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Posted

Soooo... I'm really liking Crush Triggers (CT), they have uses both in and out of combos. I don't really see a lot of players going for guard crush though, some of them do, but a lot don't. I hope I see more players going for it, and also using the charged CT to deplete the opponent's barrier and cause danger state. GJ ASW.

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Posted

Framedata is alot more than finding 5A's and unsafe stuff. Frametraps, links for combos, gaps in blockstrings, recovery frames for whiffed, but still safe moves, are all important. And sometimes the quickest move is also the shortest, so it may not punish properly spaced moves.

Counter Assault is a guard cancel, and won't save you of many things. Not to mention you can't use it on moves that are safe on block for the opponent, and you can only know this precisely through framedata.

Posted
Soooo... I'm really liking Crush Triggers (CT), they have uses both in and out of combos. I don't really see a lot of players going for guard crush though, some of them do, but a lot don't. I hope I see more players going for it, and also using the charged CT to deplete the opponent's barrier and cause danger state. GJ ASW.

I see characters go for guard crush CTs a lot more when in the corner, namely Makoto and Tao.

Posted
The Noble Clap you are wrong and stop posting about things you are wrong about. Thanks.

I know I'm wrong. I'm talking out of my ass and saying scrub things on purpose.

Posted
I know I'm wrong. I'm talking out of my ass and saying scrub things on purpose.

option selects like this is how you know hes a high level player

Posted
option selects like this is how you know hes a high level player

Yup. I was joking in the second post. The first one I kinda meant though. I just like 5A's.

Posted

Just curious, but does anyone know if CT are air unblockable? I haven't seen all of them to know rather they attack high enough to matter.

Posted
Just curious, but does anyone know if CT are air unblockable? I haven't seen all of them to know rather they attack high enough to matter.

Well, considering you have to barrier to block a CT in the first place, they should be.

Posted
Just curious, but does anyone know if CT are air unblockable? I haven't seen all of them to know rather they attack high enough to matter.

Well, you would have to Green Block it anyway, wouldn't you? I don't think it's unblockable like Fermata and Old Clap though, even though that would be great for punishing up back holders.

Posted

Hmm. I wonder if it would be better if Az could see how many fireballs he has stored. If you could then you could keep track much easier especially if you absorb multi-hit projectiles and you don't quite know how many you have. On the other hand, having them hidden means the opponent cant see if you have one either, and these fireballs seem pretty and good at surprise attacks.

Posted

Forgive me if it's been asked/said already, but do throws in this game have any form of heat cooldown? I've been checking out some of Hazama and he seems to get less heat off of the combos from his regular grabs and command grabs, as compared to a combo done from a different starter.

Posted
Hmm. I wonder if it would be better if Az could see how many fireballs he has stored. If you could then you could keep track much easier especially if you absorb multi-hit projectiles and you don't quite know how many you have. On the other hand, having them hidden means the opponent cant see if you have one either, and these fireballs seem pretty and good at surprise attacks.

Take character specific questions to their specific area.

Forgive me if it's been asked/said already, but do throws in this game have any form of heat cooldown? I've been checking out some of Hazama and he seems to get less heat off of the combos from his regular grabs and command grabs, as compared to a combo done from a different starter.

Only moves that require 25% heat or more will put you into Heat Cooldown. I haven't heard anything of them changing that in BBCP.

Posted

Im starting to hate on these new snes alike sounds effect and we are just on day -120(maybe)

Posted
Im starting to hate on these new snes alike sounds effect and we are just on day -120(maybe)

Slapslapslapslapslapsliceysoundslapslapslappityslap twing: the sound of most combos.

Posted
And here I thought Izayoi would be a hipster character like Mu. Boy was I wrong.

I need to ask, how could Mu be a hipster character? lol

Posted
I need to ask, how could Mu be a hipster character? lol

Im gona guess at stars intent and say that perhaps because when people saw mu12 they got hype and many ppl wanted to play her - in fact there were quite a few cs1 mu players but when they all figured out "fuck I cant easy learn/win with this char" they dropped her

This is also what Im guessing will be the case for Izayoi myself

So how badly did they change bursts?

Im seeing stuff like this constantly happen now where the slightest bit of invul can get you through a burst. Whats could be the active frames on bursts now? More importantly, can Tager 720 through them now?

As It was explained to me : Bursts now have insanely fast start up

Posted

Mu-12 turned out to require a lot of thought so people ran away. I expect the same with Izayoi too.

Speaking of new characters.

Azrael. Looks. So. Good.

Posted
Azrael. Looks. So. Good.

The best thing about him is that he doesn't seem unfair to play against. He's everything that is good about fighting games.

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