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Posted

Well Boss Ma-Ryan is top too. At least I would guess. I don't use her as I heard she was banned in tourny. Thanks for the Ulthury info. I didn't know really where to place her. I had fought her a couple times before with a Tamaki and a Chizuru player and didn't have too many problems.But I do now want to try some of her stuff with Arawn.

Are there any other really good pairings with Llyr? I'm thinking Tamaki or Sasara. I already use the Chizuru/Llyr or Rina combo.

I gotta say, does anyone use Riannon anymore? Never fought one and watching youtube matches noone ever uses her.

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Posted (edited)

OMG, people playing my game ; w;

And why would BOSS Ma-Ryan be banned?

And no one uses Riannon anymore because she's no longer easy win anymore, ever since 1.5A, also Play Asia isn't bad, just kinda pricey, but AmiAmi no longer stocks AP.

Edited by SolxBaiken
Posted
...also Play Asia isn't bad, just kinda pricey...

Last I checked, AP was under $60 at Play Asia, which is relatively cheap for imports. It was $85 at release, IIRC.

Posted
I really want to use Chizuru, Oboro, and Touka as it stands right now. I don't know about the game's balance, but they look fun, which is what matters to me.

Oboro is REALLY fun to use. So is Konomi. ^_^

Posted
Well Boss Ma-Ryan is top too. At least I would guess. I don't use her as I heard she was banned in tourny.
I don't know about her being broken, I recall her being pretty bad actually.

If she was ever banned on the EC it was because none of us felt making sure she was unlocked on all of the tournament setups. Simple mode was banned because Tamaki became a walking nightmare with it.

As far as Chizuru (lol) her worst matchup is Tamaki. The matchup was considered 6-4 by everyone in jp last I saw in Chizurus favor. It's a really tiring matchup for Tamaki, because you can't even reliably anti-air grab the bitch (Chizuru has some fucked up hitboxes that can blow it up if spaced right). The next best character in the game is Konomi, and some of her safe strings get blown up by Chizuru too for no good reason. Outside of Chizuru and Tamaki (to an extent, her 360 and 720 do too much damage lol 70 percent off 720) I think it was a fun game.

Posted

It never ceases to crack me up how Tamaki has both a 720 and Maiden Masher.

Posted
It never ceases to crack me up how Tamaki has both a 720 and Maiden Masher.

And GGXX run speed for a CvS2 like game. And unblockable laser. And SSV enlightenment.

BEST GRAPPLER EVER MADE IN THE HISTORY OF FIGHTING GAMES :D

She can't be 4-6 against Chizuru; the matchup is hella even. One screw up on Chizuru's part could potentially cause a very quick loss, whereas Tamaki can fail many times against Chizuru and be okay.

Posted

Maiden Masher is also fucked. So is Tamaki j.A (it has a better hitbox than most Arcana Heart 3 j.A moves)

She can't be 4-6 against Chizuru; the matchup is hella even.
Can you give me any actual reasons why? 6-4 also isn't incredibly skewed, The matchup is still winable by Tamaki, you just need to work harder than the Chizuru. Also keep in mind that the 6-4 is what I've read jp players claim.

Tamaki needs to get in and she can kill anyone in the cast in two good grabs. The problem? Chizuru has tools that just plain will not let her.

Tamaki cannot anti-air grab Chizuru if Chizuru is approaching Tamaki. AA grab gets beaten cleanly at a pretty generous spacing thanks to the huge hitboxes that Chizuru has.

Tamaki cannot use Maiden Masher nearly as much as she can on anyone else in the cast because so many of Chizurus normals are that plus on block.

Tamaki has problems getting in because of the great normals Chizuru has, and because of that has problems grabbing her or even building good meter to do things like Maiden masher or 720. Add to that that you will be blocking a LOT of things and if you don't instant block them you're going to be in negative emotion which makes 720 do a lot less damage.

So if you're going to ask me if the character that has to guess two or three times to win, or the character that has safe options for days and can beat out the others "get the fuck on the ground" options, i'm going to have to agree that the matchup is in Chizurus favor.

It's also worth note that I've also been told that pretty much everyone in Japan has a pocket Chizuru, and iirc there was a rule in place at SBO that only allowed for one Chizuru per team (there were no other restrictions for character selection).

I think the game would be really fun Chizuru Tamaki and to a lesser degree Konomi were toned down.

Posted (edited)

I think that info is dated.

