Jump to content
Dustloop Forums

Recommended Posts

  • Replies 3.5k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted

Why do people even do this? You'll walk into a room and have a 2-4 connection to everyone, except for that guy with a 0. And from spectating the match, you know he's 0 to everyone else to and it lags to shit. What is the point?

A lot of us just don't have other options.

More than 90% of the people I meet online have a big, fat 0 next to their names.

Besides, I've had plenty of matches with 0's that have been completely lag-free. Just don't skip the intro and you're fine. (Usually)

Posted

It's just that connection numbers can't be trusted.

 

I get a 2bar with the people I usually play and most of the time it's pretty much lagless, but afterwards I might play some random 1bar and get a cool slideshow instead.

I've also played a completely perfect 0bar once in CP with a guy from Scottland or something which blew my mind, I haven't been that lucky ever since though

 

There was also that friend in CSEX with whom I used to get a 4bar, but was no different from the other people I played with and got a 3bar, the same people I get 2bars now in CP :eng101:

Posted

A lot of us just don't have other options.

More than 90% of the people I meet online have a big, fat 0 next to their names.

Besides, I've had plenty of matches with 0's that have been completely lag-free. Just don't skip the intro and you're fine. (Usually)

I think half the people I come across are about 0. I usually seek 2s or the rare but not uncommon 3. Some 0s are silky but I don't get why.  I've been asking 1 connections for permission if they've been sitting a while. But yeah, my connections suck. 

Posted

I'd rather not play against 0 bars.  It's nothing personal, just that some people have ass for internet don't connect with others very well...

Posted

Yeah, connections numbers can be pretty tricky to figure out sometimes.

 

New pet peeve: Why does Haku's 5D have hitbox behind him? As in, on his back? Same goes for Yukikaze. (I stood behind him and did 5B, which activated it)

Also, 2D catching mids and lows. You have 1 frame of startup, you should not catch both.

 

I swear, playing Haku VS Azrael is like like flipping a coin. High or low, high or low, all the damn time. Will he counter my 6D and get 12,5 Heat and deal 1800 damage? Or will he get CH by it, giving me a 3K combo and applying a weakpoint? Place your bets!

Posted

Yeah, connections numbers can be pretty tricky to figure out sometimes.

 

New pet peeve: Why does Haku's 5D have hitbox behind him? As in, on his back? Same goes for Yukikaze. (I stood behind him and did 5B, which activated it)

Also, 2D catching mids and lows. You have 1 frame of startup, you should not catch both.

Because it doesn't HAVE A hitbox. It's just "if you hit what would be a hitable part of him, he counters you." It CAN'T have a hitbox, because otherwise, it could hit you, and it's a counter, so that would make no sense.

Posted

New pet peeve: Haku's 2D catching mids and lows. You have 1 frame of startup, you should not catch both.

Because doing the obvious thing and making 5D = Mid counter, 6D = High counter, and 2D = Low counter would make too much sense.

 

Just be glad this isn't Extend, where 6D was active on the first frame and caught highs and mids.

 

In his CP state, Hakumen can't counter highs on his wakeup without 50% heat for Yukikaze. Seriously, meaty highs blow most Hakumen players up because they have the disgusting tendency to mash on wakeup (2D/throw/jump/Hotaru/Derp x N).

--------------------------------------------------

 

One of my biggest pet peeves is the way most people play defense with Hakumen. He's supposed to be a wise, calm, and stoic defensive character, but having a frame 1 counter that catches 90% of all moves in the game (2D) just makes most Hakumen players mash like idiots on wakeup. There is a huge disconnect between the way Hakumen is characterized in the story and the way humans play him IRL. It makes me angry whenever I catch a Haku with a wakeup high because he was trying to mash something. Like....is blocking not even an option?

 

Making 2D catch lows, 5D catch mids, 6D catch highs, giving them all at least one frame of startup vulnerability, and letting Hakumen do solid combos afterwards would change this.

 

A Hakumen's thought process should be this: "I intelligently read your blockstring and selected the proper counter to escape the gap in your pressure,"

 

instead of this: "Yo I was toats mashing 2D and I caught yo ass lololol!"

Posted

 I guess they should make three different Growlers for Azrael. One for lows, one for highs and one for mids.

He's supposed to be a wise, calm, and stoic defensive character

That's what I like about playing him. CP actually pushes him farther away from that than the other games. 
Posted

 

One of my biggest pet peeves is the way most people play defense with Hakumen...

 

That shit is pretty annoying, especially online. Even worse is when you get scumbagged by 2D into an OD combo for 7k+ (it's happened to me before :v: ). Thankfully you can attempt to meaty with a mid and then jump cancel it to block a potential 2D; but netplay can always fuck up your timing. But yeah, hate getting "mind gamed" by gimmicks like wakeup Hotaru (NOT a reversal) or jD when I try to run up and throw after they've been clearly mashing counter every wakeup.

