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So... you can get thrown out of 2D? What the hell.
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Not really notable (and probably known / common sense), but if you have 100 meter to burn but no Spark or mag, you can pass up a standard ender (or just after first AC) and do... ...AC > BSledge > (Optional Hammer) > RC > MTW Doing Hammer before RCing makes it laughably easy, but it's not overly hard RCing on just Sledge and "burst safe" to boot. One of those things you'd only do if it will kill though. Just, y'know, options. Hammer will make the resultant combo do a bit less (single digits) if heat isn't a concern. (For a baseline, 2B > 2C > AC > BSledge > Hammer > RC > MTW can be done at 80 heat, 83 without Hammer) Grats Osuna! Edit at below: Yeah, that's what I meant if it didn't come out that way.
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Reposting from a few pages back, unmag'd 2C fatal stuff. I'll edit in heat sometime during the day unless someone beats me to it. Edit: Heat done
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Pretty much required in Japan's schooling system unless I'm mistaken (possible). (Sorry for non-video bump)
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It's not about teching greens or not. Making command grabs an automatic "tech stage -1" (green -> untech, purple-> green) isn't logical from a system mechanics perspective, and isn't even a buff for that matter. It's a gimmick, like almost every Tager adjustment ever.
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The Tager Player is a cynical species that is wary of any show of affection, knowing the other hand has a good ol' nerf/gimmick bat. 5A and 5B buff are great if they last, Everything else so far is kind of "what" but it could be worse.
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Sounds like it. Just curious now if it's 236A/B or just A/B to counter. Hell, Voltic + charged BSledge + Hammer sounds like a pretty long period of projectile invul. Shame that it doesn't sound that practical on paper. Would have to be in a coma to not hit Tager out of that at any point.
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I can't see it happening unless charged Sledge does something special like long crumple stun or knocks them into the air, or 5D wallbounces them on normal hit air or ground. Neither makes sense given what we know. If 5D gatlings into 5C, that would pretty silly. j.C > Sledge doesn't make sense either. I'm kind of assuming "complete gibberish" right now.
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Basketsledge Still doesn't make repeating it funny, but there's an explanation. Loketest is still loketest in any case.
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Just so easily defeated though. Forward/back tech or mash A. And again, all you get is the extra 5B damage/heat (almost nothing) without RC. Could kill, and I guess is slightly better than minimum damage MTW, so there is that. Edit: On a related note, whatever happened to the old double gadget gimmick?
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http://www.youtube.com/watch?v=4fpL5dksvFs&t=1m3s I'm probably late to the party, but this 5B > Gadget "trap" seems...stupid. More so than the usual options and for practically no payout unless you RC into a dumb prorated combo. I know, combo video. Still. Shorter version: This is pretty useless. Correct/incorrect?
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5A > 5B > 5C > 6A > 4D/whatever a possible legit (standing) string/combo/whatever, then? Or something thereabouts. e: Make some ritual sacrifices and hope that we keep this.
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I could see some niche uses for Sledge charge against (fullscreen?) projectiles (Noel Fenrir, Makoto BBS, Arakune floorbugs super, uh... Hazama Mizuchi) trying to (chip? whatever?). Not that it comes up that often. Depends on reach, how long it can be held, etc. And by niche I mean "I'm reaching for a rationalization." e: And most of those are pretty stupid/desperate options on the opponent's part.
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Paste from loke thread Speed decrease as well on Spark is pretty sad.
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This is probably a baseless worry over the wording given on that change, but "5B -> 5C now combos against an airborne opponent" implies you might have to prop them up first. It's an easy fix if that's the case (2B > 5B > 5C > AC) but just a thought.