Although yes, Chizuru is better ground to ground and has good keepaway tools against Tamaki, Tamaki doesn't need a high success rate against Chizuru; 30% is good enough to cause problems to Chizuru. Chizuru's 5B and j.A for example, only sometimes work against Tamaki's j. C depending on the distance. Yes, you can tag Tamaki out of the air maybe 70%+ of the time, but you don't do that much when you hit Tamaki, whereas if Tamaki hits you with j. C, you are going to lose half your life or more, and the ensuing meaty 5B/safe j. C/ambiguous j. A/Ulthury could cause you to lose the round right there. Tamaki can play a high risk game against Chizuru because as long as she isn't dead and doesn't get tagged by raw BC more than once a round, Chizuru's life lead is irrelevant. Further, when Tamaki has Ulthury assist, Tamaki can start her high risk/high reward nonsense each time she summons her, because Chizuru has to block on the ground (jump back or air block is free wall smash super).

Further, Chizuru is forced to stay grounded most of the time, as Tamaki's air pokes are simply better and her air defense is very dangerous. J. A and C beats all of Chizuru's jump ins, and 66C results in getting 360ed if it gets blocked, or heaven forbid if Tamaki reacts to a 66 anything with wall smash super. Yes, anti-air grab will get stuffed by a deep 66C, but the one time she tags you is the one time she can run it all back with the ensuing meaty 5B /safe jump C/ambiguous jump A/Ulthury into oki nonsense.

Granted, it feels like a bad match for Tamaki because Chizuru can control most of the match, but it really isn't. Chizuru has to play an almost flawless game and can't relax until Tamaki dies, whereas Tamaki can make all the mistakes she wants and it doesn't matter unless she dies from it.

Edited by ehuangsan
Posted
I think that info is dated.

Although yes, Chizuru is better ground to ground and has good keepaway tools against Tamaki, Tamaki doesn't need a high success rate against Chizuru; 30% is good enough to cause problems to Chizuru. Chizuru's 5B and j.A for example, only sometimes work against Tamaki's j. C depending on the distance. Yes, you can tag Tamaki out of the air maybe 70%+ of the time, but you don't do that much when you hit Tamaki, whereas if Tamaki hits you with j. C, you are going to lose half your life or more, and the ensuing meaty 5B/safe j. C/ambiguous j. A/Ulthury could cause you to lose the round right there. Tamaki can play a high risk game against Chizuru because as long as she isn't dead and doesn't get tagged by raw BC more than once a round, Chizuru's life lead is irrelevant. Further, when Tamaki has Ulthury assist, Tamaki can start her high risk/high reward nonsense each time she summons her, because Chizuru has to block on the ground (jump back or air block is free wall smash super).

Further, Chizuru is forced to stay grounded most of the time, as Tamaki's air pokes are simply better and her air defense is very dangerous. J. A and C beats all of Chizuru's jump ins, and 66C results in getting 360ed if it gets blocked, or heaven forbid if Tamaki reacts to a 66 anything with wall smash super. Yes, anti-air grab will get stuffed by a deep 66C, but the one time she tags you is the one time she can run it all back with the ensuing meaty 5B /safe jump C/ambiguous jump A/Ulthury into oki nonsense.

Granted, it feels like a bad match for Tamaki because Chizuru can control most of the match, but it really isn't. Chizuru has to play an almost flawless game and can't relax until Tamaki dies, whereas Tamaki can make all the mistakes she wants and it doesn't matter unless she dies from it.

[21:44] <@Tigre> everyone in japan has a pocket chizuru

[21:45] <@Greats> i do too

[21:45] <@Greats> and i dont' even playu AP

Posted

I really wish I had access to the frame viewer that works with AP so I could show you how fucked up Chizurus hitboxes are.

Tamakis only good air normal against Chizuru is Jump A. You will get blown up for every other one by Chizuru if she's being played optimally.

Also the damage output that Tamaki has is sorta irrelevant means Chizuru can do almost as much damage as her, with much safer confirms.

Your last statement is sorta odd because you're trying to take into account a player fault. If it's a 6-4 matchup, the Chizuru will win 60% of the time if they're on even skill level (which i would skew even further in Chizurus favor if both players are new, it evens out a lot more at high level play).

So once again, if you're going to ask me which character has the advantage, the character who has safe strings into safe damage or the character who has to guess right two or three times to win, I think the character who has crazy safe strings and can shut the other one up for the entire match. I think it's pretty obvious.

You also pretty much spell out that Chizuru has an advantage over Tamaki in your post lol.

Posted (edited)

Also the damage output that Tamaki has is sorta irrelevant means Chizuru can do almost as much damage as her, with much safer confirms.

Chizuru needs to tag Tamaki with BC to output Tamaki damage. That's not really a good option for many situations, because good Tamakis can wall smash or german the BC on reaction quite often.

You also really underestimate Tamaki's jump C in the Chizuru matchup. At certain distances, Chizuru is forced to block or die, and you can do some shenanigans with the jump C to cause a lot of trouble for Chizuru.

