You can invite if you aren't the owner of the room. You probably shouldn't invite since it isn't your room but you can do it. I've invited myself into rooms before when I joined as a spectator and decided I wanted to play.
Also, how do you guys want the Nu wiki's combo section laid out? Do you just want optimal combos there or would you also want beginner mode combos on there as well?
Still prefer the old 4B over the new one. 17 frame overhead that I have to space out is still better to me than a 23 frame overhead.
Moving on, about the video Kurushii posted
The reverse sickle storm into CT oki he did doesn't seem that legit. It looks like Ragna could have easily jump out, if not 5B'd Nu on reaction to it. SWD will probably test it out for us since this seems like something he would love to do.
DLC for a PSN account can be downloaded and used on up to 2 PS3 consoles that you authorize. So if you download it on your brother's PS3, you will be able to download it again whenever you get your own console (assuming you didn't already download it on another console like a friend's).
You'll find it in the stickied threads in the BB Online forum. But most of the 0s you see are rooms from people outside the US. No real point in trying to get a better connection to people in Japan or Europe.
Am I missing something? Does CP Haku's 2D not counter projectiles anymore?
And how does countering a projectile put you in a worse situation than if you had just blocked it? (Assuming 2D counters projectiles) If they block it your successful counter, they get 15 frames to set-up a mix-up. I know that Nu's 236D is +50 on block, which would give her more time to set something up than if you countered it. You will also get more meter by countering than by blocking.
Well in CP, he shouldn't be able to counter Nu's giant sword super on reaction to the super flash. It has one frame of start super after the super flash and it is an overhead so 2D won't work.
I still am kinda of sketchy about this situation. That explanation works if there are gaps in the string but doesn't really explain gapless blockstrings. I wouldn't think buffering during hitstop would help unless fighting games keep directional inputs in the buffer for more than a few frames.
Nope. Nu does not have a meterless DP and should never have another one.
How does that work if they do a low in the middle of the blockstring while you are inputting the DP?
I am going to ragequit the first time you land that on me.
I don't want to start a fight over whether or not Hakumen's counters are overpowered or underpowered but I don't think it is right to just say that his counters have many more drawbacks than DPs. They are different in their function and while his counters do have drawbacks in certain situations when compared to DPs, they also are amazing in situations where DPs aren't. It really isn't doing them justice to mention their downsides only.
Its invul doesn't start till frame 11 so it is kinda of slow and it can only really be used in certain situations. I can't think of when I would really use it against Rachel, Litchi, Relius, or Mu (those are the characters I remember you using against me) due to their options in the air.
We have a bunch of AAs for every situation though. 5A, 6A, 2C, 6D, 2D and air throw are all amazing in their own right. We also have other even more situational moves that can be used as AAs like 2A and 3C.
2C does have invul. Like 20+ frames of it.
GGs Wander and Sales. I did way better against your Hakumen this time Wander.
Why not just play against StayFree's Tager? You'll learn more in a better connection. It is hard to IB in our connection.
It never fails. Whenever a new version of BB is coming, people start not liking the old one. I wonder how many people will be left playing Extend when you guys have your import copies of CP?