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Everything posted by huey253
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Community Effort #1 was a great success!!! We have tons of feedback which we are currently integrating now, as well as some other big plans that will come into play in the near future. Please continue to use that thread to suggest potential changes to our current front page. The main topic for this week's discussion is.... Match-up Threads After reviewing the feedback we've received in the general feedback thread, we've realized that this an important issue with Dustloop that needs to get resolved. As of right now, our current solution for matchup threads is very inefficient and redundant (two threads for one matchup). Any and all advice regarding improvements or redesigns to the threads will be considered. Thank you for supporting Dustloop and believing in our community
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Status Update: We've been discussing in private about all of the suggested changes and we really like them! We've been intentionally holding out taking action on any of these suggestions because of the upcoming forum update this weekend. After the update is completed, we will slowly attempt to integrate a lot of the feedback we have received over the last week. Thank you for you patience and please continue to support Dustloop!
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Hi Dustloop, As promised, I've created a thread for the resurrection of Dustloop. After receiving feedback, we've realized that one of the biggest issues is... The Front Page This includes the lack of articles, informational content, and promotion of community efforts. How would you change this? Please leave any suggestions for improving this issue as a response to this post. Currently, one of the greatest issues for generating content is a lack of motivation. If anybody would like to help contribute to the front page, please speak up. Once again, please continue to leave any other feedback regarding issues or potential changes to Dustloop. https://docs.google.com/forms/d/1zdYq0ruR9CGwhzGcMG-tDZPca3oU75y5AnbkvrkD0ps/viewform Thanks! "So, step on up to the plate, meet your fate Walkin' straight on into the lion's lair So, step on up, up to the plate, 'cause this ain't no game It's time to make history, yeah!" This post has been promoted to an article
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[CPE] Next Week, Don't Miss the Fellowship of Bang's Combo Thread
huey253 replied to huey253's topic in Bang Shishigami
4 Seal Combos (Easy Universal combos) Midscreen 5B 2B 6C slightly delay IAD jC j2C j236A 5A 2B 5D dash 2D jD j236C 5C 6D 623B (spacing specific, if they hit the wall then dash 2D is PROBABLY possible) 5B 2B 6C IAD delay jB jC dash 5C 5D delay IAD jB jC 5C j236C dash 2D jD j236C 5C 6D 623B (SUPER HARD and NOT UNIVERSAL) Near Corner Short Starter (5A/2A) Standing: 5A 5B 2B 6C jD j236C 5D delay 7 j236C 6D j236C 2D j2C Normal Starter Near Corner Standing: 5B 2B 6C j22A jC j623B 5B 2B 6C jc jD j236C 5D delay 7 j236C 2D j2C Crouching 5B 2B 2C 623B dash 2B 5B 6C jc jD j236C 5D delay 7 j236C 2D j2C -
Bang has (had since CT) weird properties with his bumper that allow him to kara the dash into other things (anything). This is especially useful in CPEX with the addition of ground bumper so I finally decided to invest real time in figuring out how it works exactly. I wasn't able to get the kara input consistent but I did find something else handy/useful. Bang can air bumper dash using ground bumper in certain situations. Its really hard (REALLY HARD), but you can sometime do a super low bumper dash from the ground bumper if you get the right input (I got it with 963 about three or four times). However, an easy application of this super low bumper dash is by doing it right before you land. If you try it, you'll probably have a really really hard time getting the actual bumper dash. However, if you do something that slows your fall (air bumper set, B nail, D nail, 22A A+B, or jD) you will be able to do the bumper dash easily (if you time your 6 input properly). It's not as easy, but doable using falling jB into 6 dash at the right timing. Please help me explore and find practical uses for these techniques! A couple good uses are: falling jB into air bumper dash jA for gapless high low mixup 8 dash kara'd into j2C seems to be a 18ish frame overhead on Tager.
