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dooku

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About dooku

  • Rank
    我、天啓を得たり

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  • Location
    Madison, WI
  • PSN
    dooku9876
  1. GGs everyone I played yesterday (I was the pink tsubaki player that kept dropping his midscreen combos and only did okay because of lol 4.5-5k UB combos), I had a lot of fun, even if I didn't say much! I wish we had a scene like yours, I've been trying to get people to play BB with some mixed success, but only have like 3-4 players other than myself, and I'm the only one that plays it as their main game. If I'm ever in the area again, I'll be sure to drop by GC again, it's a pretty awesome place.
  2. dooku

    BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)

    It says that 3C is knockdown regardless of if it hits an enemy in the air or on the ground, and untech time is increased. And ama no habaya is 236A IIRC.
  3. dooku

    BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)

    Enma combos are back in this time, enma's float after hit is back to CS level. 5B & 5C universal air unblockables. Litchi 6B throws enemy airborne on normal hit. 6B & j.C wallbounce on CH also. EDIT: 6B not wallbounce, typo.
  4. dooku

    [CS1] Valkenhayn Technical Discussion

    If the combo proration isn't too bad, you can follow up with dj.B > j.214B > 5D > j.236A > j.236B > j.214A for knockdown. If you don't want to use wolf for that, you can just get knockdown by ...> dj.B > j.C. If the proration is bad, they can tech before the dj.B hits them. For example: 5B > 3C > (walk) > 2B > 5C > sjc.AAA > dj.B > j.214B > 5D > j.236A > j.236B > j.214A will do 2870 damage and net 37% MG. But if you start with 5A, they can tech after the sjc.AAA before you can do anything (other than dj.AAA it looks like). But if you can confirm you screwed up quickly, you can do something like: 5A > 5B > 3C > walk > 2B > 5C > sjc.ADA > j.236A > j.236B > j.214A for 2280 damage, 29MG, and knockdown. Basically, don't screw up the transform if you can help it, but if you do and the combo isn't long and you didn't start with a bad p1 move then you can go for knockdown. I was trying to figure out a way to get to a double [w]j.B combo, but the ways I've found either put you too high or too low to do anything after landing. The proration would be ass anyways, so land 5B > anything probably wouldn't work anyways, but it was worth looking into. Tested these on Hazama, they might be character dependent.
  5. dooku

    [CS1] Valkenhayn Technical Discussion

    Yeah, doesn't work vs noel/tsubaki. Do ...>j.A > (delay) dj.AAA. Wolf j.a has a ridiculous amount of hitstun, so you can let Valk fall a little bit after the wolf dash so that the double jump won't put you too high. Pretty sure it works vs everyone other than Noel and Tsubaki when I tested.
  6. Fortunately enough I'm skilled at writing and grammar, so editing will not be a problem. Thank you very much. Also if you have obscure questions regarding their movelists and such, be sure to ask if something feels unfamiliar.

  7. Yeah, training this week is pretty rough and I'm either busy with studying stuff or braindead from thinking all day. But like I mentioned, I will have plenty of time over the weekend, and I plan on running through it then. If I need it, next week won't be nearly as bad so I can finish whatever's left then. It will need to be proofread after I finish it, because I found out it's a little awkward actually putting what is being said into English with my Japanese level (like I know what it means but putting it into something sounding natural in English is awkward). This is the first thing I'll have translated outside of classes that isn't technical stuff (most of the stuff I have translated was just stuff like information on patch changes and whatnot), which is a little different than translating conversations. I hope you're alright with the translation being just a little rough, but it will be far better than anything you'd get through an automated translation for sure lol.

  8. Hey, how's progress with translation stuff I gave you?

  9. dooku

    [CS1] Valkenhayn Technical Discussion

    Haven't seen this anywhere, and it's better than the 6C midscreen combo on the first page: [h] 6C > 5D > j.A > dj.AAA > j.236B > j.236A > j.5C > j.B > j.B > land 5D > 5B > 5C > jc.B > j.214B > 9DD > j.B > dj.B > j.C (3636 damage, 43% MG) Edit: Actually this seems character specific. I'll do a little more messing with it, doesn't look like it works on hazama. I'll mess around a little more since I have nothing better to do. Edit 2: This seems more universal: [h] 6C > 5D > j.A > (delay) dj.AAA > j.236B > j.236A > j.5C > j.B > j.B > land 5D > 5B > 5C > jc.B > j.214B > 9DD > j.B > dj.B > j.C (3636 damage, 43% MG) The delay allows valkenhayn to fall slightly so that the 2nd hit of the dj.AAA will hit everyone except for Noel and Tsubaki. I'm not sure if 6C > 5D > j.A actually works on them. I can't ever get it to hit except in corner, which is pointless because you can do much higher damaging stuff then.
  10. If I knew how to do that stuff, they'd be 10x better than that..

  11. Ya, mugenized characters haha. But it's hella fun to watch. Tager's and Hakumen's were amazing imo. Really liked Ragna OS's dragon install combo too.

  12. Hacked as all Hell...this will never be on the PS3 version that's for sure.

  13. dooku

    [CS1-CSE] Valkenhayn General Discussion

    Unl. Valk can wolf ukemi on any hit where you could normally defensive burst. Basically once he gets wolf he becomes uncomboable. It's pretty stupid lol.
  14. dooku

    [CS1-CSE] Valkenhayn General Discussion

    Some random observations that might help, or are just interesting/good to know/whatever: - You cannot wolf cancel 236C until it's active, so it's pretty easy to squeeze a reversal in before it connects for a CH. None of his normals have enough blockstun to force you to block 236C. - 236C is relatively easy to IB since it's the easiest of the 236 series to see coming, and after IB most character's 5A will land a CH if they attempt to wolf cancel using 5D or 7D. - 236A is safe on block, at least +2. But if they wolf cancel with 5D > [w]j.A, there's at least around a 6 frame gap (trades with jin's 5A) - You can IB > grab between 5C > 236C, 5C > 236B (if in range), but not between 5C > 236A - After 5C in a blockstring he only has a few options - RC, DD, 6C, or 236 series. (or nothing) -~7 frame gap between 5C > 6C. - no gap between 5C > 236A - If you IB his 5C, a reversal will beat all 236's, 6C, AH. Basically, IB 5C, which doesn't seem too difficult.
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