear that the downwards reach got buffed a lot.
  5. Min 40 if it ends up being only Dustloop people.
  6. It actually seems like that's pretty common. I'm not a huge fan of them (unless they surprise me... then they're in for a swift death), but I don't really freak out if they're near. C0R- You must channel your chi and use drunk fu powers to make 'dem sandwiches.
  7. If I see a spider or a large bug... it already committed a grave crime by being in my house.
  8. If it makes you feel better, they may have improved j.B's hitbox since 5B 3D j.B (I don't remember if it's 3D or 2D) now works on crouching Bang outside of 5B CH. Or... Bang got taller when crouching. I honestly have no idea. Though I do remember someone mentioned that one of the earlier Rachel streams by a JP player talked about j.B a lot, so maybe this is the case. We'll see.
  9. That was confirmed to be a mistranslation. It actually meant that overall her normals have worse proration.
  10. It seems like it was a miscommunication on both parties, but TLDR; you answered a question about proration and untechability time with an explanation regarding hitboxes... which caused the confusion in the first place. I simply corrected so people would be less confused. But needless to say, I don't think the answer regarding hitboxes would even really be relevant. To answer SPA's question of Matsu's combo v. why Rachels are intentionally cutting short their combos... the answer could be that the timing of the combo is now more difficult now because of proration nerfs (it's not only pumpkin, but her normals also have worse proration now according to the JBBS), and the other Rachel's do not want to risk dropping the combo until they feel more secure that they can get the full combo.
  11. You can also hold back while doing a combo or purposely bait them into bursting at a jump cancellable move and hold up back. Most counter assaults can also be easily jumped over too and some characters can go under some counter assaults. But hmm... my only feedback is that I do think organization could be a bit better. I think it's great that you're explaining things at a slow pace so that even people who don't really get it can understand, but some things kind of drag on too long. You could potentially fix this by editing the videos and make information... I guess delivered more efficiently for the youtube version. I think the live stream is fine for lengthy explanations since it's supposed to be more interactive, though structure can overall be improved. It might help to make like a cheat sheet + have some kind of timer in the corner and try to limit each subject to 'x' time (though I have no idea if you already do this or not).
  12. It's incorrect in that untechability time has nothing to do with it. It would just be a hitbox issue.
  13. It's true (that it's been nerfed, or at this point... there's very little reason to doubt it). Though I guess it's kind of a misunderstanding of what character combo rate does. I asked Spark to clarify since I was also a little confused, but for the most part it just determines overall damage (though you could argue that length of combos is shortened because if you reach the point where you can automatically tech, that part would be reached faster if your character has a lower combo rate). And yes. I'm pretty sure Pumpkin prorate has also been nerfed. CS2 Pumpkin into Cannon into Sword Iris does 972 compared to CSX's 800ish damage. Either the damage on one of those three attacks has been significantly decreased (though I wouldn't be surprised if Sword Iris got another damage nerf, I don't think it'd be that significant of a change), or pumpkin is ass as a starter. On top of that, you also forgot that 6C does more damage in CSX... so technically, that combo should do more damage than in CS2, but the fact that it does less also means that proration changes are very likely. TD- No. That's incorrect. Hitboxes wouldn't have anything to do with untechability time. Tager's hitbox is fat enough to where attacks hit him sooner than it would most characters (IE character specific combos)... so... it's pretty much a hitbox issue that has nothing to do with how long a move is untechable for.
  14. Well... usually the idea is that Dead Spike is so active that it'll force them to block after they neutral tech. But Rachel's like- Nope.
  15. Haha. Spark likes to play casuals more than tourney anyway. Though... I wonder how many entrants we'll get. Time to recruit random people from the street and be like- "Hey Seattle salary man! Do you want to play Blazblue?"
  16. They both copied Monster Rancher.
  17. It's like a combination of both. Basically she teched forward through the stance low and he whiffed, which let her 2C CH him for free. You can also do it on Ragna if he's careless with Dead Spike oki.
  18. I did... and had it spam Razor Leaf. Lolol. Though it was super over leveled because it was all I used. When I got to the Fire Gym it was level 75.
  19. 5CC B cannon 5CC 3C Sword Iris 5CC frog still works (I think only off of good starters). TD looks like they changed the untechability overall... including the smaller projectiles (level 4 King Pumpkin bluebeat and all the hits after king pumpkin also bluebeat).
  20. First time I played Red/Blue, I just used Bulbasaur for everything... even the Fire Gym.
  21. I think there's actually a cheese team that consists of level 1 Ratatta.
  22. Haha. Missingno was more of a glitch than anything. Though that Pokemon is funny because a certain someone I know is scared to death of it.
  23. I could poke fun, but I admittedly have an account here- http://gpxplus.net/ And it would depend on purely aesthetics or for aesthetics + ability. I am a big fan of the entire Ralts line though.
  24. You also can't burst out of Distortion Drives. So that being said, Rachel's only (kind of practical) unburstable combo is throw 5D Tempest Dahlia.
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