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Hyde- shoto

Linne- shoto\pressure hybrid character with great mobility.

Carmine- Heavy pressure. Makes you block until you cry.

Eltnum- rushdown. Has an ammo meter gimmick for combos and neutral.

Gordeau- Footsies. High damage, halfscreem normals, grim reaper.

Waldstsein- grappler. Also able to rushdown in certain situations.

Merkava- versatile with a slight emphasis on spacing

Yuzuriha- stance/footsies. Dat neutral game tho.

Seth- vortex/heavy mixup. Possesses nearly unreactable mixups but requires momentum to do well.

Orie- footsies/oki. Well rounded.

Vatista- zoner

Hilda- zoner/pressure character with a reasonably well rounded toolset.

Chaos- puppet/footsies. Not an actual puppet character. Neutral oriented.

Akatsuki- shoto with lousy mobility and poor range. High damage.

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Best I can manage (not everyone):

 

Hyde: Shoto.

Linne: Small and fast shortrange rushdown character.

Waldstein: Heavy and slow grappler / power fighter. Has a lot of range and attacks are pretty fast though.

Carmine: High pressure projectile zoner. Some attacks cost health though.

Merkava: Dhalsim-style zoner with unusually high mobility and flight abilities.

Seth: Rushdowner with setup traps.

Hilda: Neutered boss character like SFIV's Seth. Versatile character that can do "zoning rushdowns," but with low HP and damage. Risky and combo-dependent.

Chaos: Not a true puppeteer, as he can't attack at the same time as his dino. More about setups and footsies.

Akatsuki: Shoto with a parry ability unique to this game. Low range compared to most of the cast.

Posted

Also I strongly disagree with low tier character players having more room to improve than someone playing a high tier one.  High tier characters have more options or higher rewards.  More options to explore = greater chance to improve yourself as a player.

 

I don't like this statement because it generalizes a player's ability to explore a character's options. There are many instances among players of them actually not progressing or growing as they should because of the fact that they play a higher tiered character. There is a go-to option or set of options that the character may have access to that doesn't force a player to explore the rest of that character's toolset. As such, the player may develop a tendency to rely heavily on these options without having a good understanding of the character. There are also times where it's harder for an individual to identity his or her faults when a tool makes things easier for them.

 

The exact opposite of what I listed above can also happen, but the most important thing to note is the fact that these habits aren't exclusive to any tiers. You can draw a parallel to the above with players that are using a lower tiered character, as they may not be able to readily identity their own flaws as they're quick to look at the tools their character of choice doesn't have before stopping to figure out how to use what they do have at their disposal. 

 

At the end of the day, improvement will depend solely on the player and not the character. The character a person chooses having more options than another person's character won't make them a better player. The only thing this gives them is a stronger toolset to compete and work with. Whether this makes a difference or not will depend on a number of factors in addition to the individual strength of the characters.

Posted

Akatsuki Blitzkampf fan here, so I'll definitely be maining Akatsuki! From the UNIB cast, I'll be using good ol' Waldstein.

Can't wait for that release! :keke:

Posted

Akatsuki Blitzkampf fan here, so I'll definitely be maining Akatsuki! From the UNIB cast, I'll be using good ol' Waldstein.

Can't wait for that release! :keke:

I will admit that I am considering Akatsuki myself... I think that he might have been played wrong..

Posted

I will admit that I am considering Akatsuki myself... I think that he might h have been played wrong..

I think the low tier chracter are still under developed. While don't think after further testing they'll be getting out of low tier placement but I think they can be better represented when their game play further developed

 

 

Hilda's normals make her a fantastic mid-range zoning character, but that zoning is pressure in its own way. It's like with Lambda or Mu or any other character in a fast-paced fighting game. Your zoning game becomes equal parts keep away and pressure. That said, because all of Hilda's normals are like that, she's even more of a zoning/pressure blend then usual. Hell, she's not even a horrible oki character once she gets a combo in. Knockdown, then pin them with Ball o' Swords, jump in for pretty ambiguous high/low mixup.

While this doe seem true, is pressure by it self any good? unless have life lead locking opponent in endless pressure don't seem ideal.

Posted

While this doe seem true, is pressure by it self any good? unless have life lead locking opponent in endless pressure don't seem ideal.

The longer someone is kept blocking, the more likely they are to try and escape pressure. This is what Hilda does, she wants you to take that risk and capitalize off of it. There are characters that have their entire gameplan based around this in just about every anime game, including Venom in GG, Taokaka in BB, even Carmine is similar in that respect.

Posted

The longer someone is kept blocking, the more likely they are to try and escape pressure. This is what Hilda does, she wants you to take that risk and capitalize off of it. There are characters that have their entire gameplan based around this in just about every anime game, including Venom in GG, Taokaka in BB, even Carmine is similar in that respect.

But their is an incentive to blocking with shield. Gain GRD thrue proper blocking until can Chain shift. Unlike those other game that just punished blocking all together. Also their no negative penalty so can camp all day if opponent is being linear with their pressure. 

Posted

Anything happen on the stream?

