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Posted

Haha, I was looking at those veil off combos at the end there and thinking "This looks really impractical, when am I ever going to get the chance to activate raw veil off and use these combos?" Then he showed the punish for Linne's 623C and it all made sense... That's pretty great. Probably worth keeping note of how bad the recovery is on that DP though, bet most of the cast can murder her for it.

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Posted

I actually have a question exactly like Sojoro's. who was the Yellow/Black/Red Seth in the same Spica videos? Haven't seen Seth play like that since TTK.

Posted

Who was the Yellow/Black/Red Seth in the same Spica videos? 

We are talking about Spica videos from June 16th, am I correct?

Then it must have been Rion (No.1 Seth). If my memory serves right, only 2 Seth players participated in that - Rion and Ohittou (No.3 Seth). Ohittou used his light blue color in all of his matches. Rion switched his color all the time.

Posted

hum...after the first dive and 2 otgs, it don't catch anymore. The cpu is using recovery/tech instead of waiting to wakeup normaly, and because of it is beeing caught?

Posted

Its the same as the slide loop video, the combo only lasts for 3 dives but its being played on loop over and over again.

Posted

Watching Waldstein Footage, especially by 'Fuse Master' makes me all happy and warm inside. I was into Grapplers at the beginning of time, but then realized that there isn't any game that has a well balanced one and never could really get myself to play a bad one, since Tager and Potemkin were always the lowest tier of low and games who had okay grapplers like Skullgirls' Cerebella weren't really doing it for me, I totally gave up on the idea of playing grapplers. Even Bullet turned out to suck a lot, which then made me play Valentine, Hakumen, Nu and Shabrys.

 

But NOW there is new hope. Waldstein seems to be S-Tier from what I read (if they dont change balancing for ps3 version I dunno) and him being fast and able to "fly" thru the stage even tho hes a big guy and still has them fun 360 moves like grapplers normaly do... I'm totally in love with him and hope to main him from the get go once psn version goes live. 27 days left. The Hype is so real, I can taste it on my tongue.

Posted

since Tager and Potemkin were always the lowest tier of low

Whoah there, Potemkin was the primary example of a viable grappler for most of his life, even if he's been shot down in Xrd. Also, Bullet is pretty viable, but I'm biased.

What I have to wonder about Waldstein is his future: he might be an S-tier now, but that only makes him more likely to be nerfed. On the other hand, it's going to be pretty much impossible to nerf his range (that's what his design is all about), so it feels like it won't be that easy to nerf him to Tager's level.

Posted

Potemkin was the primary example of a viable grappler for most of his life, even if he's been shot down in Xrd.

 

Potemkin isn't a good grappler now or he's just not as good as his Accent Core version?

Posted

Thiz and SWOL...

You have to realize this game is made by French Bread and published by ArcSys. You shouldn't worry to much if you look at French's bread balance history from other games. 

Posted

Thiz and SWOL...

You have to realize this game is made by French Bread and published by ArcSys. You shouldn't worry to much if you look at French's bread balance history from other games. 

 

Yeah, if it'd be adjusted by ArcSys, Waldstein would be F- Tier in an instant. 

Posted

Grapplers are hard to balance, because logically there has to be some sort of trade off to having high health and unbreakable throws that do or can lead into high damage and slow movement usually doesn't cut it. No one likes to fight a grappler unless they're a masochist, regardless of how good or bad they are, you feel bad getting command grabbed. And that fear of conventional defense not working because of command throws frustrates people, because the mix up game is all fucked up now. You can block a low, block an overhead, break a throw, but panic sets in when you realize that this nigga has throws you can't break, and very few of them have start up that you can react to. So you're forced to play like a scrub because unless you know the player you have no real idea when they're going to go for the circles. That's why everyone if possible keeps their distance and plays it super safe vs them.

Posted

Whoah there, Potemkin was the primary example of a viable grappler for most of his life, even if he's been shot down in Xrd. Also, Bullet is pretty viable, but I'm biased.

Actually, Potemkin's apparently been pretty weak throughout GG. I don't remember where he was placed in Slash, but I'm pretty sure he was considered low tier from X to #Reload. Accent Core was the only time he had to shine; maybe +R too, since he didn't get nerfed that hard, IIRC.

And Bullet's not viable. Japanese players seem to agree that she's one of the weakest characters in the game, and the weakest in BB have never done well competitively.

