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seyu

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Everything posted by seyu

  1. it also looks like its an overhead, but in the vid he hits may just before the coin lands. so is there any info on it actually beeing one?
  2. I would be fine with it workung as good as BB. Games werent always without lag, but at least the primers were almost always accurate. ... Sometimes i wish i was still interested in BB to bridge the time till GG comes out.
  3. Sounds reasonable to make a list to compare, but I find it really hard to believe that you had one of the worst experiences with SSF4. I live in europe and I was able to play almost lagless matches with americans and even japanese people. From my experience, even 2 Bars guarantee a decent match. I bet there is lag, but I sure hardly notice it and in comparison it was far more apparent in MvC3 to me. It would be good to know the circumstances you tested it under. Not to defend SSF4, but about the only thing I like about it is the netcode. Also: I have AC+ on PSP and a ps3 for ad-Hoc party. So do you think there is a chance to get a decent match out of it, with like very close people? And lastly: What would everyone think of adjustments to the game to fit it to online play? Like widening the window to dodge throws, performing FRCs or changing some hitboxes or move speeds to make some combos less tight? It would probably alter the gameplay at least a little, but could make a difference to ease the frustration for some players.
  4. Has anybody watched the short gameplay scene? To me it looked incredibly slow... Also cole is unbelievably boring as an exclusive character(who wants those anyway?)
  5. I just accidently bypassed jins hyojin (632146C) with 3C. It seems like it really has some invul frames, or hyojin has a very weird hitbox.
  6. Thatas an awesome idea. For me its definetely easier than separating the 66 and 2C inputs completely. Thanks a lot Kimchi:D Gotta love the makoto forums!
  7. I got another question: Ive just recently started to play on the ps3 again and got some problems with the 5D>66>2C>etc part of corner combos. If i dont seperate the 66 and 2C absolutely clear, instead of 2C, 3C comes out. Up to a few days ago i practiced on the psp and could do pretty much any shenanigan without much difficulty, but even after readjusting to the ps3 controls i mess up sometimes. So how do you guys input this? Can i somehow avoid the stupid 3C or do i have to get used to almost break my fingers over this?
  8. alright thanks. Does anyone know how high her hitbox extends after the first spin? Is it already in say bang 5A range for example?
  9. did you test it with the first spin of 3C only?
  10. alright thanks for the answer:) What combo would you suggest then to get the most out of 2 charges?
  11. Got a question: I usually do this combo for one charge: 5BB>5CC>623C>j236D>214C>6CC>sj>jC>jCC>236A>214C is like 3.4-3.5 K Now i want to maximise the damage with a second charge and thought 214D would be good. if i just stuff it in after the 6C it does roughly 4K wich isnt bad, but not very awesome either. So i tried: 5BB>5CC>623C>j236D>214C>6C>214D>2CC>IAD>jCC>etc. but i allways fail the IAD part. Im not to reliable yet with the IAD par though, so i wanted to ask if its possible, or if its just my execution.
  12. do you mean only the breakshot hit or orb and break shot? breakshot only combos into a lot of stuff, most importantly 2D and 5D( in the corner). whole comet cannon combos into all of the above including 2C witrhout counterhit. You can carry them to the corner if you hit with any part of the orb into the D followup and proceed with your combo as usual. you cannot use CC again though, because auf same move proration. A okay substitute would be 2C into 214A~D>ender.
  13. or do the cheap version and just catch them with the ball after 2D(and do the jD stuff before). Its so much more consistent for me:3
  14. Okay i know its not going to help if i answer someone whos that childish about this stuff, but it may help others, too. The standart combo i do is: 2A>5B>5CC>6BC>5D>66>2C>214B~D>66>2C>2D>jD>66>236A~D>214A~D>5B>6A>sj>jCB>dj>jCB>623C~D this one goes for 3784 or a little more complicated (214B~B>dj>jD and 2D are interchangable in this combo): 2A>5CC>5D>66>2C>214B~D>66>2C>214B~B>dj>jD>66>2C>2D>236A~D>214A~D>5CC>sj>jCB>dj>jCB>623C~D this one does 3816 i usually do 214B~B>dj>jD first because i find it easier to catch them with 236A after 2D than to 2366A after 214B~B>jD, but thats just me. in the end its not really worth it imo, so i usually do the easier combo into oki.
