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Posted

iirc, a lot of people seems to be resorting to the midscreen combos even in the corner because they are still trying to adapt to the character specific timings for the jC wall stick > 5C/6C. Not sure how much the actual damage difference is but the less j2A/5A is in the combo, the more damage we get.

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Posted
Look at this dude's defense. It's like an impenetrable wall of awesome against Tao. Seriously, he blocks for a solid 15+ seconds like a pro and gets rewarded for it. This sort of thing always makes me smile. Seriously, who is this patient?

http://www.youtube.com/watch?feature=player_detailpage&v=LwzB_mv36ww#t=402s

Could've 5a'd tao out of a ton of that mixup. The best defense includes knowing when to make your escape.

Posted
Could've 5a'd tao out of a ton of that mixup. The best defense includes knowing when to make your escape.

When? The j.B would've eaten the 5A for one.

Posted

The j2B would have stuffed the 5A, I think the only guaranteed spot I saw was during that one time where the Tao does a bait jump in into a grab. There were couple of places where he could have "thrown" a 5A to beat out the jump in for the j2Bs though I feel it would have traded or gotten stuffed anyways because of j2B's hitbox.

Posted

watched that vid, i think he could have escaped after IBing taos encore (1st hit) he did then toa paused then microdashed 5A'd. im sure he could have 2A'd out.

also is it me or did noels drive get...faster?

Posted

He could have countered the overheads or jump-ins as well, yes?

For 5a, best spot I saw was when Tao did her overhead. You can react to it if anticipating.

Posted (edited)

You can beat out 6B on reaction with 5A but I saw her do a gatling into it from 2B and I think Takosu normal barrier guarded it so he would have been beaten out if he tried.

Kind of sad we don't have our frame 1 6D anymore.

Edit: I just tested it out now and I just realized her 2B doesn't have a gatling into 6B so 5A probably would have worked there too. I probably thought it did since I deal with it most of the time during AB2 pressure.

Also, updated dan ranking up in the video thread.

Edited by itsme
Posted

Im kinda disappointed that mugen still looks like crap... Its even more now irrelevant thanks to his OD(not sure of the name). Also ive been wondering what the dmg off of a D enma into OD would look like? Its Possible right?

Posted

Ods name is Kishin.

damage probably wont be magnificent but itll be good.

mugen seems better paired off with OD at low hp for temporary infinite stars. outside of OD i wouldnt advise it too much.

its a tool and kind of a freak out the opponent button.

Posted

Mugen still seems unexplored but it really looks like there's not much salvageable out of it, I kind of like how we can go into it after a full meter OD Yukikaze for a neat combo though.

Posted

So it would seem our one mag specials overrides the mag cooldown time from our other specials. I like how this strengthens offensive mag usage, I wonder if we'll get mag optimized combos where we'd stick in Kishuu, Guren or Agito for better net mags gain.

Posted

I've seen couple though most of those were after catching projectiles. I might have seen it but forgot about it but I haven't seen much of safe jump land block and jump cancel blocking.

Posted (edited)

Hello, everyone, I'm back! : D

The nerf to his counters [...] I glad they managed to keep him from sucking while completely revamping him [...] But he's no longer really a defensive character now, which I don't like.

That is what I have been crying about since release. (Probably nothing to be proud of >_>)

It's in order to make the game more offensive and high paced. Like Guilty Gear.

I kind of came to this realization as well.

Scumbag ASW: "We release a new GG for the ones who likes it, and for those who prefer BB we make BB more like it as well".

1 you hold A while countering for a fatal counter enma which, if the enemy recovers means you are at -19.

Is Zanshin Emma jump cancelable on block or not?

just wondered. all ive been seeing is hakumens land drivevs physical attacks and it never gets blocked.

The conditions for escaping Zanshin aren't too easy. First of all, you need to attack with an attack you can cancel.

And then that cancel needs to be able to escape Zanshins start-up. (I.e. 5A>5B won't do any good.)

I'm not too sure how the hitstop for Zanshin now works. Either it is fixed like before (opponent has 15F(?) hitstop) or maybe it depends on the attack level now?

.edit//

By the way, this is badass:

5D's recovery is the same whether you use the normal or the held version.

Edited by Isuna
Posted

It seems a lot of the moves lost its CH state frames for most characters in CP. Also, I never knew 4C only had a frame of active frame.

Posted

A lot of Haku's moves only have 1-2 active frames. 6C feels like it lasts forever but it only has 3.

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