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Tari

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Everything posted by Tari

  1. Mami > 5C > 2C > 214C > 6C > 22C > 5D > 66 > 2C > 22C > 5C > sjc j.B > j.C > jc j.B > j.C > j.D > j.C > j.236AAAA 5930 or so. Not sure about heat gain. Out of curiosity, I just tried adding a third 22C in, and it works. So, if you're really confident about your 22C execution (I'm not ), you can adjust the combo and do ~6250. Again, not sure about meter. Mami > 5C > 2C > 214C > 6C > 22C > 5D > 66 > 2C > 22C > 6A > 22C > 5C > sjc j.B > j.C > jc j.B > j.C > j.D > j.C > j.236AAAA
  2. All of Carl's move names are music-related. The majority of them are actual musical terms. That said, though, I have no idea what Relius' move names stem from.
  3. I almost always go for oki (5c 2c 214c etc.) or cycle my items out (5c 214d 6c etc.). If I have the pan loaded, I usually go for pan combos, and if I have the hammer loaded, I go for hammer loops. Every now and then I try for gimmicky resets.
  4. I'm hella tempted to enter that, too, especially seeing as how I keep bumming at the arcade just to play Catherine. That said, though, I've never done multiplayer. >_>;
  5. Actually, if you do 214c and immediately go into 236b, the bubble takes longer to pop, hence being unable to follow up immediately with another bubble. If you wait a tick between 214c and 236b, the bubble pops immediately upon contact. Your explanation is the more correct one, of course. Just figured I should explain what I meant. I did blatantly ignore delaying the bubble, though. And thanks for pointing out the different hitboxes. I never remember that stuff until I'm in a game and I accidentally bubble someone.
  6. Like TD said, you get some more meter and you still get bubble oki. Also, if you try to do something like blahblah-> 2c 214c 236b 214a/b/c and you do the 214c->236b too fast (probably won't happen unless you try to do it), you actually can't bubble oki unless you throw another move in first, and mami is a pretty easy choice in that situation. Other moves (ie: 3c) will give you something like ~20-30 more damage, but mami gives you more meter (mami is +7 meter, as opposed to +2 from 3c). And yes, we all chose our characters for the same reasons. 8D
  7. All that said, though, now I really want to get 100 meter and just triple mami someone to see if they get hit.
  8. no cake, it's great advice. anything that makes platinum more troll than she already is is always good advice. :D It's alright to do it every now and then, though, I think. Just not every time you have 50 meter. unrelated: by far my favourite use of mami is to counter Ragna's Dead Spike
  9. That just made my day. I can't believe I've never seen that match before.
  10. I read that as "Catherine, Catherine, Catherine, Platinum the Trinity in Catherine!?" Yeah, I'm totally on the ball today!
  11. Oh God, this is going to be amazing.
  12. Still entertaining at times, though, when your opponent hasn't yet gotten used to the idea of looking at your loaded items. :P
  13. An opponent teching after 22c in the above combo is purely a timing thing. If you do 22c too late, they'll tech before you can hit them with anything else. I'm actually not sure if 5C -> air combo needs to be SJC'd, but it's not a bad idea to do that on habit, I don't think, just in case you have a hammer item pulled up and you can combo into the hammer loop (which does require a SJC). As for hitboxes, I think Bang has one of the more middle-ground hitboxes. The timing for most characters doesn't differ too greatly, but it's worth noting when you have to 22c against the larger characters (Tager) and smaller ones (Carl). edit: also, yes, as the next post says, delaying the bubble a bit is necessary. trying to 6c->22c someone from the max height bubble is a very ineffective idea.
  14. What OS are you running it on? I've gotten it to work on Win7 64-bit, for whatever that's worth.
  15. @killi: google 'tokyotosho' Also, multiplayer in Grief Syndrome is pretty awesome. Homura time-stopping and having everyone spam dozens of moves during the stop is hilarious.
  16. MULTIPLAYER. Seriously, we have to find some people to play this with. >_<
  17. I think he meant the VN. The artwork in the Madoka game looks stellar, all things said and done. The sprites are amazing~. Sayaka has belial edge!?
  18. Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaargh! Why!? I wish that guy would either sit down and actually improve his art or just get someone else to draw for him. >_>;
  19. I guess we'll see.... If it has good art, I may actually bother playing it. :P I couldn't stomach the art of the other games.
  20. 2c CH 1d 6a BBL sj8d -> lvl 3 j.2c (no wind): http://www.youtube.com/watch?v=GV-bIigWKAE 2c CH 7d BBL sj8d -> lvl 3 j.2c (no wind): http://www.youtube.com/watch?v=V0_prKoWStY (no j.236a was used in this combo) Sorry for the shitty video quality. 1d 6a variation will always net you about 100 damage less than the 7d version, but is still a perfectly viable combo off of 2c CH. edit: also worth pointing out that yes, both of these work when you're cornered and manage to get a 2c CH. You can dash/jump a little further and end up getting the fatal to land on the other side of your opponent. Timing's just different.
  21. Somehow, my schedule ends up working out that I'm back in Cali for a few days around when NCI is happening, so I'm definitely going to be there. Not sure I'll be particularly awake (I tend to sleep till 4 PM, after all), but that's totally okay! :V
  22. I've got to try out Grief Syndrome. That looks awesome. Have any of you tried out the multiplayer co-op for it yet? Whoa, it has good art!?
  23. 1) You can dash over and j.2c without causing the opponent to fall towards you/past you, if you just delay the timing a bit. Actually landing a level 3 fatal is either significantly harder or impossible when they're very high in the air, though (due to how fast they fall in comparison to you), so things like the j.c JC j.c j.214c (land) BBL into lvl3 j.2c are probably not really viable anymore without burning an extra wind on j.2c. However, the old 2c 1d 6a BBL SJ8d lvl3 j.2c combo still works with a windless j.2c as long as you insert an air dash after the SJ. You lose about 90-100 damage as compared to the 2c 7d BBL starter, at least in CS2. I do this pretty often, because I'm still not up-to-date on CS2 combos, so I make use of CS1 variations. edit: did some testing, and 2c 7d BBL SJ8d->forward double jump->lvl 3 j.2c works. It's just freaking hard to time. It's a windless lvl 3 j.2c alternative to the j.236a timing if you ever feel the need to mess around with it. I assume that a simple forward air dash does in fact work for a windless j.2c fatal, then, if the forward jump does. Seems easier off the jump than the dash, though, personally, seeing as how I've yet to land it via dash. I'm really wanting to know why the j.236a setup doesn't work anymore, seeing as how if it's a BBL change, probably all of these setups will stop working. If it's just an aerial lobelia change, though.... (threw both of the above 2c CH combos into the combo thread with videos) 2) Yeah, I agree, it's not really a big loss that j.2c isn't cancellable at all. I think I mentioned somewhere that it being cancellable on block was sort of like a get-out-of-jail-free card for me, because I'd throw it out by accident and be totally okay. >____> Being air cancellable on hit is definitely much more awesome.
  24. ./edit: was thinking of the wrong combo for some reason. Well, even if 2c->BBL got changed up, and the j.236a timing got removed, I suppose we can always swap back to the CS1 BBL/j.2c combos wherever they fit, right? Sorta wish we had more info on Rachel's changes in general. j.2c not even being special cancellable on block is a bit sad (though I suppose it really doesn't make a huge difference if it were special cancellable on block or not, except when trolling).
  25. That would be hilarious (and sort of ridiculous). j.2c being air cancellable again means we can do troll j.2c loops again! Whoo~.
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