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So, just as a starter, confirming standing or crouching is really important for Bang in order to maximize damage and corner carry. Also knowing whether a starter is short or long will help you learn how long you can extend your combo so you want to keep that in mind as well. As for seals, there's 4 of them, Fu, Rin, Ka and Zan which give different properties in overdrive or FRKZ. The most important or Fu, and Rin which come from 5D and 6D, so keep that in mind when getting seals for FRKZ combos. 5D = Fu - Gives 5 Airdashes in FRKZ 6D = Rin - Allows Bang to dash through characters in FRKZ and makes him invisible and leave a puff of smoke when he dashes j.D = Kaa - Gives better proration in combos 2D = Zan - Makes all Drives full guardpoint in FRKZ Also, the seals also give him his command grab super which can be helpful sometimes. xxx in notation refers to filler before hand. Generally with gatlings from 5A, 2A, 5B, and 2B. Enders are, as it seems are ender to combos. You'll notice that you'll try to either corner carry, get hard knockdown, or end with damage. The ones listed hear are generally the pretty standard ones. Important Random Info : One basic thing to know about CPEX is that dependent on the starter of the move. For example, 5A is a short starter and 5B is a normal starter. What kind of combos you can do highly depends on what kind of starter you get, so keep that in mind when trying to make your own combos up and such. Filler for combos (xxx parts in notation) : Keep in mind that the combo starter determines what combos you can do and sometimes if your filler is too long, you won't be able to do the whole combo Note, this will only have the ground filler parts. All air normals are normal starters except for j.A which is a short starter. Short Starter (5A, 2A, j.A) 5A > 5B > 2B > - 5A > 2A > 5B > 2B > - Normal Starters (5B, j.B, j.C, j.2C, 6A, 5C) 5B > 2B > - 6A (ch) > 5B > 2B > - 2B > 5B > - 6B > rapid > j.B > 5B > 2B > - 6B > rapid > airdash > j.B > j.2C > 5B > 2B > - Enders: (Corner Carry) xxx > j.C > IAD > j.C > j.2C xxx > j.C > IAD > j.C > 623B (Knock Down) xxx > j.C > j.2C xxx > j.B > j.C > jc.C > j.2C xxx > j.A > j.B > j.C > jc.C > j.2C xxx > j.A > j.B > j.C > jc.2C (Meter) xxx > 5A > 5B > Ashura xxx > sj.A > j.B > j.C > j.236C > Ashura (May not work depending on starter) xxx > 2B > 5B > Ashura Midscreen: Standing Short Starters (5A, 2A) xxx > 6C > j.D > 5A > 5B > Ender xxx > 6C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 5B > Ender [seals] xxx > 6C > j.D > j.236C > 5C > 6D > 623B xxx > 2B > Daifunka Normal Starters (5B, 2B, j.B, j.C, j.2C, 6A, 5C) xxx > 6C > j.D > 5A > 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender xxx > 6C > j.D > j.236C > 5C > 6D > 623B xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 2B > 5D > IAD > j.C > j.D > j.236C > 5C > 6D xxx > 6C > IAD > j.C > j.2C > j.236A > 5A > 2B > 5D > sj.D > j.236C > 5C > 6D > 623B xxx > 6C > j.22A > j.C > dash 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender Depending on how far you are from the corner and starter dash 2D > j.D > j.236C > 5C > 6D xxx > 2B > Daifunka Crouching xxx > 2C xxx > 2B > 5D xxx > 2b > 5D > 623B [seals] xxx > 2B > 5D > Rapid > dash 2D > j.D > j.236C > 5C > 6D Air to Air j.A > j.B > j.C > jc > j.C > j.D > j.236C > 5B > 2B > ender j.B > j.C > IAD > j.B > j.C > j.D > j.236C > 2B > 5B > ender Fatal 3C > 2A > 5B > j.B > j.C > IAD > j.B > j.C > j.D > j.236C > d.5C > 6D > 623B > 2B > 6C > j.C > j.2C || 3316 damageDamage, 33 Heat] 5C > 6A > 5A > 5B > 5D > 5A > 2B > 6C > j.22A > dash 5B > j.C > j.22A > j.C > j.623B > 5A > 5B > Ender Grab > airdash > j.B > j.C > 6C > jc > j.D > j.236C > 5C > 6D [j.D, 6D] Air Grab > 2B > 6C > jc > j.D > j.236C > 5C > 6D > 623B [j.D, 6D] 623C(3 hits) > RC > j.C > 5C > 2B > 6C > j.D > j.236C > 6D > 623B Near Corner: Standing Normal Starters (5B, 2B, j.B, j.C, j.2C, 6A, 5C) xxx > 6C > j.22A > Dash 5B > JC > j.22A > j.C > j.623B > Dash 5B > 623B > Dash 2B > 5B > Ender In Corner: Standing Short Starters (5A, 2A) xxx > 6C > j.D > 5A > 5B > Ender xxx > 6C > j.22A > [delayed] j.C > j.623B > 5A > 5B > Ender Normal Starters (5B, 2B, j.B, j.C, j.2C, 6A, 5C) xxx > 6C > j.22A > [delayed] j.C > j.623B > 5B > 2B > j.C > j.22A > j.2C > j.236A > 5A > 5B > 623B > 2B > 5B > Ender xxx > 6C > J.22A > J.C > J.623B > 5B > 2B > 5D > dash under 6C > J.D > j.623B > 2B > 6C > J.C > J.2C [5D, j.D] xxx > 6C > J.22A > J.C > J.623B > 5B > 2B > 5D > dash under 6C > J.D > (j.236C > 5C > 6D > 623B > 2C [5D, j.D, 6D]) or (236C > 2D > J.B > J.C > DJ.C > DJ.2C[5D, j.D, 2D]) or (6D > j.236C > 2D > jC > j2C [All 4 seals]) xxx > 6C > Delayed j.22A > j.C > j.623B > 5B > 6C > jc > j.D > j.236C > 5C > 6D > 623B > Ender [j.D, 6D] xxx > 6C > j.22A > j.C > j.623B > 5B > 2B > 5D > 9 > j.22A > j.4B > 5B > 2B > Ender Crouching Keep in mind, if you're too far away from the corner for some of these combos to pick up with dash 2B, you can rapid 623B so you can run right away. Short Starters (5A, 2A) xxx > 2C > 623B > dash 2B > 5B > Ender xxx > 2C > 623B > dash 2B > j.623B > 5A > 5B > Ender 6D > 623 B > 2B > 5D > j.D > 236C > 2D > Ender Normal Starters (5B, 2B, j.B, j.C, j.2C, 6A, 5C) xxx > 2C > 623B > dash 2B > j.623B > 5B > 2B > j.C > j.22A > j.2C > j.236A > 5A > 5B > Ender xxx > 2C > 623B > dash 2B > 5D > 5B > 2B > j.623B > 5B > 2B > Ender xxx > 2C > 623B > dash 2B > 5D > IAD > delay j.C > j.236C > 2D > j.D > j.236C > 5C >6D xxx > 2C > 623B > dash 2B > 5D > j.236C > 2D > j.D > j.236C > 5C > 6D xxx > 2C > 623B > dash 2B > 5B > IAD j.C > j.2C > j.236A > 5A > 5B > Ender xxx > 2C > 623B > dash 2B > 5A > 2B > j.C > j.22A > j.2C > j.236A > 5A 5B > Ender xxx (if only one move beforehand) > 2C > 623B > dash 2B > j.623B > 5B > 2B > j.C > j.22A > j.2C > j.236A > 5A > 5B > 6C > j.D > j.236C > 5C > 6D Fatal 3C > 2B > (TK)j.623B > 5B > 5C > CT > 2B > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > sj.A > j.B > j.C > j.236C > Ashura 3C > 2B > 5B > j.623B > 5B > 5C > 6D > 623B > 2B > 5D > 6C > j.D > j.236C > 2D > j.C > j.2C [All 4 Seals] 3C > 2B > 6B > 5B > 2B > 6B > 5B > 2B > j.C > IAD > j.C > J.2C > 236A > 5A > 5B > 623B > 2B > 6C > j.C > j.2C 5C > 2C > 623B > 2B > 6B > 5B > 2B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > 6C > j.D > j.236C > 5C > 6D 5C > CT > 5B > 6C > IAD > j.C > j.2C > j.236A > 5A > 2B > 5D > IAD > j.C > j.D > j.236C > 6C > 6D Grab > airdash > j.B > j.C > 5C > CT > 5B > 2B > Ender Grab > airdash > j.B > j.C > 5C > 6D > 623B Grab > j.22A > j.C > (wait) 5B > 2B > j.623B > 5A > 5B > Ender Grab > j.236A > 5A > 5B > 623B > dash 5C > 6A > 6C > j.B > j.C > j.623B Grab > j.236A > 5A > 2B > j.623B > 5B > 6C > j.D > j.236C > 5C > 6D > 623B Airthrow > 5C > 6D > 623B > 2B > 6C > Ender 623C (3hits) > RC > j.C > 5C > 6D > 623B > 2B > 6C > j.C > j.2C || 3486damage ALL THE METER: Ashura > RC > j.4B > 2B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender FRKZ (Overdrive) Combos: Videos https://www.youtube.com/playlist?list=PL5rnHuBLVzfdBx-uVAS0o6RH9kV1Th-LC Corner Thanks to GreekAngel for these! FRKZ combo start: 5B > 2B > 2C > 5D > 2D > XXX This is one of the standard routes of the FRKZ corner combo. If you have the 6D seal, then 2D will put YOU in the corner. Remember your positioning. 5B > 2B > 2C > 5D > CT > XXX Another route that makes use of the crush trigger in the corner. Its pretty cool, but still keeps your opponent in the corner so follow ups are limited. 5B > 2B > 2C > 5D > 6D > XXX This is a bizarre combo route. As soon as you land 6D, which isn't immediate, so its the slightest delays, the opponent will land on the other side of you. You have to 4Dash in order to return to in front of your opponent. This also lets you use 623B and J623B outside of the corner. Its also the most awesome looking, so do this to friends and be loved forever. Full Life OD Cancel: 5B > 2B > OD cancel 5B > 2C > 5D > 2D > JD (OD runs out here) > C nail > 5C > 6D Does 3662 Damage with 4 seals, 2563 Damage with no seals. Note: Its extremely standard and can set up oki. A C seal or 623B can be enough for you, if its your preference. 