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Tari

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Everything posted by Tari

  1. In the CS2 image, the tip of j.B reaches down to around Makoto's neck. In the CSEX one, it appears down to around halfway down her face. It's really hard to tell. You could also try to compare the tip of j.B to the location of Makoto's elbow (not the gadget on her arm, just the elbow itself). In any case, it definitely doesn't help that the Makoto chose a color that barely shows up against that background, or that the video itself is so low-res that everything has a horrible blur around it. edit: It could be the same, I suppose, if the blurry parts of the image turn out to be the actual frame (wouldn't be too surprised, due to the way some videos are recorded) of contact between Rachel and Makoto. If that's the case, too bad. Even then, including the blurry parts, it still looks like it might be a bigger hitbox than before. Until you find evidence that suggests otherwise, anyway, I'm keeping my fingers crossed.
  2. It's also beneficial to Rachel, even considering her guardcrush ability nerf, seeing as how many, many people use CA against her ridiculous corner pressure. It sort of balances out. You don't have to CA to get out of pressure all the time, and the new IB barrier pushback will screw with a lot of pressure.
  3. Makoto used a counter assault. In CSEX, those remove one primer from the character who uses them. @j.B: Highest hit for Rachel j.B vs Makoto 2A in CS2: as opposed to CSEX: The pose for Makoto isn't the same, but you can see the very slight difference in hitbox between the top of Makoto's head and the bottom of Rachel's j.B. It is worth pointing out that j.B's hitbox does appear to extend downwards slightly in the latter part of the animation, hence why the j.B is hitting Makoto like that in the CS2 image. The CSEX image is in the same part of the animation (best as I can tell), so the comparison still stands.
  4. Well, whatever the case, it looks like j.B is a more viable air-to-ground approach option than before, which is nice. edit: Yeah, the change is definitely helpful. From the comparison pics, it looks like the hitbox reaches down the far tip of j.B's animation. ie: The tip of the red part of Rachel's dress is lower than the top of Makoto's head in the CS2 shot, but is about level with the top of her head in the CSEX shot. I actually didn't get a shot of Rachel hitting Makoto as high as possible, but the best I've done is only a few pixels higher, not anything as notable as the change from CS2 to CSEX.
  5. Yeah. It definitely seems to be buffed. I'm just saying that the change isn't as big as you made it look. edit: For reference, how it looks in the current game after Makoto gets hit. Main thing to note when making the comparison between the two pictures is that, in the blurry one, you can't see Makoto's head, so the gap looks significantly larger. Also, lol, it's her 2A. Whoops.
  6. Makoto ran forward and inputted 2C 2A right as she got hit by j.B, hence the crouching counterhit. This is also possible in the current game, and it doesn't look too much different from the screenshot you posted--which, notably, isn't the frame that Makoto gets hit on. It's actually a frame or two after she gets hit, hence her being in her hit pose. It's unclear how much j.B's hitbox got buffed.
  7. Actually, if I recall correctly, you only have to do falling j.C if you catch the opponent with CH j.C and they'll fall back to the ground before you land. In those situations, you have to use falling j.C instead of 5B. In any other situation, 5B should work. Not really the right thread to discuss this, but I figured I should correct myself anyway.
  8. Yes, it's a CS2 combo. Basically any 6A (CH) combo can also be performed from j.C (CH), unless you catch the opponent very high up on the screen, in which case you may have to swap out 5B with a falling j.C, then continue the combo from there.
  9. Oh God, Urich, your new avatar. xD In general, I don't feel like any of the 22C combos have really gotten any harder or easier. @Spud: It just takes a little practice. You might want to try buffering 22C immediately after doing j.C.
  10. But that's never really been hard? I'm confused.
  11. It's hard to say without any of us having played the game (maybe you could poke Xie and ask him, haha). Rather doubt they'd really change the timing on that, though.
  12. @Drei: People pick mains for a huge variety of reasons. Some people look at how characters play (heavy pressure game, long-range zoning game, etc.), some people look at character designs, some people choose based on character voices, etc. There's no real set way to choose a main. There's this thread that asks how people chose their main, and if you look through any part of it, you'll see that there's no one reason to pick a main. Personally, none of the characters "just clicked" for me, so I can't really tell you how that works. This sounds like a pretty neat idea. Sounds a bit like Day9's newbie tuesdays (iirc?). Don't know if Xie has time to do this sort of thing, though?
  13. The first thing that came to mind for me was programming a game, haha. Game state manager.
  14. Worth pointing out that, depending on j.2C contact height, the combo may involve landing for the pumpkin summon instead doing aerial summon. I think I've mentioned this before, but the mid-combo pumpkin into frog combo already exists, but is only very occasionally used against characters who don't have reversals (due to grounded frog summon being unsafe).
  15. Good Lord, man. Why does its face look sorta like a pig face? o_o
  16. What have you done to yourself, C0R. D:
  17. I stand by my previous description of this show: What. The. Fuck. Is. Going. On. Or perhaps, put another way, it's "Guilty Crown does not know what Guilty Crown is." Seriously, it's starting to become every genre/trope/setting possible. At least the insert/ED songs are nice... even though the OP leaves quite a bit to be desired.
  18. I have PSO installed, but Dark Souls.... I must finish that game first. And then when I finish that, there'll probably be BF3, Uncharted 3, and Skyrim to work through. Not to mention other games like Atelier Totori, BBCSEX, GvG:EXVS... and other stuff like Vocaloids, programming, and shit that isn't video games. Uuuugh.
  19. j.B may have gotten buffed. I'm curious to see if 5B 3D j.B j.C 5B works on standing Bang, now. Even if j.B didn't get buffed, I still hope Bang's standing hitbox allows for that.
  20. edit: Polka's on the ball with this stuff.
  21. I have to agree with alvare that the "uh" and "um"-ing is pretty noticeable. I figure it's something that'll go away over time, though. ...or you could go kidnap someone from the local scene and make them do the show with you. :P
  22. Are you superjumping for the j.[C]? If you aren't, that's about the only reason I can think of that the opponent would be too high.
  23. It's a dashing 5B in the video.
  24. Isn't that the 6A corner carry combo? 6A (CH optional) 5B sjc j.D j.[C] j.C2D djc j.2C(lvl2) (land) 2D 5C(whiff)C 214A dash 3C(1-2 hits) 236A dash 4B 5CC 3C(1 hit) 214C 3C(1 hit) 214A Note that you do not do the 2A whiff after j.2C. This combo forces the opponent to fall into a 5C(whiff)C immediately off of the level 2 j.2C.
  25. I think you can convince him to enter if we can magically hit 89 people. That's where the payout breaks even between the 70% and 65% values. :P
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