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Tari

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Everything posted by Tari

  1. I'm pretty sad I missed out on the second night of 'Skyrim with NiggaJoe.' I blame Dusty and his cold.
  2. Shoutouts to... - Bobby, who will forever be Bobby. Grats on winning the tourney! - Gamma. Now you know what my Ragna play looks like from my side of the screen, eh? - Solex, for being an awesome Jin, and for showing off Jin's new, ridiculous-looking double-crossup combos in CSEX. - shtkn! Thanks for actually OCV-ing teams with your Jin in the team tourney. Team 'Cat Chair Last Stand' managed to get through some games without having Rachel play a single time. :P - apologyman - Awesome Hakumen. Grats on getting into the top 8! I hope you'll have that Rachel matchup figured out the next time we play. - Crosell, Dacid, and everyone else who hung out at the PNW house. I'm bad with names, sorry! Also, Plastchicken + Niggajoe combo video needs to be uploaded somewhere. - Xie, for bringing BBCSEX and letting us mash in his room and prevent him from sleeping for every night of NWM. Also, Xie, you should totally go find an Aksys employee and make him sponsor some tourname--. - Everyone who came by and hung out. Good times all around. Pretty sad I missed out on Joe + alcohol + Skyrim the second night, though. - Everyone who I forgot. I suck with names and faces. :| - "I'm the best" (some of you will get this) - Dusty, for giving me his cold. - My Rachel continuing to be free to all Tagers. - the rest of PNW, who I'm too lazy to give shoutouts to. edit: I forgot to give a shoutout to getting a shit-ton of parking tickets. Apparently they charged me for, like, 3 tickets in one. God dammit Seattle.
  3. Luffy's entourage is here in force, apparently. o_o
  4. http://www.dustloop.com/forums/member.php?25220-entefrafelt <-- this user Temp banned the user, but that post won't get deleted until the supermods or purrin wake up.
  5. Yeah, seems about right. The only reason I'm not 100% on that definition is because in one of the combos, there's "lolicon > j.2C > frog", which makes very little sense. I assume it's just a typo, though: '2C(ch)>7D>リリー>ロリコン>J2C>カエル>裏回り3C>(5B)>JC>LV2バウンド>A(スカ)>5C(スカ)追加C>カボチャ>アイリス>カエル' Ah, thanks for that. Didn't know they decided to name that combo after him. So... 'aoniku' is apparently the "lvl 2 j.2C > 236B > j.C > j.C > Air Iris > land BBL > sj8D > air dash j.236A > lvl 3 j.2C > frog > ender" combo, then. Hm.
  6. Nice combo list. Doesn't look like there's much different from CS2, and everything's pretty much self-explanatory. Don't really feel like translating, so here's a list of terms as pulled from a couple combos: '2A>5B>5C+D>3C>8D>5B>jc>JC+2D>9jc>LV2>蛙>5B>Aロベ>放電>Aロベ>5B>jc>JC>空アイリス>着地>JC>jc>JC>Aロベ' 蛙 - frog Aロベ - A lobelia 放電 - electricity/frog activates 空アイリス - air iris 着地 - landing '2A×2>5B>6CD>JC>微ダッシュ5B>5CC>B大砲>5CC' 微ダッシュ - short dash B大砲 - B cannon (lobelia and cannon are interchangeable terms) '6投げ>5B>jc>JC>LV2バウンド>2A(スカ)>5C(スカ)C>蛙>5B>A大砲>ダッシュ5CC>3C(1HIT)>アイリス>3C(3HIT)' 投げ - throw (the number indicates direction of the throw) LV2バウンド - level 2 bound (ie: level 2 j.2C); also written simply as "LV2", as in the first combo スカ - whiff アイリス - (sword) iris random other terms: [*]空Aロベ - air A lobelia (not too common. combos tend to leave off the 'air' (空) part) [*]ディレイ - delay [*]リリー - (baden baden) lily [*]カエル - frog [*]カボチャ - pumpkin [*]ロリコン - 'lolicon' - refers to this combo: "sj8D > air dash j.236A > lvl 3 j.2C" [*] [*]2段9j - 2 to 9 jump input (the 段 is, I believe, used to indicate going from one directional input to another) [*]ちょい歩き - short walk (ちょい is short, 歩き is walk) [*] [*]画面端 - corner/end of screen [*]青肉 - 'aoniku' - refers to this combo: "lvl 2 j.2C > 236B > j.C > j.C > Air Iris > land BBL > sj8D > air dash j.236A > lvl 3 j.2C > frog > ender" [*]追加 - followup (as in 5C追加C)
  7. The only one I actually want: http://www.comgnet.com/2011/11/15/315/ That aside, amiami also has a preorder bonus, and a lot of the other retailers have their own websites. Most of them don't ship outside of Japan, though, so you have to use a proxy service. Actually, I also really want the Famitsu bonus stuff, since there's so freaking much of it... and since they actually give you a poster instead of a telecard/bromide.
