Jump to content
Dustloop Forums

Recommended Posts

Posted
It added more depth to 7 out of 16 characters in the game (technically 9 people could to it, but Hanny and Sanzou didn't really benefit). And by depth, I mean something that wasn't supposed to be in the game. If the dev's decided to embrace it, then I would have been all for it, but they didn't intend for it to be there, and they apparently don't want it there.

So because they were just going through the motions and removing bugs you don't want it to be in the game? Maybe they removed it because they didn't think anyone liked it, I'd still like to try and get it back in the game rather than just accept this and forget about it.

um wat

I don't know if you noticed, but it did absolutely terrible damage and there isn't a timer, so unless someone is going to do that infinite on you for probably a half an hour, you weren't going to die or even lose by time out. Hell, you'd probably get enough meter to do the escape before you would get anywhere close to dying.

  • Replies 999
  • Created
  • Last Reply

Top Posters In This Topic

Posted
IDJ is gone isn't it?

I gotta say, I am truly uninterested in this game now. It feels like it is gonna be linear as fuck now. Its like taking away the tri jump, it just kinda stumped my interest. I will see if i can still play it. Just REALLY, disappointed in Aja.

Basically my feelings. That was so fun to mess around with.

Posted

Spooty Whiteboy seems to forget a lot of unintentional things added depth to fighting games. Besides, i don't think Aja is capable of adding it back, nor do I think they want to. If not, I am done with Agito and moving back to Erika.

Posted
Spooty Whiteboy seems to forget a lot of unintentional things added depth to fighting games. Besides, i don't think Aja is capable of adding it back, nor do I think they want to. If not, I am done with Agito and moving back to Erika.

If they can fix it they can put it back. If it is like some people were saying where they just copy/pasted the ground jump animation and that's what caused it, then do that again with every character.

Posted

There are few unintentional things that actually add depth. Sometimes, they make good characters even better. Such as Roll-cancel in CvS2 or the DLC glitch in MvC3. Other times they make the game boring, such as Step-G in SC. Rarely do you get something that actually adds to the game (like Urien's unblockables).

I think IDJ is one of the cases that will make good characters better, and leave the others behind.

Posted
There are few unintentional things that actually add depth. Sometimes, they make good characters even better. Such as Roll-cancel in CvS2 or the DLC glitch in MvC3. Other times they make the game boring, such as Step-G in SC. Rarely do you get something that actually adds to the game (like Urien's unblockables).

I think IDJ is one of the cases that will make good characters better, and leave the others behind.

If everyone in the game had it I think it would benefit everyone. It would be like saying universal airdashes help some characters more than others. It was a movement option if you really think about it, and I don't understand how some characters wouldn't benefit from it as much.

Posted

so does this game just have shitty neutral and pressure or what

i've never played it but always saw people say it's boring and has no depth

Posted

Also, Burai's 5C > 2B being nerfed doesn't affect him quite as much as I would have thought. It just makes his gauge management tighter since you need to 5C > 6B > 2B, consuming gauge. It actually does more damage this way than before `3`

Posted

If anything, infinites are a good way to build meter since you can get a full 3 stacks quite easily and the opponent gets practically nothing out of it. Dunno why the game doesn't have a time limit though.

Posted (edited)
Also, Burai's 5C > 2B being nerfed doesn't affect him quite as much as I would have thought. It just makes his gauge management tighter since you need to 5C > 6B > 2B, consuming gauge. It actually does more damage this way than before `3`

It doesn't do as much damage as 6B > 5C > 2B > 6B > 6C.

Well, if you want to use IDJ, then use Mecha-Heita. He still has it.

Also, I'm not sure what the issue is. You still have IAD. I'm sorry if those overheads are not fast enough for you.

It has nothing to do with instant overheads, IAD has a really easy jump arc to anti-air and you stay in the air too long. IDJ you dropped out of the air immediately and it was a lot harder to AA. It was great for offensive pressure. IAD is inferior in comparison.

