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Posted

I had no idea you could do 2D>2L lol. You can loop [2D>2L>5D] into each other for a few reps. Does 4k starting from a raw 2D before they can tech.

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Posted

Yeah I was doing similar things like [2L > 2D] blockstrings, combos, sometimes throwing in a 5H or 2H for fun.

Posted (edited)

ver 0.18

Was experiencing some slowdown in training mode, hitting select seemed to fix it.

Also was doing the aforementioned [2D > 2L > 5D] loop (was trying to get it going for 4 reps midscreen) on Uri and managed to black beat it in training mode (I think it was an OTG hit, but not 100% sure).

EDIT: It always "crashes" when I try to close it.

Edited by Delrian
Posted
ver 0.18

Was experiencing some slowdown in training mode, hitting select seemed to fix it.

Also was doing the aforementioned [2D > 2L > 5D] loop (was trying to get it going for 4 reps midscreen) on Uri and managed to black beat it in training mode (I think it was an OTG hit, but not 100% sure).

EDIT: It always "crashes" when I try to close it.

That's a known bug that doesn't pop up for everybody (including me at the moment). When do you try to exit. Mid training mode or the title screen?

Posted

Currently trying it out. This game clearly has a lot of potential, despite how early the version we're at is.

Scythe loli is cool. I went in expecting crazy amounts of panty shots because of her skirt, but it was a pleasant surprise to see absolutely none of them, and I'm definitely hoping it stays that way. Tried out kung-fu dude a little too but I don't really like him. Nothing against the char itself, I'm just not into the archetype. More into muscly hard hitting dudes like Azrael. Let's get down to gameplay, though...

Not really liking Scythe Loli's 5L. It's clearly suppose to be a type of fast poke, or at least I think it is, but the horizontal hitbox is kind of ass and misleading given the animation. I do like her J.L and J.H hitboxes, though. Crossing up with J.H is possible AND easy. Definitely a good move.

Not really liking her EX fireball. What special properties does it have? Feels like a waste of meter because the startup is too slow despite its speed. Only real good thing about it is that you can easily combo after it and it combos from 5D. Combo filler maybe? Since we're on about 5D, that thing has some amazing range. Is it unsafe, maybe? Doubt it can be punished at max range but it's definitely rewarding nonetheless.

214L is pretty cool. You can link 5P or 5K after it and keep the combo going. Thankfully you can't loop it. You can also combo it off 5D and get an air combo despite the meh untechable time on it. Is it safe maybe? It looks like it could be neutral or positive.

You can do a lot of combos off her 2D since it goes into 2L. Heck, you can get around 4\5 reps of 2D>2L>5D in the corner before they air tech. Pretty funky lol.

I'm gonna keep up with this game's development. Definitely liking the direction it's going.

Posted

...I didn't know that rekka was jump cancellable...

Or that she had a super... I tried all the inputs I could think of...

Posted
...I didn't know that rekka was jump cancellable...

Or that she had a super... I tried all the inputs I could think of...

I'm working on a manual for the game and I'll be listing moves. For now check out moves.txt in the game's directory.

Posted

I noticed some weirdness with Uri's crouching hitbox being too tall after getting hit with an aerial attack. ex.Poco j.H > j.D or Hell Princess j.H > j.236K connect on Uri but not on other crouching characters.

Posted

Haven't gotten a chance to play the new version yet, but from the manual:

Spelling error under Closed Cancel and Open Cancel (should be immediately, rather than immediently).

Poco's movelist does not indicate that you can do the overhead rekka (236H) after the first hit of the rekka (236L).

Posted
Haven't gotten a chance to play the new version yet, but from the manual:

Poco's movelist does not indicate that you can do the overhead rekka (236H) after the first hit of the rekka (236L).

Honestly I completely forgot I added that!

Posted (edited)

I noticed that the grab of the new character don't connect. But i'm loving her and this new version. She makes me remember donavan and zappa to some stent.

Kind of off-topic, but I felt I needed to correct this misunderstanding since it was directed at me.

No, it was not directed at you O_o, my intention was never to offend anyone. Rather, it was directed to this overgeneralization

In other games fireballs would just run straight through in the throw states.

that isn't true for DELAYED ones (generaly designed to hit in this state).

Again, I'm talking about projectiles hitting DURING throw animations rather than after release.

http://www.youtube.com/watch?v=hWXmeysgNag&feature=youtu.be

Sonic boom isn't a delayed one, sol's projectyle isn't a delayed one. But i was not correct because in gg it just works with normal throws (not command throws) and there are counter examples like donavan 624k>214k or ash crimson 214x.

But i would never use sf2 mechanic as a base to anything related to modern fg. CpsI chains, the way trip guard works there (or don't work), it beeing impossible to throw opponentes that are in blockstun, etc

Edited by caiooa
Posted
But i would never use sf2 mechanic as a base to anything related to modern fg. CpsI chains, the way trip guard works there (or don't work), it beeing impossible to throw opponentes that are in blockstun, etc

...You do realize how broken being able to throw someone in blockstun would be, right?

Posted

i gave a bad example. Should have said "softening throws" of sf2 ...even if you tech, you still receive half of the throw damage...and can't do anything about hold-type throws. The kind of wonky thing that wasn't used by any other game after, not even other sf games.

Posted

I've always wanted to see a totally different take on a grappler in a full-blown anime fighter like this, usually their limited mobility leaves them poop-tier or they're so tanky and hit so hard (URK POTEMKIN) that they're high-tier in spite of it. It'd be super cool to see a fast character with a weak high/low game but lots of command throw options that have combo followup potential rather than just a big chunk of damage.

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