Posted

hum...i never had problems using grapplers in sf alpha 3, 3s, and much less in kof. But in all of those cases the chars don't really depend on command grabs, it was just more on tool for them. I played very little with satsuki and kouma in mbaacc, but i'm pretty sure they don't depend in the command grabs too.

Posted

Grapplers are hard to balance, because logically there has to be some sort of trade off to having high health and unbreakable throws that do or can lead into high damage and slow movement usually doesn't cut it. No one likes to fight a grappler unless they're a masochist, regardless of how good or bad they are, you feel bad getting command grabbed. And that fear of conventional defense not working because of command throws frustrates people, because the mix up game is all fucked up now. You can block a low, block an overhead, break a throw, but panic sets in when you realize that this nigga has throws you can't break, and very few of them have start up that you can react to. So you're forced to play like a scrub because unless you know the player you have no real idea when they're going to go for the circles. That's why everyone if possible keeps their distance and plays it super safe vs them.

 

That is true and all. I see the point of people having to deal with them. But if you play as one yourself, you just beg to be just a little mobile. And no game has done that yet. Yatagarasu's Chadha is fine, since he has no problem jumping in, but other than that I can only think of Skullgirls' Cerebella as being the only mobile grappler. For ArcSys - they either make them hella bad and slow (Tager), or fast, but even worse (Bullet). Its very disappointing and really demoralizes you to just always see your favorite archetype in the lowest tier section. I woudln't care so much about it if they were just a lil viable, but they never really were.

 

What I am trying to say is, making all grapplers bad characters to play as, should NOT be a viable solution for ArcSys, just so that no one is salty about them anymore. If you'll make them crappy, just dont implement them at all, but ArcSys' attitude of "well this character better be bad or else they wont buy next edition" is just somewhat childish.

 

hum...i never had problems using grapplers in sf alpha 3, 3s, and much less in kof. But in all of those cases the chars don't really depend on command grabs, it was just more on tool for them. I played very little with satsuki and kouma in mbaacc, but i'm pretty sure they don't depend in the command grabs too.

 

Hm, I don't think you can compare these games with Guilty Gear, BlazBlue and the likes. Hugo works out fine in USFIV, too. Its just easier for grapplers in general in those games, since you are not the only one not being able to fly around the stage like a mad cat. And I never wanted to play those games, just because its easier to be a grappler in them. Never liked Capcom-Fighters nor did I ever feel the need to try out KoF. Just personal preference tho.

Posted

Bullet isn't really a grappler.  I mean, if Bullet (who only has a command throw Distortion Drive) is considered a grappler, then wouldn't Hazama (who also has a command throw Distortion Drive) be considered a grappler as well?

 

 

Posted

Bullet isn't really a grappler.  I mean, if Bullet (who only has a command throw Distortion Drive) is considered a grappler, then wouldn't Hazama (who also has a command throw Distortion Drive) be considered a grappler as well?

 

Well, Dustloop wiki lists her as Rushdown/Grappler Hybrid for a good reason.

Posted

Actually, Potemkin's apparently been pretty weak throughout GG. I don't remember where he was placed in Slash, but I'm pretty sure he was considered low tier from X to #Reload. Accent Core was the only time he had to shine; maybe +R too, since he didn't get nerfed that hard, IIRC.

And Bullet's not viable. Japanese players seem to agree that she's one of the weakest characters in the game, and the weakest in BB have never done well competitively.

I'll just quote this post by Henaki concerning Pot's tier placement throughout the history, since he knows about it more than I ever will.

potemkin was a terrible character in X, he had nothing. he was honestly tager: a useless gimmick. the two most important changes potemkin received were the following from X to XX -> Hammerbreak and hammerfall FRC. these two things ALONE made him a decent character because suddenly he better methods of approach, safe, repeatable pressure that actually wasnt braindead to beat etc. hammerfall being a good staple of his movelist transformed him from a grappler with useless shit to a character who had to work but had the necessary tools to win because if someone wanted to block, they could and potemkin got multiple chances to mix them up instead of a grand spanking number of one.

the reason thats IMPORTANT is because the single hardest aspect of playing a grappler is getting into a range where you can actually do something. once you do, a grappler should be KING FUCKING SHIT of that range. grapplers need good frame advantage, jump prevention (collider is not this by the way) and a way of keeping pressure without sacrificing their lifebar and momentum if the opponent has skill, aka they need safe, repeatable pressure (with limits). these are singlehandedly the most important tools a grappler NEEDS to be good. potemkin HAD all of these besides safe repeatable pressure. hammerfall frc and hammerbreak did just that.

