Jump to content
Dustloop Forums

XDest

Moderators
  • Posts

    1,374
  • Joined

  • Last visited

Everything posted by XDest

  1. They probably won't get rid of cat2's 5th hit minimum damage (496), and cat2's 6+ hits' minimum damage (235) because that's what gives damage to most of her stuff. Looks like AB2's 50% shadow is still in effect for minimum damage. - Starts at 5546 - 5546+496+248+235+118=6643 - 6643+496+248+235+118=7740 - 7740+496+248+235+118=8837 Comes out mostly to the correct answer, although the game's values were slightly different than the calculation for some odd reason (there were probably times in there where my AB2 hit and the shadow's didn't, and vice-versa, providing a slightly different calculation.)
  2. http://www.youtube.com/watch?v=OFV_MAqUecs so hype
  3. So, what do you do after AB2 -> 236A -> wait -> 6C ? I can't figure it out, but I can't help but think that this is a bit easier to get off in a real match. Final advice on normal AB2 ender: Keep the opponent low in the taunt loop, do AB2, mash taunt after AB2 comes out, and 236C->6C shall work.
  4. Tsujikawa always has some pretty awesome new ideas.
  5. Almost got it off in a real match online with a 3C -> taunt loop. I blue beated the 236C->6C, but the rest of the combo landed for 7.7k. I smiled.
  6. Off 2D normal hit [4152] or CH air j.C/j.B->land [~3750]: 2D~5 -> 6D~6 -> j.C -> .. 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 Also, I've confirmed the AB2 ender for everyone but Carl, Tager, and Arakune. Carl I'm probably just timing wrong, and Tager/Arakune need an alternate ender to work, which I don't know about yet.
  7. If they don't tech after the AB2 ender, if you get 2 more cat spirit 2 hits in, you can chain that into hexa-edge for more hilarity. Any way to make this hexa-edge guaranteed? Also, max taunts from 6C only needs 20 heat to AB2, not 25. Just found the delay that makes the AB2 ender consistent: You need to go as high up as possible for the last taunt. Then you go into AB2. Then you delay a bit (you'll have to find the amount). Then you Taunt 236C, the 236C should JUST BARELY hit the opponent. This will make 236C -> 6C possible. Then the rest of the combo should become possible to get consistently. It's all dependent on that delay it seems.
  8. From what I've seen, yes. The trial 10 ender is the best non-taunt ender if there's enough untechable time for it. 2D probably wouldn't be low enough to the ground for it though, it's usually better to do 2D~5 -> 6D~6 into a lesser non-taunt combo.
  9. Oh wow, you only need 25 heat to do the 6C one, heh. Edit: Off 6C, this does 8.8k.
  10. What? If you hit with a drive, a 5B, a throw, or an overhead, those go into 4k+. If you hit somebody with a 2B, it's 2.8k. What's the problem here? The whole point of the pressure in the first place should be to open the opponent up so you can do a BnB...
  11. No. You don't get an extra taunt by doing a 5C ender. You get an extra 214D j.2D~B, that's it.
  12. That's for non taunt combos only, and you usually do one or two loops of it. Also, the number of taunts is literally the amount of times you press the taunt button during the combo. So the extra 214D -> j.2D~B -> 5C would not be counted as part of the loop.
  13. Off 5B, it does 600 more damage. Off 6C, it does 2000 more damage. Off throws, it does 1000 more damage. That's a big deal in competitive matches. Especially when you only have 9500HP yourself. Good players just use the max damage available to them. It's the developers fault that they didn't catch this. I hope it's removed in the patch, and Taokaka gets back her knockdowns and HP.
  14. Okay, I need a guinea pig to test this before I release it.
  15. Okay, I need a list of the folder structure of BB:CT PC. Specifically, the stage bg folders.
  16. Several of them that don't directly touch the ground can be crawled under and punished accordingly.
  17. I'm pretty sure you can get that type of ender off 5B->6A by using one taunt and 5C for around 3850 damage I think.
  18. A packer is as easy as making a batch file and concatenating the header with the dds image, or the audio, etc... Although I'd guess it would be more complicated if you had more than one file in the .pac. If somebody contacts me on MSN, I can probably make them one.
  19. You must always do a 3D~3 FIRST before any j.236B or it messes up the proration. And yeah, 3 loops max. A good example of a BnB that does the maximum is: 2D~5 -> 6D~6 -> j.C .. -> 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [~4152] Can't really get more damage unless you confirm a CH and do j.4D~B after the 2D~5 and go into taunt loop. So if you can learn this combo, it will be extremely useful to you.
  20. Probably only just 2-3 loops less. The only problem with that method is that they start out too high, and readjusting to lower the opponent is pretty timing specific when they are indeed that high. In my experience, unless you are extremely far away from the corner you're facing, you should do the regular variant. Especially if it's CH, you'll have more time to get to them before they initially tech it seems. If you're extremely far away from the corner you're facing, then yeah, the 214D type is one of the only options to get that kind of damage out of it.
  21. Upon further examination, air-to-air CH j.C -> ... -> 2D~6 -> j.2D~C -> j.2D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [~3900] works. I've been experimenting with the fact that you can confirm easier if you delay the 2D~6 at the beginning, but it actually also leads to around 200 more damage too by using a large non-taunt ender after it. But of course, in a lot of the cases where you hit a CH air-to-air j.C in this fashion, you'll be low enough for j.C->6C->66->Taunt Loop etc... for more damage. But that's harder to confirm in general. Some of you might still be more at home with air-to-air CH j.C -> 2D~5 -> 6D~6 -> j.C -> .. 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [~3700] though.
  22. Also, I'm pretty sure you don't need to IB the burst, and it'll still work fine. Not 100% sure though. From what I've seen, unless you have godly reactions, it has to be a read.
  23. That actually does ~200 less damage than the max, it's just much easier to do consistently than the other mid-screen options. The proper mid-screen ender is 5C->2D~6->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5. Takes a bit of time to realize the correct vertical spacing/timing, and it varies from character to character. But it's doable on most characters. And of course the traditional corner one does the max damage, 5C->2D~5->j.D~A->9D~5->9D~9->3D~3->j.236Bx5.
  24. I haven't used AB2 in CS at all.
  25. :3
×
×
  • Create New...