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Krackatoa

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About Krackatoa

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    Ottawa, Ontario
  1. Krackatoa

    Algonquin College - Game Fest One

    until
    WARNING. INCOMING TOURNAMENT. Algonquin College: Game Fest One Saturday, March 16th, 10am to Midnight. Location Algonquin College - John Gillett Building 1385 Woodroffe Ave. Ottawa, Ontario. HEADLINE TITLES Super Street Fighter IV: Arcade Edition v. 2012 Ultimate Marvel vs. Capcom 3 STILL JUST AS AWESOME HEADLINE TITLES Persona 4 Arena BlazBlue CSE Guilty Gear AC+ (Why isn't R out yet. T T) Tekken Tag Tournament 2 Street Fighter x Tekken Super Smash Bros. Melee We'll be holding tournaments for every other relevant title provided we can get entrants. We have the time, space, copies and equipment to run everything. Tournament schedule for all games will be posted closer to the date. Bring your own controller. Projected tournament buy-in will be $5 per title. KEY VENUE FEATURES Tournament and freeplay stations. Roughly 10 ASUS stations and 360s provided by GO Gaming. Space for pending volunteer displays is being made available. PS3 stations for certain games will be made available as acquired. Spacious 120 person conference hall. Tables and chairs provided. Two Full HD projectors. Blisteringly fast +100Mbps connection allowing for one delicious livestream of the proceedings. Top 8/Top 3 of each event will be broadcast and recorded. Starbucks and generic noodleshop connected to the venue. Tim Horton's and restaurants close by. Venue located just south off the 417 highway. As most of our costs are being handled by Algonquin College, venue costs for console gamers at the event is free. Show up, put down your $5 to enter whatever tourney you like, or just play casuals. Hey there, Ontario and Quebec. This is Bruce "Krackatoa" Szego of the FGC. Apparently, Ottawa's Algonquin College has a new, $75,000,000 building with all the electrical, networking, and space we need to throw a kickass series of tournaments. With the help of GO Gaming, the Algonquin Competitive Gaming Club has the equipment it needs to run every kind of tournament we can get players for, alongside a wonderful bandwidth-sucking high-def livestream. I can't even begin to say how awesome this venue is. You'll have to come see it for yourself. It is SOLID, and the school will be providing as much electrical as we can cart from their IT department. This also means venue costs are next to nothing. Which means you pay nothing for attendance. Venue is free. Outside of the tournament stations, console stations are OPEN, with space for volunteer/BYO stations being provided. No alcohol is allowed on the premises, but there is the on-campus pub open until 10pm, and a local pub across the street. We're looking to run these double-elim brackets in a timely fashion, so you can get on with your day/go eat/go drink/etc. This will be Algonquin's first big event, so we're looking to make it a good one. So there you have it. We're keeping our ears open to the community to put on the kind of event you guys want to see. What you want is what we want, and we will bilk the Canadian school system for everything they're willing to give us. Come on down and bop some folks. The details listed should be cemented, but changes to the tournament schedule will be uploaded/updated ASAP in order to keep everyone informed.
  2. I'm usually holding down-back because I don't think you can react to sweep. The timing of AoA from Killrush is about the same, I don't feel like I have the time to react and buffer.
  3. AoA out of Killrush happens a loooot. A lot a lot. Fuck that jazz if I can't make them pay dearly for it. Some of us have to play online.
  4. With the amount of overheads I get from Akihiko, it's been pretty darned important.
  5. There's many spots that you need to take CH 5B as your go-to punish option. A lot of overheads leave Kanji too far to go all grabby-grab, and between +11 and +17 frames. This means you can't 2B/5C/2C, and that means max damage is CH 5B > 2B xx 236.C/C+D or 5B xx 214.C+D
