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Everything posted by Tari
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Yeah, I went and tried to watch your matches in the archive, but no such luck.
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Just to clarify, you guys, Tsubaki's 236X moves no longer have projectile invuln. Her ground 214X moves do have head/body invuln, but that's somewhat different.
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Grats, kirb. :D
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Oh, so that's how that combo's done. I remember seeing it in a CS1 combo video way back when, but I couldn't remember exactly how the cross-screen carry was performed, hah. Very nice.
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I can get 3C9D to work after the second hit of 3C on both Arakune and Mu. We might have slightly different definitions of 'after the second hit,' but you can definitely input 9D as soon as you see 3C hit the second time and continue comboing.
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You can just 6B him again after that if he insists on sledging as an approach. If you really don't want to use 6B, you can try spacing yourself and punishing after sledge, but it's far more risky. Jumping over it works, as does 3C, but nothing's quite as simple as 6B. You can combo off of 6B CH if you'd like, or you can take a moment to summon stuff before Tager can get back up and try to approach again. Every 6B CH you land gives you options, basically.
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Quick note about your results, Spa: Close range, any character who doesn't fall out of 3C can be picked up with 3C(3 hits)9D. ie: You can input 9D after the 3rd hit of 3C and combo into 5B blah blah j.214C. This includes, for example, Carl and Platinum. That said, it's usually safer to just input 9D after the 2nd hit on most characters, as it should work on basically everyone but Tager, and your notes seem to back this up. Figured it was worth mentioning, though, as it does allow for ridiculously easy hitconfirm on a number of characters... as though 2 hits of 3C isn't enough time to realize you've hit them, right? This works on everyone, basically, unless your combo is prorated too much. edit: figure I should mention that this tends to cause you to cross up after j.214C, so if you want to do BBL on landing, make sure you input it in the right direction.
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If you're interested in Tamayura and you haven't seen the OAVs yet, you should watch them. The anime is likely to be very much the same as the OAVs. I liked them, but I know a lot of people found it too pointless.
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Guaranteed watch: Working!!, Shinryaku!? Ika Musume, Seitokai Yakuindomo OAD, Carnival Phantasm 2nd Season Likely watch: Mardock Scramble (movie), Last Exile, Guilty Crown Watching random episodes whenever: Lupin III, P4, Tamayura, Fate/Zero Will try out: C^3 (light novel start is sorta interesting), Bokutomo (manga is entertaining, light novel is sorta entertaining, but I really don't know how well this will translate to an anime), Mirai Nikki Dang, that's a lot of anime.
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Yeah, the ads are throwing me for a loop, too.
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Yeah, 3C9D will work in almost every situation that 3C blah 8D would work, except on characters who fall out of 3C. It'd definitely be beneficial to use less wind when it's not needed. Just requires a bit more effort in remembering who you can and can't use 9D against.
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Basically what 3C9D vs 3C8D boils down to is a player's ability to recognize when either one works. The only unquestionable upside 3C8D has in comparison to 3C9D is that it works on non-3C9D characters (like Noel). All the other benefits 3C8D provides can be negated by simply being careful about when you input 9D. I was only thinking about combos when I made my earlier post, so I didn't think of the wind difference between 8D/9D during mixup. That said, I don't believe most people use 3C8D for mixup. If you're going to be using 3C in mixup, it's almost always with 5/6/9D, not 8. 8D should only ever come into play after hitconfirm, as far as I'm concerned. I'll admit that I misinput 8D when I want 9D more than I'd like, though.
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When I put the avatar together, it was actually smaller than standard size. This is already bigger than it was before. xD
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From what I can remember (correct me if I'm wrong), on top of working against non 3C9D characters, 3C8D also doesn't run the risk of winding too early and spinning under the opponent. In CT, 3C9D tended to combo into a normal air combo (which can be done after a crossup as well) or 6C j.C 2D jc j.C BBL and the likes, which all required you to have forward momentum in the first place. In CS, there's no real reason not to use 8D, seeing as it's more consistent and you can dash up and do 5B after 3C8D anyway. The only upside to 9D is the carry potential, which can admitably actually come in pretty handy. edit: wow I used 'anyway' 3 times in 3 sentences. no one will ever see how horrible it looked before!
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Haven't heard it yet. Is it really that, er, bad? And wasn't the music volume in GG basically inaudible? I seem to remember people complaining about that. Sorta sucks when the music is actually good.
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All this music discussion reminds me of the vocal versions of the character themes. I think I used to listen to Tsubaki and Rachel's vocal versions fairly often.
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Does that mean you're from before my time that's before your time?!
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I'm from before your time, Luna. ;P
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Thanks guys. xD Do it! I don't care how, you should just come! Hiking is good for your health! Just bring some tea and you'll be fine~.
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You don't remember the awesome Tager vs Rachel videos where he'd glitch her out, get 100 meter, and then kill her as he pleased? xD
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She still had a hitbox. Hence why it was an amazing comeback mechanic for the opponent. >.>
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CT BBL glitch = world's best comeback mechanic?
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You forgot to put "CT BBL" in S+. D: The ability to deafen all passerby was amazing!