It was just a Q&A session, so I didn't pay too much attention to it. I remember them discussing the possibility of matchup-specific BGM, like in GG or BB.

Posted

While this doe seem true, is pressure by it self any good? unless have life lead locking opponent in endless pressure don't seem ideal.

 

It's not endless pressure, and even that type of pressure isn't typically used to run down the clock. The reason Hilda wants the life lead is because she wants to force her opponent to do something, and the reason she wants to do that has to do with how her pressure works. Essentially, her neutral game is zoning/frame-trap pressure. She has a lot of big, mid-range normals. There's one for pretty much any mid-range position. She uses frame traps to trick the opponent into thinking it's safe to attack, then punishes them with a combo. She uses zoning to catch her opponents' sloppy approaches. (Boogie is stupid good at both of these things, which is why his opponents always look so afraid and well conditioned, lol.) If Hilda doesn't have life lead, then there's no reason for her opponent to attack/approach. Hilda has poor "traditional" pressure. She can't open her opponent up with long blockstrings and mixups. She has to use her sword sphere (idk what it's called) to cover her approach, and that's difficult to setup in her neutral game without some heavy conditioning. It's challenging for her to switch from a neutral to an offensive state and break through her opponent's defense.

 

EDIT: Though there are incentives to blocking/shielding and no real penalty for turtling, none of that matters if you don't have the most life by the end of the round. That's why opponents will eventually try to escape pressure if they don't have life lead, and that's where Hilda gets them.

Posted

some notes about the stream https://twitter.com/7Purgatorio/status/464073277640417280 , but i would wait for Sourenga S2

 

putting together what i saw in videos and what is writed in the wiki

For Hilda

-Hilda's dash B, C, 2b, 2c and 623b (the one that hit in the back of the opponent) don't hit enemies that are close to her...the opponent have to be around 1/2-2/3 of the screen away. -"Fallen pain" (the thing that falls from the sky) is a charge move in the style of raiden drop kick/ boxer punch (she lose a normal to charge this, the more time she charges, bigger the hitbox and damange). While her 5a and 2a have good reach and can be used as combo starters, people normally would chose to lose the A button to have acess to "Fallen pain".

-So, while she can rush down in a sense with 2a/5a reach and her dive (j2c, safe on block), in the neutral phase she wouldn't do this normaly. Just after scoring a kockdown...then she can go crazy, setuping a 214x (the bomb that goes to the opponent, and shot various swords), teleport to the back of the opponent and use a air normal or land>2a.

-In terms of hp, everybody received a nerf in exlate, but she was hitted harder than the others. She have 9,1k now, only Seth have less hp.

-Thinking that she have no meterless reversal too, and even in ex moves they are kind of limited (624c don't disapear from the screen when she's hitted, but don't have invul), she's hard pressed to get away from opponent pressure. Kind like nero chaos.

 

For Akatsuki

-Some of his grounded normals have a different version for when he's close to the opponent, and they are strong. Maybe to balance this, his normals don't have a good reach and his mobility is lacking (his hop style dash is slow). Because of this lack in mobility speed, he have problems to make proper use of knockdowns...he can't take advantage of the momment well if the opponent isn't in the corner.

-To compensate this, he have a air mobility above average with his double jump and dive (only his dive and vatista's are overhead). But the reach of his jump is small.

-He have different normals from a neutral jump, and they are stronger...but he is more likely to make good use of this when the opponent is in the corner too.

-His reflector is a B+C move. This mean he expend 1 grd block to use this, depending of the situation it can end up giving grd vorpal for the opponent. It causes a strong prorate, so even if it did hit and you follow up with a combo, it won't give a good damange.

-The version A of his tatsu have a longer recovery than in the original game.

-To compensate this, he have a good projectyle and air projectyle (above average zooning), and his double down anti air is a good reversal to cover crossups.

-So, he can't really keep momentum compared to the rest of the cast. It's no exageration to say he's one of the weakest in the game, but it's not like he's a joke character.

Posted

Illusion

Nice try, but you can't fool me, FB.

Posted

I'm hyped and prepared to pay Hyde, I'm used to playing unpopular characters.

Posted

Are there defensive uses for chain shift at all?

you can punish moves using it much more effectively as it seems to work through blockstun. also if you're wald, block > CS out of blockstun > EX cmd grab is beautiful and great

Posted

Story mode isn't in PS3 version? What? I don't understand this stuff.

You're going to get the same story scenes from the arcade version in 1P mode. What they meant is that it won't have a full-fledged visual novel story mode like Blazblue, though there will be some new bits.

 

I guess we can consider the Skullgirls character deconfirmed.

Posted

tbh, I'm glad there won't be another guest character; at least for a while lol

 

 

One thing I'm pretty excited for, though, are the new themes. Can't wait to hear Nanase's and its "refreshing" feeling.

Posted

Are there defensive uses for chain shift at all?

 

You can chain shift during your opponent's offense to see what he's doing at the moment. So for example, if you're in vorpal and your opponent were to do a non-airtight blockstring, you can freeze frame with chainshift, see he's throwing something out, then hit him with a reversal. I guess you could do the same for oki as long as they're not hitting meaty.

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