  8. Finally back around. What's up everyone. Time to catch up on my weekly anime.
  9. BBCSEX build at NWM had English at the main menu, Japanese elsewhere. Not sure if that's indicative of the final Japanese build, but figured I'd mention it.
  10. Yeah, it's not a universal-use poke. also, posting from my phone, sorry about all the weird typos/grammar. edit: tested pogo. punishable on normal block to characters with 7 frame 5As., maybe more. you just get hit out of the air before landing. edit 2: i think there was a theory that 5B may also have a longer active hitbox, or an improved hitbox towards the end of its active frames.
  11. Pretty sure 2A hasn't changed. 5B really feels like a much better, poke. It's not unstoppable or anything though, of course. I actually got too used to it and tried using it as a poke in CS2 and got owned. Not sure if it was because of the speed or a hitbox buff or what, but I definitely feel like it punishes moves at greater ranges than it does in CS2.
  12. Sorry, meant that 2A 5B didn't link, not that it didn't chain. It already doesn't combo in CS2 on standing. Just checked with Xie, and it definitely doesn't combo in CSEX on standing, either. edit: also, pogo may not be actually punishable at lowest height. Haven't actually tested too thoroughly, though. You're definitely negative after pogo, though. Might be truly punishable on IB.
  13. Pogo blockstun wears off while you're still in midair. Chances are that your opponents are trying to punish you after they see you land, which will lead them to getting counterhit unless they have a faster 5A than Plat.
  14. Er, I'm fairly sure it's always unsafe, though at lowest possible height, only 5A pokes and fast throws and whatnot are likely to ounish.
  15. Pogo buff is pretty amazing. It remains an incredibly punishable move, though, so use it with care.
  16. Should clarify: pogo fatal leads to guaranteed ground combo only if not followed up with more pogo hits. ie) 236AA (fatal) AA will not combo into a ground combo, except in very specific circumstances (basically never worth trying to do), whereas 236AA (fatal) 5A will combo. Did not test thoroughly, but fully-cornered forward throw > (no dash) 5C > 2C has worked on everyone I've tried it on so far. I've been told that the more common way of doing this combo now is forward throw > 236A (special cancel throw into pogo) > 5C > 2C, but I'm actually more used to dashing anyway.
  17. I'm actually not entirely sure about that, but I suspect the answer is 'no'. I think I was told that 2A > 5B is still not a legitimate combo. In any case, if you want to punish something silly that ends with the opponent nearby (like a blocked Noel slide or ice car), 5C is faster than 5B, and leads to bigger damage. 5B is much better for spacing and catching people being silly at large ranges (Rachel summons, Tager sledge, Relius summon/unsummon, etc.). --- A bit of other info: - j.D hammer at minimum height does not appear to be combo-able. If I recall correctly, you have to be clearly above the top of someone like Ragna's head when you start the j.D for it to be possible to pick up. Need to test this more. CH is always combo-able. - Cat hammer CH bounce is amazing. At basically any non-maximum range, you can do dash 5C > 236B and get a good combo. If you hit the opponent high in the air, there are other weird followups that are possible, though you can only perform them if you still have an air dash available. - Bat blows back on normal hit and has additional untechable time. This is actually really amazing. Combos like '(anti-air) 5C > 236B > dash 6C > j.236C > j.C > 22C > 5C > 5D (bat) > 6A > 22C > 5C > 236B' are possible. Obviously, the combo listed there is non-optimal, but that's what I happened to do when I decided to try it out. - Double frying pan combos and pan extended combos are by-and-large out. By this, I mean that any combo that involved the use of frying pans towards the end of the combo to extend it for extra damage and oki is no longer viable. - Mami circular as anti-air is pretty much dead. It was gimmicky to begin with, but now, it will just pass harmlessly under a lot of aerial approaches. - The 2C repeat prorate actually has had almost no effect on me. It's pretty easy to remember to not use 2C more than once. The one exception to that was when I anti-aired people with 2C, cancelled into mami, and then started a corner combo on autopilot. Those were sad moments.