5B > 2B > OD cancel 5B > 2C > 5D > (OD runs out here) CT > 6C > JD > 623B > (66) 2B > 5B > Air ender Does 4429 Damage with 4 seals and 25 heat, and does 3534 Damage with 25 heat seal-less. Note: You can easily preform this combo in full life OD, so there is nothing too special. Only nets you 2 seals though, but it gets you great mileage and its decent. Full Life OD, 70% Life OD cancel: XXX > 5D > 2D > JD > 2Dash (OD runs out) 6D > 623B > 662B > 5B > Air Ender Does 2868 Damage with no seals, does 4497 Damage with 4 seals. Gains 32 heat with 4 seals, gains 20 heat with no seals. Note: Just do the basic air combo ender after you do the microdash 2B. You still have combo time to perform it. 70% Life OD, Half Life OD Cancel: XXX > 5D > CT > 6C > JD > 6D > 2C > (OD runs out here) Daifunka Does 4293 Damage with no seals and 50 heat, does 5799 Damage with 4 seals and 50 heat. Note: This is a simple 5D > CT combo route. Nothing TOO wrong with it, but its not a four seal route. Half Life OD: XXX > 5D > 2D > JD > 2Dash 6D > 623B > 5B > 2B > 9Dash jC > J623B > OD DAIFUNKA Does 4270 Damage with no seals and 50 heat, does 5921 Damage with 4 seals and 50 heat. Note: This combo only works if you start out in OD and hit with 5B, or if you land JC, omit 2B in the template starter above, although you will get less damage. Half Life OD, Almost Dead (20%) OD cancel: XXX > 5D > 2D > JD > 2Dash 6D > 623B > 5B > 2B > Ashura Does 3741 Damage with no seals and 50 heat, does 5392 Damage with 4 seals and 50 heat. Note: Getting Ashura out of 2B during FRKZ is hard as hell. Grind the input in training and hopefully you'll get it in a real match. XXX > 5D > CT > slight Delay 2B > 623B > 2B > 9Dash JC > 6Dash JC > 9Dash JC > 6Dash JC > J623B > 5C > 6D > OD DAIFUNKA Does 4415 Damage with no seals and 50 heat, does 6483 Damage with 4 seals and 50 heat. Note: One of, if not, the most difficult, but FUCKING AWESOME confirm in FRKZ. You have to time the 2B after crush trigger so that 623B can combo and the following 2B after. This combo brings your opponent along for a wild ride, all the way to one corner, but ending up in the next. XXX> 5D > 6D > 4Dash 2D > 9Dash JD > 2Dash 2B > 9Dash JC > 6Dash JC > 9Dash JC > 6Dash JC > J623B > (This part is the hardest to time) 623B > DAIFUNKA Does 4401 Damage with no seals and 50 heat, does 6197 with 4 seals and 50 heat. Note: This is probably THE most bizarre FRKZ route you will ever do, since doing 6D after 5D takes your opponent out of the corner. Also, as said in the combo, the hardest part is the 623B right after, so just omit that if you cannot do it and you will combo into OD Daifunka just fine. Combo Tips: Here's a very small trick that might help timing the microdash 2B after 2C supah crash in the corner. As Bang slides away after the 623B, look for the moment he stops sliding. That is when he can dash again. Look at his feet to see when his momentum slows to a stop and 663B. Do the input as fast as possible. Another visual cue that some people might prefer: there is a subtle yet clear stage shake effect when an opponent hits the ground after super crash. Look for the stage shake to dash in. (Thanks Kaeru) Another thing to keep in mind is that you have to be pretty close to the corner to be able to get this combo in the first place so that's something else to keep in mind. These kind of combos are often character dependent in timing. You generally want to be below your opponent on the last j.2C and doing the j.2C as late as possible so that you'll land right afterwards and you can press 5A. It's alot weirder now since you have to actually jump cancel it. I find it easier to hold 9 before j.D connects and then do the 236C motion after j.D actually connects. If you're high enough in the air when you do the j.D, you can straight special cancel it into j.236C
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me! i'm huey253 on skype
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I don't know if these are unoptimal but I didn't see them posted - http://www.youtube.com/watch?v=6IkgJJyygoQ