  15. God ill break my fingers trying to do this>_> still thanks for the full notation:D
  16. Okay thats doable:) I was worried there for a secXD Thanks
  17. thanks for the info, but wavedash? Is that possible in BB? If so then i mustve completely missed it ._.
  18. So did anyone figure the 2A>6.6k combo out yet? Till now i could only find the 6.1K. What i do is: 2A>5B>PF1>2>66>2D>66>2C>214B~D>66>214A~D>5D>66>2C>214B~B>dj>j3D>2366A~D>214A~D>PF this does about 6.1K. I left out 6A after 214A~D to save some proration(its got 89% according to frame data) and 5CC or 5C>6C after 5B for the same reason. Any pointers?
  19. maybe i can help here a little. What id do is(midscreen): Dbug up>walk back(hallf a sec)>j.1ACD>j2C>Dbug up>etc The c dive isnt even neccesary, but also doesnt seem to do harm. In the corner its just j3ACD>j2B>etc. edit: after reading it again, a 5C or forward walk after the down fall of the last D bug makes this far easier.
  20. i only tested it on a few chars, but it seems to wors fine for most of them, even lambda and platinum, except carl though. I suppose you mean the 66>2C>236A~D part, since the rest is just the RCd corona upper into 2C. its damn fun though.(standart version for this combo with PF ender goes for about 4.5K) you think it got tighter? i always had problems with 66>2C after 5D in CS1, but now you can buffer it far in advance and the dash still comes out. with 236A~D pickup i guess you mean the normal combos and not the oki setup. actually you can use it after almost anything drive related in the corner. it also always works after a 2C, so potentially you can do it whenever you want, even midscreen. list: brackets mean optional 5D>66>2C>cannon 2D>66>(2C)>cannon jD>66>(2C)>cannon 214B~B>dj>jD>(66)>(2C)>cannon 214A~D doesnt work 214B~D>(2C)>cannon 3C>2C>cannon thats about it i think. maybe look into the vid section, theres a combo vid
  21. Damn thanks. That really helped a lot. This should be in a first post of some general thread to help the new ones like me! Ill definetely try to implement everything into my game. Thanks again:D
  22. I got a little complicated question: I just started with arakune, but have a little experience already. So getting down most of his combos, including the best ones for curse mode wasnt very hard. Still, my neutral game sucks horribly. Cursing isnt even the main problem, its rather getting a good combo started once i entered curse mode. Do you guys have some strategies for me there? especially then im to far away to get up colse immediately(especially after a j.6D)
  23. wouldnt it be better to use 6A>2D after the first corona upper? or wont it work with 214b>jA>jB? (it does work with only j.B) edit: just tested it and 2A>5>5CC>6B>5C>214A~CCCCC actually does a little more damage then the combo you posted. i know its about the corner carry, but still... also starting with 2A seems to prevent doing 6A>2D after the first corona upper. could be me though.
  24. I like the idea with the numbers. it looks neat and clean. One would have to be very careful though, not to missplace combo parts, or else people will try to do combos not even possible. Id also suggest a separation of combos into midscreen, corner. if a combo brings your opponent to the corner after one "string" one could make a branching path with a possible corner combo. the stars could be noted at the end. Also: the way you put it down it would end in beeing sorted by starters, i think. like in example 1, unless youd want to write [stuff] for every combo. since starters are what makes the strings later in the combo fit, youd need to put them down anyway and if you got them already you could also just sort the combos by starters, too. i think its a great idea an will definetly raise combo searching efficiency
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