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Everything posted by Toasty
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I know it's not a fuzzy (and I was using the 'block first only'). I just find it odd that the hitbox acts like it is a fuzzy even when there's time to mash out. If you try a rising jC by itself, it will completely whiff, but with the falling jC first, it will connect (and will not be blocked when set to 'first hit only').
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So I was looking at that low jC -> rising jC setup we were talking about earlier, and I noticed something strange. While it is indeed an instant overhead and not a fuzzy guard, a rising jC by itself is NOT an instant overhead at all. This means that the forced standing hitbox from blocking the first jC still remains long enough for the rising jC to connect. I don't know what to call this other than a pseudo-fuzzy guard, since it can be mashed out of (and therefore not a fuzzy guard), but rising jC by itself isn't an instant overhead because it will whiff a crouching hitbox.
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And it has a very low chance of passing, from what I've gathered. It helps that the White House opposes it too, so if it somehow (yet very unlikely) gets through congress, it will just get shot down then.
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See? EDIT: SEE?
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That's fine. I'll just make up for it by dodging casuals for the next month, which shouldn't be an issue for you since you will dodge half of them anyway.
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That's more than what happened in the Satsuki route. Oh wait.
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But Axis, we already have two.
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It might be this one, since I think it was the last one we talked about. If it's a new one, I'd like to see it too.
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Del, I'm supposed to be trolling Unsanc, not you.
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It's not like it would be hard. That is, both learning Slayer and exposing Unsanc.
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People talking about GG? In the MI thread? I'm thinking of picking up Slayer so I can expose Unsanc next time he comes to MI.
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Lumin, make up your mind as to what game you want to play. You know what? We're just gonna play Mario Party, and you're gonna like it.
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I second this.
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I have a picture too. Actually it's a gif, but still:
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If that game is even a side game at EVO, then I will walk there if I have to.
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Lumin, I have a great idea: You should use an Idolm@ster single for your next video. It wouldn't be what I would do, but I know you're a big fan and I'm sure others would enjoy it.
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Use this for every combo video you ever do. It seems very fitting: http://www.youtube.com/watch?v=7e1PkTUJ2iU
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Oh, I thought we were still talking about combos to end the round.
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On most characters, you don't even need to IAD at all after 3C -> 6D as long as you put a slight delay after the 3C. Well, I guess it also depends on the combo you're going for too.
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I plan on it. It's looking to be quite fun.
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Alright, I tested out and refined the combo on everyone, and it works on everyone at just about any range (as long as the 3C connects) if you do this: (starter) -> 3C -> (very slight delay) 6D -> falling jC -> 6B -> sjB -> JC -> jC -> 236C -> 214B On Carl and Arakune, the 6B becomes very difficult to connect at farther ranges. To work around this problem, you can do a very short dash after landing from the jC so the 6B will connect.
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If you want a 3k-ish midscreen combo, then I'd recommend this: 5B -> 3C -> (delay) 6D -> falling jC -> 5C(1) -> sjB -> JC -> jC -> 236C -> 214B It doesn't use very much of Ignis' meter, but the timing can be kinda tricky to get used to. You have to let them drop pretty low to the ground after the 3C, and you have to jump cancel it at the same time you input the 6D. If you don't delay it enough, the 5C will whiff. Also the falling jC has to be done low to the ground. The 5B can be substituted with any starter (like 5B -> 5C, or 5B -> 2B for example) as long as the 3C connects. It might be character-specific, since I haven't yet tested it on everyone.
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There IS a game with something very much like the IK and the Astral, only it's much more practical and the music is awesome. I'm sure you know which one.
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http://www.youtube.com/watch?feature=player_embedded&v=74DCfV5fYr0
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I think the way the Technical Discussion thread is presented is basically just a more polished version of what we'd see in other character forums. Sure, it looks like the wiki, but it will still have the move descriptions as well as the frame data; it's just organized more neatly. The descriptions just merely haven't been added yet, but there is space for them under each move, so I think the thread is fine the way it is (unless I'm missing something here). But you want them to tech before the 214D hits so it hits the second they get up. If you're talking about delay tech, then I tested that out and found out it does indeed make the unblockable whiff, but you should still be able to do 5B -> 6D to continue pressure on the spot. I haven't yet checked if that can be mashed out of, since it's not easy to set the dummy to delay tech and then make it wake up into mashing (the playback keeps causing quick tech). EDIT- When emergency tech was on, it (the unblockable) worked perfectly.