  18. And a last bit of notes: 5B does 550 damage in CSEX by itself, and 294 damage after a gold burst. Assuming that gold burst P1 is still 65 and P2 is still 110, Rachel's character combo rate went from 85% to about 75%. Feel free to check my math on this. Also, on Tempest Dahlia and overall wind regen: while TD itself doesn't offer great wind regen, Rachel's overall wind regen isn't all that much worse. There's a bit more of trying to space yourself from the opponent or doing non-winded pressure, though, all with the goal of staying grounded and recovering wind.
  19. CSEX Platinum is amazing. She's not top-tier or anything, but she feels a lot more usable than before. - Level 1 j.D hammer being combo-able is a super nice change. - Super bat can be used mid combo (j.B j.C jc j.C j.D), and you can land and combo off of it. - Bat CH hitconfirm into mami is actually not that hard. There's a period of time after you do bat when you cannot do anything, so the hit confirm is actually easier than it looks/feels at first. - Normal bat used midcombo (5C jc j.B j.C j.D) can be combo'd from if you do it low enough. - Fatal counter pogo can be combo'd from always. I hit someone with the first pogo, on the rising part of the animation, landed on the other side, and got a full corner combo (3.5-4k dmg). - Directable bombs are pretty good. Keep forgetting there're only 3 and I keep throwing them away. - 5A/2A limit has almost no noticeable effect on Plat's pressure, because you can do 3 of each. - 5B is pretty amazing as a poke, now. - j.C is also pretty amazing, now. You can hitconfirm it into a combo a lot more often than before. edit: plat's throw is non-burstable, now, but I forgot to check whether it still gets owned by stuff like rain of steel.
  20. Alright, some more notes: 1) j.2C on counterhit can be cancelled into pumpkin and continued as a combo (not really important, since you can just land and combo, too, but eh.) On normal hit, pumpkin summon with wind is a frame trap. Beats Relius' 5A, though we aren't sure how many frames his 5A is. j.2C CH > j.214A is super unsafe, lol. 2) 3C hits Makoto 3 times (4 times if you do 3[C]). Not sure whether this is different from CS2 or not, though. 3) Tempest Dahlia actually only regens 1 wind stock, no matter how many wind you have when you start. It's basically 1.5 stock, though, because of the blockstun and whatnot. Overall wind regen feels like it accelerates slower and just fills up slower. 4) j.B hitbox is buffed, almost for sure at this point. Seems to hit a bit lower, and works on standing Bang in '5B > jc j.B3D > j.C > 5B', whereas in CS2 that didn't work. 5) Cat chair is still good against overheads and certain moves. Not a viable spam move anymore (for obvious reasons). 6) This is true in the current game, too, I think, but '5B > 5CD > 6C > j.214B > 2/3D > j.B' frame traps and acts as a delayed overhead, as opposed to 6C > j.C, as j.C is not overhead.
  21. New stuff: wind regen is, er, stiffer. It comes back less rapidly or reliably than before. TD for wind regen from 0 wind got me all of 1.5 wind stock. Noticed that I often had less wind than expected. Throw is not special cancellable. I think combos are worth cutting short in some situations for better oki, now, because of combos reaching 0 damage earlier than in CS2.
  22. j.2C special cancelling is actually really hard to remember to do, at least for me. I think it's largely because I tend to use j.2C air combo enders for gimmicks and resets, not legitimate pressure. I'll check special cancelling throws later on.
  23. Having tried out CSEX, I fairly sure that I can confirm that 3C236B has not changed. Valk's hitbox got extended slightly. Also, Rachel's combos don't seem to be notably shorter than before. There isn't a huge difference in how she plays, though cat chair is much less useful (I got counterhit by a lot of moves that the chair beats cleanly in CS2) and lobelia CH is somewhat harder to combo from. Perhaps what was most interesting to me was the fact that I actually hit 0 damage during a double BBL combo immediately after the second level 3 j.2C. I was rather surprised, to say the least.
  24. Your avatar... it becomes more focused and amazing every time I see it. What is going on. o_o I've heard good things about Chihayafuru. Might give it a shot later on.
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