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Everything posted by Shockna
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Negative edging like Arakune, or like Carl? I've picked up negative edging on Arakune just fine, but I couldn't manage it as Carl in CP.
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I've never actually played a GG game before, and am thinking about a main for XRD. For playstyle, I like high pressure characters, and have a particular fondness for the downright weird styles (e.g. Arakune). Execution is a slight issue, but it's improving with time.
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For any combo involving a landing dash (xx>j.2C>662B>xx, xx>j.2C>663C>xx, etc.), is it possible to enter the dash immediately before landing, or does it need to be done after landing?
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Fair chance that this is the saddest question ever asked in this thread, but here goes: I got a Hori V3SA stick a few years ago, three-ish months after CS2 came out. I played for a couple of months extremely casually (so I never really got a hang of it), and then life happened, and I didn't play for ~2.5 years. I got CP a couple weeks ago and I'd like to finally get into the swing of it (now that I have the free time to do so). My reaction time is a lot better now, so combo basics aren't a huge issue, but I have a lot of trouble with 236236/214214 inputs. It feels like I'm making the right motion with my hand, but when I look a the input log it has lots of ridiculous fuck ups, like 21241236 (when attempting 236236). This happens mostly in combos, if it makes a difference. I'm pretty sure this is an issue with my execution, but just to eliminate the remote possibility, might there be something wrong with the stick?
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What exactly is a "left handed" stick, and how does it differ from a regular one? >_>
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Q&A about Joystick Building, Parts, and Purchasing
Shockna replied to mr.mortified's topic in Hardware
So I just returned from a year long hiatus from fighters, no longer completely broke. I just purchased this stick: http://www.amazon.com/Real-Arcade-Pro-V3-Playstation-3/dp/B0041SGD44/ref=sr_1_1?ie=UTF8&qid=1315989767&sr=8-1 Partly based on friend recommendations for Hori products with Sanwa parts in them, and partly because it wasn't $300 like the really good one. >_> Is this stick as good as the reviews suggest, for anyone familiar with it? -
Random corner combo question. In Mu's 5-2 combo in challenge mode, there's a micro-dash between the SoD and the 5B that leads into the air portion. Is that microdash needed for all of her corner combos that use j.D? I ask because it's a serious bitch to pull off ⌐_⌐
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So uhh... Coming back to BB after a 9 month hiatus. Is everything as improved as it seems to be for Mu? >_>
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Unless it's a one frame link or something else absurdly tight to time, I'm wondering... If it does indeed work, how will it be (somewhat) impractical, rather than just the new standard corner loop, assuming something superior doesn't show its face before we see CS2 (Presumably this spring)?
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And I guess being able to do both would be kinda OP for CS2... >_> Oh well, a man can dream.
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I noticed something in the new corner loop videos.... Is it just me, or does putting a Stein down in the combo sacrifice the ability to do an Omohikane ender?
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I know it's already done, but; Isn't that a little counter-intuitive considering AkSys' goals for Mu?
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So it has been confirmed that SoD loops don't work, I take it? >_>
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Are there any videos for the new loop ender? I'm wondering if the added damage makes up for the nerf on Omohikane minimum damage.
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Are there any actual videos of CS2 Mu up? I haven't been able to find any so far.
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Since this subforum doesn't have a combo thread, where is there a decent compilation of Valkenhayn's BnBs?
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Wait, does this mean that MadCatz TE's are good sticks, meaning that not everything MadCatz sells is a complete POS? Interesting... I've been shopping around for a decent stick for awhile now, and I've found plenty of deals on MadCatz TE's, but avoided them because I've never bought a MC product that wasn't terrible and defective. >_>
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Do we know what corner bounding looks like yet, anyway? I heard some people say it looks like CS Nu's 236C, and other people say it was more like wallstick in GG. Not sure which one to believe. >_>
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Another thing I meant to ask... o Her loop apparently remains the same. o 2B can't be used for relaunch, but Furu no Tsurugi is fast so it can be used as follow-up. Isn't her loop entirely dependent on using 2B for relaunch? >_>
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BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN
Shockna replied to Henaki's topic in Archive
To try to clear this one up, do you mean Ame no Habakiri (214D) or Ama no Habaya (236A)? I remember the loketest changes said that Habaya was getting raised from 3 to 5 hits, and since both Habakiri and Habaya hit 3 times in CS1, I'm not sure whether I should see this as a confirmation of a loketest change or just a separate, serious buff to one of her already pretty good specials. -
Does that imply a direct nerf to throw damage or worsened proration on any of the normals/the throw itself, I wonder... Edit: ・j.2C - Looks like there's some recovery after she reaches ground. + 2B > 2C has been added. + Ame no Habakiri deals 5 hits, can be followed-up. 2B - 2C we already knew about. Not sure what the point of j.2C having added recovery is if the loop is, as they imply, still intact. And I'm not sure if he means Habakiri or Habaya on this one, but if he actually does mean Habakiri, isn't that a pretty big damage buff for Mu?
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This to infinity!
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Since it's already in the corner, would it be better to change 5C - 2C (After the first one) to just 6A? I'm thinking that may allow another loop, but I'm not sure about it.
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Do the brackets around 2B mean it's optional? The combo itself looks great, but the notation has me a little confused right now.
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Do you mean ending with SoD after a 6C, rather than doing a setup or anything? That's a habit I got into really early, and so far that's killing me. ._.;;