I’ll have to look at that.
Where you off to Slippaz?
I’ll have to look at that.
Where you off to Slippaz?
@Slippaz
Here Slip, I optimized the conversion for you. You should do 919k with 1 bar now. Or just like you said, you can just go for THC Dante to kill any character in the game =P
Cless, thats sick. I love it.
Also, that fan is top tier!
Andddd sick. I’d hit EMD at really high HSD before but i didn’t know it worked THAT well, so I never bothered labbing the super delay… I was soooo wrong damn… Thanks a ton man.
EDIT: @TheCape in Québec right now. Be headin south in June. Dates still look right for when I’m in Cary.
We got a hitbox/hurtbox video! Thanks to EMC for doing this.
Thanks to EMC, that’s a good reference tool. Couple hitboxes to note that are good and/or interesting:
1 Charged Zombie is literally one of the best anti-airs in the game. The hitbox on that thing is stupid good, and if it trades it doesn’t matter. The problem is it only takes a single hit and a lot of things are multihit and/or piercing.
2 Jump L should honestly be your go do air-to-air in level 1. The hitbox is absurd and it’s faster startup than M/H. The only problem is the active frames so you have to time it.
3 Watching this I finally figured out what M/H zombie toss is for; he swings them behind the opponent so it’s anti teleport/leftright mixup. Problem is you have to be proactive with it because of the startup, but it’s a neat little mini force field. highly situational though, and Stand/Crouch M work better in level 4.
4 Bat swings hit behind Frank (stand H and Tools M 1-3), a difficult place to put a hitbox. They’re really slow though
5 I’m starting to think snapshot should be your primary tool in level 1. The hitbox is absurd and if somebody gets closer than that against Frank he’s in trouble.
The fH hitbox makes me laugh. His leg has a hitbox at the beginning.
I also find the shopping cart assist interesting. Frank is vulnerable for a few frames before it starts hitting.
I just realized. He missed the roll!
Cape, that’s the throw hitbox, it appears 1 frame during the input of fwd.H, it’s why OS exists in this game. Viewing other characters ground throw hitboxes, they all appear basically the same, from the chest down to the feet.
Here is part 2, includes his air throw hit box (the j.H in the air) and some other stuff.
Just a really short video so this is on here. Magneto TAC infinite into Hard Tag:
A little something to add to the Mag/Dante/Frank repertoire.
You can visually confirm during the flash that the opponent is at a height where Million Dollars will hit (and they can fall significantly before you have to Tempest). If you’re going to whiff you can DHC into Devil Trigger to oki with Disruptor or let the first wave of rocks come out and then DHC into DT and approach/teleport with them.
Not sure about point Shuma’s matchups, but hot damn…
Chrisis asked me about the most optimal version of the Mag/Dante/Frank level, so I decided to record it really fast. Nothing you guys would probably be too interested in, but it’s there. Main difference is the L Walker at the end…which isn’t much, but it lets you kill Thor off a basic corner-to-corner Magneto combo starting with cr.L.
The latest…the greatest…TK Walker extensions. (Also an updated midscreen BnB)