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Tari

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Everything posted by Tari

  1. Link to archive, please? >.>
  2. Messed around in the arcade for a few minutes: 5B > 5C > 236B > dash 5C > 2C > j.D (bat) > land 6C > 22C > 6A > 6C > 22C > 5C > 6A > 236B > 3C > CDT 5180 damage (iirc? might be 5160) 46 meter gain Obviously, damage goes up if you have a better starter than 5B. Combo doesn't work if you start with anything prior to 5B.
  3. Get ready to be really annoyed by IAD inputs. :D
  4. Does it work off 5B > 5C? Though I'm going to guess you might be out of range for bat if you have to start with 5B > 5C. I've mostly just been doing variations of j.B/j.C > j.D > 6C > (j.236C > j.C) > 22C combos with the bat. Trial by fire and whatnot, since I haven't really been able to sit down and mess with the combos in training mode at the arcade.
  5. CH Cat is pretty easy to combo off of if the opponent isn't airborne. If they're airborne, you might be able to get an air combo, but that's probably about it. I don't think IAD j.B j.C 5A 6A 236B will be possible on airborne CH either.
  6. Move the January one up one day? :D ./lol
  7. I was told to stalk (bother) jpbrett. :D More or less, I just need to find myself a PS2 and PS2 compatible stick for cheap, so I can actually play the game myself, lol.
  8. He's flashing during the freeze state. Might be him shaking? That'd be rather silly.
  9. Next week, someone should teach me to play Bridget. :D
  10. Tested it. You can always do 6C (FC) > j.C > dash 5A > 6A > 6C > j.236C > j.C > dash 6A > 236B > etc. If you're very close, you can do two loops of 6A > 6C > etc. Two loops carries further than challenge 11's combo, but the damage is slightly less (iirc). It did not seem possible to do j.C > 6A, even if you landed the fatal at point blank in the corner. I didn't test it too thoroughly, though, so feel free to try it out yourself. On an unrelated note, bat CH is pretty weird to follow up midscreen. You have the options of sj.C > jc j.C > j.236xxx and dash 6A > sjc j.C > jc j.C > j.236xxx, basically. I tried doing stuff like using another bat to throw the opponent into the wall, but they're so high up that they tech halfway to the ground. It is possible to catch them after the second bat with a 6A, but I'm not sure if you can actually do anything after that. Cat hammer CH against airborne opponents is equally weird to follow up. edit: in retrospect, it's not really clear how far challenge 11 carries (or how universal/reliable that combo is), so I can't say for sure the two loops actually carry further.
  11. Yeah. I suppose it might be possible to combo afterwards if an item keeps the opponent in some sort of hitstun. Just have to wait and see, I guess.
  12. Yeah, he appears on one side of the screen or the other, then runs clear across it, lol. I'm actually surprised by how much damage that super does, seeing as how it's unblockable. I'm guessing you can't really combo into or out of it, if it does that much damage.
  13. Referring to this: http://www.youtube.com/watch?v=6QovaiVR1Ts#t=2m28s Mind you, it's a low-health, double-gold-burst combo, lol.
  14. Yeah. I want to try it out.
  15. I imagine something like 6C > j.C > dash 5A > 6A > 6C into the 6C loop would also be possible. Not sure that actually gives more corner carry, though. Can't test it myself at the moment, so I'll try it out tomorrow or the day after.
  16. There's that Tsubaki combo video with the troll triple mugen combo in it... I wonder if you guys can come up with a legitimately useful triple mugen combo? XD
  17. @blargh: yeah, that's the only combo I can figure out, lol. @sowl: as shtkn said, teddie's awakening super is just him on the ball. the whole idea is that the rain of bombs (ala unlim. plat's bomb item) forces the opponent to stay on the ground during the awakening super's startup/movement. allows teddie to actually connect with his very obvious unblockable super. unless you meant something else? I really enjoyed seeing Mitsuru kick her opponent, for some reason. edit: I think I see what was confusing. Adjusted it a little.
  18. Pretty cool stuff. Wish there was a transcription for the combos somewhere, though.
  19. Now to learn it and land it every time you get that fatal 6C, just so you can laugh at your opponent.
  20. That challenge looks pretty hilarious, honestly. >_< 6C fatal combos feel really weird to confirm, atm. If the opponent started to jump or did a move that puts them airborne when you fatal them, they still go flying off into the sky.
  21. 2A > 2A stagger is unsafe to Noel D-mash. 2A > 6C is safe, but also doesn't reward you as well as 5C. 6C allows you to continue pressure if blocked, though. Also, that stick looks amazing, kirb. :D
  22. Oh, yeah. I only got to play one round there or so, and I was super-duper free at the time (hadn't played the game for almost a year prior to that). I was pretty disappointed that the console room didn't have CS2, but eh. Hopefully AX2012 has CSE and whatnot all figured out properly.
  23. Yay! Candy! Ah, oh well. I saved the pic anyway, haha.
  24. I don't even remember AX2011 having CS2. Unless you meant at the Aksys booth. Also, looks like I'll be cutting it pretty close, time-wise. We're leaving at around midnight on Friday evening/Saturday morning and driving straight there.
  25. Just look at the cat, killi! Just look at the cat! :D /pets killi
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