now anyway, why was potemkin bad in XX and #R? because other characters were downright broken. i dont mean like, "s tier is good and shuts him down". I mean like these two games tierlists were dictated by just how bad of a job arc systems did designing their characters (though the cheap shit kind of balanced out in a cool way in #r). like, eddie and slayer basically fucked those games up so hard that your character strenght was "how badly do you get raped by them". i forgot the rest of the good characters but basically XX wasnt too discovered and eddie was so broke in XX that by the time #r was around people finally discovered how just how broken eddie was. like if people wetn back in time in the laters days of #R and made a tier list it would look like this;

SSSSGODSSSS++++S

eddie

s slayer

a who honestly gives a fuck?

thats the xx tier list. XX and #R werent really balanced games or anything, but potemkin was a good game trapped in "land of how you beat eddie" ps eddie still rapes potemkin because of his character design alone.

anyway then slash came out and most characters got put into check and potemkin suddenly became mid tier. then they fucked up and gave potemkin comboable slide head and he because high A in ac despite probably being solid without it. he has like the best oki in AC besides like slayer and millia because of slide head meaties and shit too. that shit rapes characters pretty damn hard. hes a solid stable character unless the matchup is eddie though.

As for Bullet, I simply don't feel like she's missing anything important in her kit (other than a good defensive option, but that's a fair trade-off for her playstyle). Whenever I lose a match with her, I feel like I know what I should've done differently, and it's not "Pick a different character". Basically, she's very fair, even if that's a disadvantage in the land of Kokonoe and other craziness.

Posted

What happened to this being under night in birth? XD

Anyway it's less than a month now until the game is released.

Posted

Just figured I'd let everyone know, that while you wait on your copy to be shipped, or just want to watch online matches, I'll be streaming the game quite often after the release. Stream is in my signature :).

 

And I learned quite a bit from this thread. Keep up the posts! Little under a month now for the release, I'm sure everyone's excited!

Posted

What happened to this being under night in birth? XD

Anyway it's less than a month now until the game is released.

yeap, it's getting out of topic really hard with all this bullet talk XD. Specially because his moveset have nothing to do with her.

I thinked about comparing Walldenstein to others french bread graplers (satsuki, kouma), but he's kind of different for me. I see influences from older versions of Ralf, Goro and 3s Hugo...

 

http://in-birth.wikia.com/wiki/Waldstein_%28Gameplay%29

 

-his dash is step style and slower than the other characters. But he still get acess to assault, air assault, and normal with different proprieties during dash...he's not slow.

-have some big range normals, balanced with slower startup. It's kind like nero chaos...a misstime from him can be punished.

-moves involving his claws (both normals and special attacks) destroys projectyles.

-excluding his command throws and his B+C, everything else he does is air unblockable. This forces people to be in the ground when he's close (and then, be more vulnerable to his command throws). I can be wrong, but it makes me remember KOF 98 Goro with his 3C and MB Satsuki with her 623C.

-have 360 command throw with fast startup. The range is bigger than regular throw. Ver. A can't be tech-throwed, B and EX can.

-have [4]6 cavalary throw. Slow startup, but travels fast. Corner carry from anywhere. Can pick characters in the air (like kof), but can be blocked there.

-both command throws can be used in combos. But be it in combo or as a stand alone, neither commandthrow actually scores big damange.

Posted

I'm somewhat scared of Wald. Like how I was scared of Pot in AC. I played Ky, who had the damage output of a baby kitten. Wald is very capable of rushing shit down and it's so odd to watch a grappler do that. And I don't think I like it at all. But he's still a cool character

Posted

Well thiz, your kind of in luck too. Just keep yourself in a life lead with Wald and do what you can to get them into a corner (mid-screen into charge throw, etc.). If you hit them just Wirbelwind into infinite throw.

 

Btw, anyone know what throw that is for Wald?

Posted

Well thiz, your kind of in luck too. Just keep yourself in a life lead with Wald and do what you can to get them into a corner (mid-screen into charge throw, etc.). If you hit them just Wirbelwind into infinite throw.

 

Btw, anyone know what throw that is for Wald?

 

6C. I hope that gets patched lol

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