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Tari

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Everything posted by Tari

  1. That'd make sense. I was wondering where all the CRTs were going to go.
  2. This is all just assumption on my part, but my guess is that the CRTs will mostly be taken up by MB and GG until their brackets are done, at which point the TVs will probably become available for casuals. That's all scheduling stuff, though, and I have no idea how the schedule for NCI's games looks. There are a bunch of HDTVs along the wall off to the side, but I'm going to assume those will also be running PS3 games for a while (Catherine, perhaps?), and I doubt most people want to deal with playing GG through a PS3 (or even a PS2) on an HDTV. The majority of the fighting game cabs have PS3s hooked up to them, and will probably be running BBCS2 and Arcana Heart 3 until those brackets are over. Stuff like Gundam vs. Gundam and KoFXIII probably won't get swapped out, nor will any of the other coin-op cabs along the sides of the arcade, like Mushihime (or whatever Cave game is in there at the moment), VirtuaCop, and Metal Slug.
  3. After I get back from nci, sure. what is this challenge?
  4. in general. the fighting game cabs will probably all be swapped to bbcs2.
  5. Yeah, from the crossup, these are pretty approximate damage values: 3 wind, 50 meter, recorner, no oki: 5.2k dmg 3 wind, 50 meter, recorner, oki: 4-5k dmg (depending on if you want frog or pumpkin oki) 3 wind, 0 meter, no corner, no oki: 3.2-3.7k dmg on 3C>236B characters (depends on combo complexity: higher damage requires the dash 5A link from 236B) 3 wind, 0 meter, no corner, no oki: 3.1k dmg on non 3C>236B characters 2 wind, 0 meter, no corner, no oki: 3k dmg on 3C>236B characters 2 wind, 0 meter, no corner, oki: 1.4k dmg on non 3C>236B characters All the wind counts include the wind used to crossup. Didn't check for wind regen or meter gain. You can shave off 1 wind from some of the combos just by riding the leftover momentum from the crossup wind. edit: further testing comes out with a 5.8k combo off of 1D j.C crossup hit, recorner with frog oki, 2.5 wind regen, and 35-ish meter gain. Costs 3 wind (including the 1D) and 50 meter.
  6. It's only worth it if you can kill them off of it, though you can do BBL and then recorner them if you're so inclined.
  7. Good to know, then. I'll have to remember that setup.
  8. Does this work with the 5B jc j.B j.C 2D dj j.2C variation? I think you need to hit them with the second part of 5CC earlier than with the normal 5B jc j.C variation, right? If it does work, that's pretty awesome.
  9. Worth noting that, as usual, using stuff like pumpkin against Hakumen should be done with care, as he can counter the pumpkin and grab you with that same counter. Anyway, not sure if it's noted anywhere, but you can cross up in the corner with wind. This is done by jumping over the opponent and then inputting 1/3D while falling onto them. You can do this with a whiff j.C (IAD 1D j.C), for example, as that will actually hit them if they try to stand up to do anything (like, say, block in the wrong direction). The safest way to apply this is to get corner oki, get George out, and then cross-up during the end of George's activation. This can be 'mixed up' with your typical overheads and 2D mixups (falling j.B, 2D aerial moves, 2D into low/throw, etc.) and air sword iris. This cross-up will work on basically anyone, even if they're standing and holding back to move away from you. The wind pushes them out and Rachel slides in behind them. It works while they're blocking things like George, as well, but is less useful, as they have more time to react to the change while blocking George (hence why I suggest doing it as George finishes up).
  10. I just drove back up to WA, so I won't have my car around during NCI. Sorry.
  11. don't worry, I'll be there. I think I've consistently always placed last at every BB thing I've gone to so far. No point in breaking tradition now! I still suck at IAD, myself, but I think that's because I just don't use it enough to be comfortable with the input. It's ridiculously easy to IAD on pad compared to stick. As far as stuff like 662 inputs go, it's about the same on pad and stick, I think. I find it easier on stick, due to how easy it is to go to neutral before inputting the 2.
  12. 6A CH, both aerial and grounded, can combo into george. Watch the height that you hit them with your j.2C, as that's about the same height that they'll be able to tech at. You can't combo into george if you hit them too high.
  13. If you're having fun playing multiple characters, I don't see why you should stop. Well, unless you're aiming to compete seriously and playing multiple characters is making your main worse or something, but even then, all that means is that you should play your main a bit more inbetween rounds with the other characters, right?
  14. Alright, that's what I had thought as well, but I couldn't really tell. :P
  15. So does that mean the hammer loop is now a super combo, or am I misunderstanding something?
  16. It works without the dash against Jin (and other non-dash 236b characters, I'd assume). It's a spacing/timing thing, as you say. Delay the j.C after 5B by a tad and you'll have the correct spacing, as it gives you that millimeter of horizontal movement necessary to connect the j.2C. I think you have to superjump cancel the 5B, though.
  17. SOLUTION: ./couldn't resist
  18. For what it's worth, you can already "lol" Ragna's deadspike with the pogo. It's so much more worth it to mami it on reaction, though. It has a fatal counter in the loketests, so I suppose you can legitimately combo off of it, perhaps.... As it is now, though, unless you get an Air Persia counter-hit really close to the ground (and even then, I think it still doesn't work without rapid), you can't really combo it into a ground bnb unless you rapid it.
  19. You should definitely go! Regardless of whether you have any viable means of transportation, you should go! :D
  20. The first thing that came to mind when I saw that projectile invuln stuff was how much fun it'd be to randomly Air Persia through Litchi's oki and dps. All said and done, though, I really hope they don't make her into a brainless character. :8/:
  21. We still don't have any info as to what was changed to make the j.236a trick stop working, do we? I still don't think it really makes a difference, except that we lose a free pole setup from doing the BBL combo.
  22. It got re-upped on nico, so rip it now while it's still there. :P http://www.nicovideo.jp/watch/sm15407011
  23. Almost thought the ENG VA was "Johnny Bravo" somehow. Mind you, he'd be an awesome voice.
  24. Wait, the range on 5A actually changes depending on which rock-paper-scissors you get? Hahahaha.
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