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I'm moving to LA on the 11th so i'll be here for the event. Hopefully all of the drama will be resolved and we can play some video games
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brkrdv was playing earlier today?
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my expected/desired response is... Sure i'll try to provide some tips and or opinions to help. I don't wanna be doing this by myself!!! please guys
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I think it would be really awesome if we try to actively discuss two match-ups a week in the character forums. If I were to suggest an order, maybe from Taokaka's hardest match-ups to the easiest ones. Week 1 - Kokonoe/Valkenhayn Week 2 - Hazama/Rachel Week 3 - Jin/Litchi and so on... What do you guys think???? (Trying to revive the forums)
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you kinda need to tell us what problems you have to so we can help? I can't give you tips without knowing what you need help with
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CP vids with analytical english commentary?
huey253 replied to Skye Veran's topic in BlazBlue Gameplay
March 31st 2014 at 7pm PST will be the first stream! Tune in Event is here - http://www.dustloop.com/forums/index.php?/calendar/event/634-weekly-taokaka-stream-at-twitchtvhuey253/ -
CP vids with analytical english commentary?
huey253 replied to Skye Veran's topic in BlazBlue Gameplay
Hmm, i was thinking of streaming Taokaka specific stuff but if people want I could do a general thing once a week. I used to do weekly streams for Narukami (P4U) every Monday at 7pm PST. -
RSVP at https://www.facebook.com/events/229967917207986/ As the Pacific NW's Premiere Anime Fighting Game tournament, Battle for Seattle is an ongoing monthly series held in the Seattle area featuring airdashers and other games. The current lineup includes Mobile Suit Gundam: Extreme Vs. Full Boost, Guilty Gear XX Accent Core Plus, BlazBlue: Chronophantasma, King of Fighters XIII, Ultimate Marvel vs. Capcom 3, and Super Street Fighter IV: Arcade Edition Ver. 2012. Organized by Landis Huey (Huey253) and Deniz Bengisoy (TLoz), James Hearn (logichole), and Veteru, Battle for Seattle takes place on a monthly basis at Gamebreakerz in Auburn, WA. Battle for Seattle gives you to opportunity to meet and level up with some of the best players in the world including former EVO champions. There are both tournaments and casual matches. So whether you are a seasoned veteran or new to the area and looking to learn these games Battle for Seattle is the event for you. We put a large focus on having fun, so we hope that no matter your skill level, you choose to come on by! Details Venue: Gamebreakerz LAN Center Address: 620 Auburn Way Auburn, WA 98002 Venue Fee: $5 (covers casuals and tournaments) Entry Fee: Varies per game, see below Payouts (10 or More) Airdashers: 1st: 60% | 2nd: 30% | 3rd: 10% (Top 3) Capcom: 1st: 70% | 2nd: 20% | 3rd: 10% (Top 3) Teams: 1st: 75% | 2nd: 25% (Top 2) Payouts (9 or Less) Airdashers: 1st: 75% | 2nd: 25% (Top 2) Capcom: 1st: 75% | 2nd: 25% (Top 2) Teams: 1st: 100% (Winner Take All) Games Schedule: 6pm: BlazBlue: Chronophantasma (PS3) - $5 7pm: Guilty Gear XX Accent Core Plus R (PS3) - $5 7pm: Ultimate Marvel vs. Capcom 3 (360) - $10 7pm: Super Street Fighter IV: AE 2012 (360) - $10 8pm: KOFXIII - $5 9pm: Gundam: Extreme Vs. Full Boost (PS3) - $1 Registration: Early registration goes until 30 minutes before the listed start time of each event. This can be done in person, through Facebook, or by phone. Early registrants will receive seeding based by location and skill. We will then be taking entrants up until we are no longer able to fill in spots. Format All tournaments are double elimination (except Gundam) All matches are best 2 out of 3 including winners, losers, and grand finals Gundam is 2/3 single elimination for the whole tournament UMvC3 is 3/5 for the entire tournament Other Notes - Event is BYOC (bring your own controller / stick) - Players are able to lend equipment if needed - Please consult with your bracket runner