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Bolverk-GTM

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Everything posted by Bolverk-GTM

  1. Lufenia, I love you and all but we really need to discuss this crap. Hit me up on PSN or whatever.
  2. It's off quite a bit. Her foot is moving in ways it shouldn't be. Line up her toes in each frame, it'll look more accurate.
  3. She had something more than THAT at least. I'm totally down with your idea of her going bulimic from being consistently harassed by Jin though.
  4. :I Noel needs to gain some weight. She really lost her figure.
  5. Freaking love you man. =w= Also I applied the minor adjustment that was needed for that palette. Though the green eyes are really attractive on that palette.... Why the hell isn't the palette like that in the game? D:
  6. Oh no, it's maxed alright. I was just hoping I didn't have to make the extra speech and shit.
  7. Thank you, thank you. Now I present this, my first and last recolor for a little while. I want to get better at doing it, that's for sure.
  8. Not bad. Not bad at all. *RANKU UP*
  9. Tong the link to the Noel template's broken.
  10. Your airthrowing Palette and my general Palette.
  11. Man, that training dummy is such a fearless and aggressive player. One of the best of all time, yet for some reason he's always so mad free to that reset. By far his worst match-up is someone that continues their dropped combos. Man, he just can't get around that kind of skill.
  12. A shockingly high amount of people... Well there is that, but you wouldn't go for an airthrow reset each time either. That would just be stupid. If you do it every once in a while when they don't expect it, the airthrow reset should be fine. Besides, what's so bad about 4.5k? It's still considerable damage, especially off of a throw and midscreen. :s
  13. Works well with a 5C too. Jump cancel the 5C and airthrow them on tech. Also HIIIIII! Didn't know you had a DL account. :D
  14. Yeah that is the case, but if you're having problems with that last part of the combo, instead of doing d.6B > d.6C > d.5D > d.5C, do d.6D > d.6B > d.5D > d.5C. I use that ender a lot more than the first one because while the damage output and heat gain are just a hair less, it's all guaranteed to connect, even in the corner and both hits of d.236D will connect without having to delay it after d.5C.
  15. Arctus, I think you're ready for the request that'll max our social link. I request for a drawing of Sion Eltnam Atlasia being awesome (which she does all of the time). Her pose is your choice whether she be sitting, leaning back against a wall with her arms crossed, in a battle stance, just standing casually, whatever. I'm just really curious as to how you'll pull this one off.
  16. Another gameplay related change Eng. Unlike the CS1 and CT where Noel could only link a dash after 22B or 22C, now she can truly dash cancel both moves. For dash cancelling it, you have to input the dash pretty much IMMEDIATELY after the 22B or 22C. The only way you'll be able to connect the 6C after 22BBBBC is by using the new dash cancel property on it. The timing on it is quite different from the timing of 22C > 66C from CS1 and CT so it'll take a little bit for you to get used to it, I'm sure. Practice, practice, practice.
  17. Well so much for raging in training mode trying to figure out how the fuck Noel's hitbox works. Many thanks Hexy, you've done it again.
  18. That is too cute for it's own good... Here's three palette requests I did recently. ThunderboltZ28's Noel Request BlackOnslaught's Ragna Request SolxBaiken's Tsubaki Request SolxBaiken's Second Tsubaki Request
  19. Jin's probably the easiest to do the Haida on. He's probably too high for that 22B to catch him, so after the reload, do 2B > 6C > B+C > 6C > 22B > stuff. Hope that helps.
  20. Yep...people still playing MBAC. /sigh Oh what the hell, I might whip out my Sion and Narc again if you bug me enough to do it.
  21. Nah I'm not moved enough by BBB not having a caster to actually make one for it and even if I was, it's a total waste since only a few people would actually play BBB. I'll leave it to the people that do it best to make casters for the more popular games.
  22. Holy shit dude, didn't expect to see you post on DL. But yeah, that sounds about right though. Version 1.00 is good, but even that version has problems I can't stand. Despite that, I still couldn't understand why he didn't do it, but I guess now that you mention it, Blitzkampf was around at that time too and there was also MBAC which had the MBCaster (which people still play to this day, freaking baffling). It was the popularity issue after all. Thanks for the enlightenment Aya.
