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Posted
2) Not every character has to be the same though. He got the damage off a relatively slow (and not that ambiguous, despite what you're saying) overhead, and his thing kinda should be damage, since he's not going to be speeding around or anything.

Next you're going to be telling me Terumi can't get anyone to stop blocking low. Please.

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Posted
Next you're going to be telling me Terumi can't get anyone to stop blocking low. Please.

Not that I care too much about Terumi one way or the other, but, as far as i'm aware, he has no real meterless overhead that isn't a jumping normal, but he does have a command throw, so I don't think he's too far out of options if they don't stop blocking low really.

Posted

at any rate, you're way off if you consider 22 frames to be a relatively slow overhead in BB. 22 frames is relatively FAST. You might call 24 average.

Posted

@Tekka, you need to calm down because they are a lot of nonsense you saying. Just to remind you that even 2DA > j5DA still works. Just relax and you will understand what we are talking about and if you can't handle some tweaks and changes just drop him and find a top tier, ..... What? He is not even top tier. Oh well... he will be easy to drop then.

Posted (edited)
at any rate, you're way off if you consider 22 frames to be a relatively slow overhead in BB. 22 frames is relatively FAST. You might call 24 average.

Not taking the frames to go into the stance into consideration, 2DA is pretty easy to block, because you simply start low to prevent the low, then stand then you see him go up instead of forward. And that move is 5 frames faster than 6A, so, 6A isn't hard to deal with or anything. Wouldn't a normal overhead be like 20f?

@Tekka, you need to calm down because they are a lot of nonsense you saying. Just to remind you that even 2DA > j5DA still works. Just relax and you will understand what we are talking about and if you can't handle some tweaks and changes just drop him and find a top tier, ..... What? He is not even top tier. Oh well... he will be easy to drop then.

I'm...going to try and decypher this. I'm pretty calm right now, so i'm not understanding what you mean. 2DA > j5DA may work, but that's assuming you intend to use that specific followup. I'm not worried about if he was top tier, so you can stop pretending that this is a tier discussion, as i'm pretty far from a tier whore. If I were, i'd be using Kokonoe right about now, no? Certainly not the 2 characters in the game that revolve around links rather than chains like the majority of the cast. What a horribly off-base personal attack.

Edited by TekkamanArk
Posted
Not taking the frames to go into the stance into consideration, 2DA is pretty easy to block, because you simply start low to prevent the low, then stand then you see him go up instead of forward. And that move is 5 frames faster than 6A, so, 6A isn't hard to deal with or anything. Wouldn't a normal overhead be like 20f?

Go read some other characters' frame data.

Posted

20 frames for an overhead is pretty good. I would call that more or less relatively fast, since it is reactable but its not so much like ragnas 6B, his main mixup tool. Also not a lot of overheads are 20 frames fast

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Posted

20 frames is excellent if it is cancellable on block. But it isn't better than 12. That's just godlike.

Posted
20 frames is excellent if it is cancellable on block. But it isn't better than 12. That's just godlike.

There are no 12 frame overheads

SHUT UP

Posted

I thought so, so yea 22 is a pretty good overhead. 24 and up I think is kinda bad to terrible unless it is amazingly ambiguous

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Posted
Normal standing overheads only, I see only 3 that are 20f or faster. Bang (18f), Jin (19f), Plat (20f). (Honestly, I think there may have been 1 more, but i forgot)

1. Hits crouching on 24f

2. Requires meter or CH to follow up

3. Requires meter or CH to follow up or requires being spaced such that it is slower than 20f

Posted
Normal standing overheads only, I see only 3 that are 20f or faster. Bang (18f), Jin (19f), Plat (20f). (Honestly, I think there may have been 1 more, but i forgot)

You forgot Hakumen's.

Posted

What is everybody even arguing about?

Anyway, the startup isn't the only thing that makes an overhead hard to block. The distinctiveness of the animation makes a huge difference. Stuff like Hakumen 6B and Zantetsu are very distinctive so it's a lot easier for me to block them. Then you have Makoto 6B, which I eat every single time.

Oh, that and what can gatling into it.

Posted

Its not arguing, just discussion. And I thought we agreed on ambiguity too

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Posted (edited)

Az 6D & 3D :kitty:

Seriously tho, I vote Hazama's 6A for the most annoying overhead in the game, there isn't even a sound cue for that move. I eat that shit every time.

Edited by Verimeloni
Posted

Kagura's overhead is pretty subtle, he doesn't really animate in any major way until right at the end. Unlike Relius's which is like LOL GIGANTIC CLAW THING FROM FRAME 1. Also let's not forget that when Kagura has an orb out you can barely even see him, it's like Kokonoe fireball super mixup.

Either way it's a very good overhead, even if he has to RC it to get damage now it'll still be a pretty decent overhead. Kagura seems to build meter very fast in general.

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