before lending out any equipment (ask "am I up soon or can I lend out my [stick, pad, etc.]") - If you are in multiple events, make sure you consult with both bracket runners before playing your match. The majority of the time, your priority will be in the earlier event Contact Information Gamebreakerz: (253) 833-8282 Registration: Message Landis Stream Battle for Seattle monthlies are streamed live at 6pm by Logic Hole at http://www.twitch.tv/logichole/ Most of the discussion regarding this event takes place on our Facebook event page, but we keep an eye on our Dustloop thread as well. If you know anyone who might be interested, please help us out by spreading the word!
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Choosing to 6B after blocking a wolf C is a interesting option because - if he goes for a 2nd C, the 6B will fatal him (6B is frame 1 low invun) - if he goes for an overhead attempt, getting CH by jA is usually 2k damage and corner carry (the later will most likely by gone in CP 1.1) this can be blown up very easily, but its something to keep valkenhayn on his toes so he doesn't mindlessly mixup you up.
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i'm having trouble getting 3C into 6D in combos (even in the corner) ... any suggestions? (i can get it to work randomly)
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The reason I brought it up specifically was because her 3C is -1 meaning it should be the end of her pressure but her doing dash 2A is kinda hard to stop on the ground? Any suggestions?
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Meaty 5A 5BB should make her block if she backdashes and CH her if she teleports. Her 2A low profiles 5B so you have to be careful using it in midrange. A good example of a place not to use it at is after you block her 3C. CH AA 2C into C doesn't work on her sometimes? 3C is good in neutral if you want to call out a trap or ball summon. Throw/Command Grab to punish her super is good because you will be invulnerable when the ball comes down. You can use banana super to lock her down long enough so that she can't stop you from running past traps but don't get too greedy.
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I thought of a cool (but useless) way to set up fuzzy guard jC. The problem with it is that it requires them to guess your jumpin choice incorrectly to set it up. Option 1: jB(wiff)B Option 2: jB(wiff)jC(startup canceled by landing) 5B Using the fact that Option 1 and Option have similar timings, the setup is supposed to trick your opponent into blocking Option 2 standing (want to use Option A for conditioning) so that you can land from jC wiff and do 5B. If they block 5B standing, you have the chance to go for 2B or rising jC (which requires 50 heat to combo off). The reason why this setup isn't good/solid is that it requires your opponent to block a mid attack standing. The reason why the setup "works' is that your jump in timing for Option 1 is similar to Option 2 with 5B being the move that they block standing instead of an expected jBB or jC(you can see the startup). It wasn't really noteworthy or anything, but someone recommended that I try to post anything.
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
As a moderator, I felt that it was my responsibility to work on certain things, which was unfortunate because my life became very hectic in the last couple of months. When I saw SuperScience at AX, I suggested that he ask to become mod so that he could do a better job on the wiki and forums. Im still far too busy to contribute and don't even play games as much anymore so it would be unreasonable for me to claim that I'll still contribute to the forums. TLDR: RIP HUEY253 -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
huey253 replied to DaiAndOh's topic in Bang Shishigami
Yes! EDIT: I just realized that i'm not a mod anymore so that means you can solo the wikipedia now :P EDIT2: Bang sucks -
DustLoop 3v3 XBL Matches (S2 Starts 3/3!)
huey253 replied to GBS Giovanni's topic in P4A Online Play
I could do Sundays