Your last statement is sorta odd because you're trying to take into account a player fault. If it's a 6-4 matchup, the Chizuru will win 60% of the time if they're on even skill level (which i would skew even further in Chizurus favor if both players are new, it evens out a lot more at high level play).

So once again, if you're going to ask me which character has the advantage, the character who has safe strings into safe damage or the character who has to guess right two or three times to win, I think the character who has crazy safe strings and can shut the other one up for the entire match. I think it's pretty obvious.

You also pretty much spell out that Chizuru has an advantage over Tamaki in your post lol.

That is not always true. Perhaps "mistake" is the wrong word. I should explain it in terms of expected value assuming that both players are playing optimally.

My point is that if both players are playing correctly in the rock-paper-scissors war, Chizuru will win 70% of the time for each RPS decision with her zoning/keepaway/katame game and Tamaki 30% with her haymaker/high-risk randomness game, but Tamaki's damage makes that 30% do the same damage as Chizuru's 70%, which makes the match even. Think of Chipp-Potemkin in GGXX; Chipp has total control of the match and can pretty much get away with anything he wants to do most of the time, but Potemkin still wins off the one or two times Chipp loses the RPS game, and the matchup is even considered to be in Potemkin's favor. Chipp could make every correct RPS decision and still lose even despite his massive footsie and air advantages in comparison. OTOH, Potemkin is allowed to lose many times in the RPS war without consequence.

Edited by ehuangsan
  • 3 weeks later...
Posted

some tamaki tech if you've seen/havent seen it

pick ulthury

do standard shit in corner but make sure they get hit by the lightning assist

instead of comboing into heat knuckle do the eye thing as they reset out of the combo and 720

hella fucking gay lol

Posted

That sounds pretty hilarious. I was considering Tamaki as my main early on since she was one of the first Aquaplus characters I recognized, but I like zoning characters too much to play the grappler.

Posted

I have a noob question about the Tamaki's "Dreaded Iron Claw" move, some times she hit the opponent a single time at wall and sometimes she hit multiple times, anyone know why this happen and if it does more damage?

Posted
I have a noob question about the Tamaki's "Dreaded Iron Claw" move, some times she hit the opponent a single time at wall and sometimes she hit multiple times, anyone know why this happen and if it does more damage?

High emotion usually adds additional hits and damage to supers. When she slams them against the wall multiple times, it means she was happy.

Posted

Honestly, as much as I love, Love, LOVE this game, unless you have friends (offline) willing to play, it's probably not the best investment.

Online is pretty bad (thus the presence is tiny) so while you can find several individuals on here or Homing Cancel, it probably won't be the best experience just for that alone.

Posted (edited)

Most of my irl friends will play fighters with me for like 5 rounds until they just get angry and stop playing, so I would be spending all of my time on it solo really. Same with Jojo in all honesty.

EDIT: Feel the need to clarify, it's not like i'm especially good at fighters, but my friends mostly play Call of Duty and stuff. It's really funny to watch how amazed they are when I show them games I play simply because how different they are from their shooters.

Edited by TekkamanArk
Posted

Don't worry I know the feeling lol

Well then it really just comes down to how much you like the franchises each game represents or the core game itself. But personally if I were in your position I'd probably opt for Jojo's if only because its newer and thus more shiny (and hence more attractive + w+)

But I'd also considering waiting on Jojo's if you don't plan on getting the uber special edition since there's a relatively good chance the game may see international release. But in the end the choice is yours (flip a coin!)

Posted
Don't worry I know the feeling lol

Well then it really just comes down to how much you like the franchises each game represents or the core game itself. But personally if I were in your position I'd probably opt for Jojo's if only because its newer and thus more shiny (and hence more attractive + w+)

But I'd also considering waiting on Jojo's if you don't plan on getting the uber special edition since there's a relatively good chance the game may see international release. But in the end the choice is yours (flip a coin!)

I don't know any of the Aquapazza series, it just looked like a lot of fun. Meanwhile, I love Jojo's. I wasn't going for a special edition, i'm just worried it may not come over, and if I wait too long, I miss my pre-order Kira.

Posted

understood, thanks!

High emotion usually adds additional hits and damage to supers. When she slams them against the wall multiple times, it means she was happy.

and I loled a little at this part :keke:

Posted
I don't know any of the Aquapazza series, it just looked like a lot of fun. Meanwhile, I love Jojo's. I wasn't going for a special edition, i'm just worried it may not come over, and if I wait too long, I miss my pre-order Kira.

The game is great for solo as well.

It's like owning a copy of Marvel v. SF or Xmen v. SF, only not quite as broken.

Still equally fun though.

You will ask yourself "Why am I allowed to do this?" quite often.

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