  23. I was referring to the BBB community "back in the day." Lots of people were asking for a BBBCaster back then. Anyways my Senna guide is 100% complete for 1.00. I didn't want to start another BBB thread, despite this one's focused on BBB2, so I'll go ahead and post a general overview of Senna from 1.00 and a lot of this SHOULD apply to BBB2 when she actually gets worked on more. Notations: A = Light Attack B = Medium Attack C = Heavy Attack D = Boost Senna Kyoudou Summary: It's the result of Baiken and Hakumen making sweet love. Senna is the spacing character of Big Bang Beat and like any other spacer, she thrives off of normals that have sick reach and the slew of combos that can be performed from one of these hitconfirmed pokes. She's forced to play defensively whenever her opponents get too close, but she has plenty of tools to help break the pressure and lock them down again. Pros: Awesome damage output, easy to learn, decent okizeme with 41236X Cons: Combos are pretty character specific, she has no overheads spare her jump normals, below average defense (understandable though) General Strategy: 5B. 5B a lot. If you don't 5B, you're doing something terribly wrong. Hitconfirm 5B into 2C (never confirm into 5C, I'll cover why in the normals section) and set up a 41236X after every combo for oki. Normals 5A: Forward elbow thrust. Average start-up, poor reach compared to 5B (an ideally better poke). Sometimes works as anti-air and it can be jump canceled too, so keep that in mind. 5B: Straight horizontal drawing slash. Wicked fast start-up, stupid good reach, and hardly prorates. Senna's best poke by far. 5C: Downward vertical slash (kind of looks like an overhead swing). Average start-up, slow recovery, poor hitstun, and it has LESS reach than 5B. Confirming into 2C is much more ideal because 5C will whiff beyond a certain distance after a confirmed 5B, whereas 2C won't. 2A: Light ankle kick with Senna's front foot. Sounds like Sion's 2A, but Senna's 2A is NOWHERE near that good. Like 5A, it's a pretty meh poke, but it has the advantage of being a low compared to 5A. 2B: Forward thrust, striking with the saya (sheath). Average start-up, deceivingly large hitbox, and jump cancelable. Good for footsies, even better as an OTG for extending combos. 2C: Senna leans forward and sweeps with a horizontal slash. Decent start-up, slightly longer reach than 5B, hits low, trips, and long untechable time. The recovery is really long, so better cancel this into a special on block, but GOD HELP YOU if a 2C whiffs. j.A: Light kick at a downward 45 degree angle. This normal makes me want to cry. Not reliable air to air OR air to ground. It sometimes mysteriously whiffs in combos too. Just don't bother with it unless you want to troll. j.B: It's basically a flying 5B. Remember that it's just as good as 5B because it has amazing vertical scaling on top of the long reach. Ideal air to air and air to ground. j.C: Vertical slash upward. 2D cancel ground strings into this for AT LEAST one decent overhead. j.C follow up (j.CC): Vertical slash downward following the upward slash. Knocks down aerial opponents and puts grounded opponents in ridiculous hitstun, letting you continue a combo either way. This may very well be one of Senna's only decent overheads, but it is THE overhead. Throw(6C/4C when close): Senna uses her opponent's body to vault herself over their head and slash them from behind. Softly ground bounces, but the recovery is too long to pick it up with anything (even with the help of a boost dash). Best just to follow it up with a 41236X. Specials 6A: Senna hops forward and kicks up with her back foot. Jump cancelable and good anti-air. Cancels into ANY special or normal. Because of the forward hop before the kick, this move is great for closing the gap after a 2C from about mid-range so that you can continue into a combo. 41236X: Senna quickly lashes her katana and sheathes it, leaving two small crossing slashes that leave a marker on the ground below it which forms into a second and bigger cross of slashes. The A, B, and C versions differ in the delay of the second slash formation. The A version forms instantly (no delay between first hit and second hit), the B version's second hit comes out 2 seconds later (roughly 120 frame delay), and the C version's second hit comes out 4 seconds later (240 frame delay). 623X (Air OK): Senna jumps and swings the katana, leaving a circular arc that surrounds her. The A version has no invincibility, but the aerial A version doesn't stop any momentum that Senna has in the air (i.e. if she's falling forward when she does it, she'll still be falling forward during the attack). The B version has start-up invincibility and the aerial versions stops all momentum that Senna has in the air when she performs it. The C version is very much similar to the B version in properties, but it hits a second time roughly 20~30 frames after the first hit. j.623A works well for relaunch setups and cross-ups, 623B is a good DP, and j.623C should see some use in combos. 214C: Half Z shaped slash, two hits. There's two specials that are follow-ups to this one. Maybe there's combo uses? I'll find them eventually... 214C (214C follow-up): Senna dashes forward and then back, leaving two massive slashes in her trail. Launches the opponent high on hit. I haven't found any combos with this yet, but boy do I want to because this special is too cool looking to ignore. 236C (214C follow-up): It's just a 623X that wall bounces... 63214A: Spinning coat attack of doom. It launches opponents that are on anything but their feet and it super jump cancels for combo opportunity. 421A: Senna leaps back and dashes back in with a slide kick, followed by a jumping slash angled down at the opponent's feet. Nifty for punishing people trying to mash out of pressure. A (During 421A): Instead of the jumping slash, Senna does a little forward ballet spin. It passes through the opponent, so it's pretty similar to Millia's 214K and Saki's 214X. Keep in mind that it's just as punishable. Supers 623D (Air OK): Super version of 623X. Senna follows the circular slash from the 623X with two more slashes. Knocks back on hit and has start-up invincibility. This is Senna's only super worth ending a combo with. 41236D: Super version of 41236X. Instead of just one cross slash followed by another, Senna just sends out a cross slash in the form of a grounded projectile. Hits multiple times, even on block. It reminds me of Venom's Dark Angel and while this super isn't as good as Dark Angel, it's still pretty dang good. 63214D: Super version of 63214A. Senna spins multiple times while swinging her coat, which creates a circular arc around her that hits whatever it touches. The last hit of this super causes a high wall bounce. I didn't include the combo section because probably none of them are valid in BBB2. Since Rouga's in the BBB2 beta as well, I'll write up the info on him next probably. EDIT: Made a correction to the spelling. I can't believe I made the fuck up of mixing "sleuth" with "slew."
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