 

Oh well. I'd still rather fight CP Haku then EX Haku anyday, Unit Cookie Dough notwithstanding.

 

 

 

2. Reverse gatlings that shouldn't be there or don't make sense (lots of 6C>6B, or Koko j.B>j.A)

 

 

 

Part of the reason these gatlings exist is to help hitconfirm air-to-air chains and make air-to-air pressure and jump-ins more safe. Granted, it is especially obnoxious with Koko because her jA hits a million times and automatically hitconfirms for you, but for other characters it is nice to have so you don't get IB > DP'd every time you go for a jump in string without the absolute perfect height

 

Posted

I guess they should make three different Growlers for Azrael. One for lows, one for highs and one for mids.

Yes because Growler does 2k damage, gives Azrael free meter, and leaves the opponent in a recovery state right next to him :v:

Plus I'm saying they should increase the reward for a successful counter (comboable and more damage), in exchange for making them harder to scumbag...errr I mean land.

That's what I like about playing him. CP actually pushes him farther away from that than the other games.

Could you explain this? I'd like to understand how CP changed the way he plays defense.

Posted

you want them to increase the reward for counters huh. 5k off 2d isn't good enough for you? Pretending like you play Makoto.

 

Scumbag hakumen put your haku ball in your sig, jesus.

Posted

I'm mostly referring to it being available in blockstrings. With koko j.A being a multi-hitting high move with a good hitbox, it makes it the most stupid guessing game when doing air dash pressure. Imagine if Relius j.A hit high.

Posted

Why do people even do this? You'll walk into a room and have a 2-4 connection to everyone, except for that guy with a 0. And from spectating the match, you know he's 0 to everyone else to and it lags to shit. What is the point?

 

Seriously, its ridiculously annoying.

 

And yes to 2 bars feeling like 0s. Salt flew through my room plenty of times because of that.

Posted

I'm not sure which is worse. The persistent lag through the match, or those major spikes that give you the false sense of security just to rip it away as soon as you try to confirm something.

 

A pet peeve(if you would call it that) of mine would be those days when you either work insane hours or just have to wait to play and then when you finally get some time in, you're tired as hell and just feel like trash wasting your time. This is especially bad when you get into the lobby and see so many good people on for a change and your matches don't feel as great as you know they usually do.

Posted

Imagine if Relius j.A hit high.

:vbang:

 

And yeah, being in glorious united kingdom, I run into a lot of oversea 0 bars, some of them are pretty good, some of them are just trash but I don't feel like I can be too picky. :(

Posted

I'm mostly referring to it being available in blockstrings. With koko j.A being a multi-hitting high move with a good hitbox, it makes it the most stupid guessing game when doing air dash pressure. Imagine if Relius j.A hit high.

Wait, are you saying that Kokonoe's normals are retarded? I don't know what leads you to that conclusion! an Anti-air with invulnerability on frame 4 until...you feel like it should end is TOTALLY FAIR AND BALANCED. How dare you, Sir or Madam, how DARE you?

Posted

You don't know salt until you are Kagura and get CH'd by Kokonoe when both of you do 5C at almost full screen.  I want to see a frame-by-frame hitbox view of that bullshit and have some explain why Kagura's own hitbox is on that sword during 5C.

Posted

The anti air was a well known broken ass move xD reverse gatlings are a little more subtle but just as stupid imo. Can we just complain about Koko more?

In all honesty though, Koko still gives me less trouble than Valk or Tao. At least I can send ignis to eat fireballs and possibly CH her, Valk and Tao are just "lawl, we can fly".

Posted

You don't know salt until you are Kagura and get CH'd by Kokonoe when both of you do 5C at almost full screen.  I want to see a frame-by-frame hitbox view of that bullshit and have some explain why Kagura's own hitbox is on that sword during 5C.

The same goes for 6DC.

Oddly enough, it doesn't seem like Azrael's 5C increases hit hurtbox. I've had it phase through DPs multiple times.

Posted

The same goes for 6DC.

Oddly enough, it doesn't seem like Azrael's 5C increases hit hurtbox. I've had it phase through DPs multiple times.

I honestly dont think there is any hitbox around the end of his leg. The cape is free
Posted

I honestly dont think there is any hitbox around the end of his leg. The cape is free

Well, the end of his leg is one thing - most attacks have hitboxes that reach slightly further than their hurtbox. Attacks that don't are generally considered a little weak as a result. The question is, of course, how MUCH further the hitbox extends. There's "Barely" and "Rather a lot" and, of course, "Hakumen"  (To be fair, Hakumen is a special case because he needs to be able to cut projectiles).   But if Azrael's entire 'jacket' extension is not a hurtbox, allow me to issue yet another Azrael-related F-You, Arc Sys. :P

 

I don't think we have Hitbox data for CP yet though, which is a shame.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...