  6. Go try it again. It works on Teddie.
  7. 236C+D(Setup) > Throw > 236C+D(Hit) > Whatever Hahahaha. Set it up just inside max 5C range. Dash in and throw. Work it into the Neutral game by cancelling a blocked/hit 5C poke. They won't be jumping due to the 236C+D. Video. Edit: Just another note. While it's slightly redundant against skilled players due to the options closed to you when you have Take-Mikazuchi on the field, you can also do this after landing 2D on the opponent. The spacing is just right in those situations.
  8. Ha. When I put 5D I meant 5C. 2C is +7/+8 Also, you can squeeze in an IK when you smell DP, just do it about 15 frames before they activate. They'll DP and you'll nab them, depending on the character. Can't grab Aegis', since she's airborn for like 110 frames, but you can totally brofist Kanji players
  9. IK is 99+0 :S Throw is 13 Also, I'm don't think Max Cs are any different on block. Just set your CPU Replay to Jump and hit them with Max C with All Block. When it lands, hit Replay and hold Up. He'll always jump before you do. It looks identical to regular C. Maybe I fluffed it 50 times, you can go test this yourself. Edit: Got called to play with some pals. Be back later to do stuff.
  10. I'm listing the first active frame as the startup. So when I say "6 frame startup" I mean 5 frames of nothing and 1 frame of active frames. Oh shit. Haha. 5A is jump-cancellable? I have to go and regrab a lot of these. Unless Arc did something silly like stick some neutral frames in the startup animation of some of these attacks (Haven't seen any hint of it over here) then all of the data should be legit. I'd love for someone to double check if they could.
  11. Gosh. All that work you put into that dopeass chart. Shee-iiiit. The sweet siren call of an unfilled spreadsheet, my one weakness. I'll have that shit filled out in an hour. Btn | GRD/HIT 5A | +1/-7 (+5/+14 - These numbers are if you jump cancel. <_<) 5C | -9/+8 5B | -1/0 2B | -18/xx 2A | 0/+2 5AA (Give me a bit to get this one. Have to test differently due to jump cancelability) 5AAA | -14/-13 5AAAA | -4/+6 2A+B | -16/xx (Point-blank, depending on the amount of active frames, it way better at range) 236A | -4/+6 236B | +2/xx 236A+B | +2/+10 214C+D has a goofy animation, it looks like 4 frames of startup. Hrm. Something doesn't make sense. How are links buffered in this game? According to the data, you should be able to link 5A after 236A. Since I come mostly from a Street Fighter background, if you're at +6, you can link a move with a 6 frame startup. Is that not the same in Arc titles? Maybe I'm doing something horribly wrong here. Tips plox. Also, all these numbers are on standing opponents. We know that there's crouching specific combos, so there may be slight variations when tagging crouched opponents.
  12. Actually, I've been trying that one out in my own Hyperbolic Time Chamber. I think the trick to getting that final 5B > 2B to connect might be by how tight the 236+B > 2A > 5B > 2B > 5C is. It seems to me that it's a spacing issue, and that if you're not tight enough with the chains, you may not be in range for the first active frames of 2B. If I'm right, this means the ease of this combo leniency may change on a per-character basis. I could be wrong though. We could just not be mashing fast enough.
  13. Yo dudes. After landing Tatsumi-Style in the corner, it might be safe (barring the opponent committing to using DP) to squeeze in a Bet You Can't Take This! (Dive Grab)? It can be timed so that the falling chair should cover the recovery a bit. After which, you may be able to squeak in an AoA (Maybe get it to armor frames before they come out of blockstun quick enough to hit you), backdash or grab mixup. The trick would be to land a bit before the chair comes down, so any punish would get nulled by the chair hit. Certain moves would stop this full-out, but it might be a swag gimmick.
  14. Just got home and put on some coffee. Frames imminent. 5A - 6 2A - 8 5B - 11 2B - 18 5C - 25 2C - 31 5D - 35 Air Throw - 4 j.A - 10 j.B - 16 j.C - 19
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