Edited by JohnGrimm
Posted

Holy shit what did they do to Kinako.

623C is now useless.

Its harder to J.C cross up oki with 236C

Can't combo into her big bang attack.

The only good thing she gained is being able to combo with 623B. Seriously, what the shit Aja.

Holy shit, even her damage potential was nerfed. ugh.

Posted
If everyone in the game had it I think it would benefit everyone. It would be like saying universal airdashes help some characters more than others. It was a movement option if you really think about it, and I don't understand how some characters wouldn't benefit from it as much.

It wasn't a movement option, it was a mixup option.

Wouldn't benefit erika, since hitconfirming off of B is like impossible. And C would come out to long so it wouldn't get to active frames, and A would whiff. Hell, on some crouching opponenst, daigos whiffed all of his air normals. I think all of those characters had options to make up for it anyway. Rouga had his instant overhead and his block strings. Kunagi has her over head and her mixups (side to side) Kinako had her trickery with that teddy bear. Senna had all of her Oki tricks. And i am pretty sure that Ren can lock you down in the corner with his special moves and his normals. But unless they do patch it back in, it is pointless talking about it. Lets talk about the game we have NOW.

Posted

Well, the combos that can still be done with the variant combo for Burai leads to more damage than before.

Not that it matters all that much. Burai's damage is still ridiculous, lol

Posted
It wasn't a movement option, it was a mixup option.

I don't really agree with that. To me it was a short hop, it was another way to move around the screen without eating some shit for it. The overhead aspect of it was nice, but it wasn't much harder to block than IAD overheads, what made it different from IAD was that is was much safer to do than IAD. The high/low was faster, but overall it was nothing too crazy that I would consider it a stronger mixup option. If you could NOT do an attack and IDJ to fake an overhead into instant lows, then I would consider it a mixup option, but as it was it felt more like a movement option to me.

And I don't know much about what changed, so I'm going to discuss what we have NOW by discussing what we lost.

Posted
I don't really agree with that. To me it was a short hop, it was another way to move around the screen without eating some shit for it. The overhead aspect of it was nice, but it wasn't much harder to block than IAD overheads, what made it different from IAD was that is was much safer to do than IAD. The high/low was faster, but overall it was nothing too crazy that I would consider it a stronger mixup option. If you could NOT do an attack and IDJ to fake an overhead into instant lows, then I would consider it a mixup option, but as it was it felt more like a movement option to me.

And I don't know much about what changed, so I'm going to discuss what we have NOW by discussing what we lost.

Almost everyone who had it had an attack that whiffed.

Posted (edited)
Almost everyone who had it had an attack that whiffed.

Yeah, but you could still see the attack coming. I mean if you could IDJ with NO attack and just go up and down into instant lows I'd consider it a mixup option, because even if the attack whiffed, you would know they were faking the overhead. That's not mixup, that's a telegraph.

Edited by JohnGrimm
Posted
Yeah, but you could still see the attack coming. I mean if you could IDJ with NO attack and just go up and down into instant lows I'd consider it a mixup option, because even if the attack whiffed, you would know they were faking the overhead. That's not mixup, that's a telegraph.

That IS a mixup. You can pretty much do whatever you want after it since that would make them scared to move since you can go for a grab, another IDJ, or low. A mistake can get you in another combo, and if the player feels like it, set up another mixup situation where it can go three ways. A grab from agito (in 1.02) could cost you 2000 health+ another three way mixup if I feel like reseting combo. What could also cost some characters 2000 health from Agito is a low C into laucher-combo.

Anyway, why is it that Aja or whoever conceived bbb is hellbent on making sure that no chip damage exist? And lol where is the timer. Come on Aja, come on. I also have a feeling that patch 1.04 is going to give us netplay. Hope to god that it is playable and hope to god that we can make lobbies for US players.

Posted
That IS a mixup. You can pretty much do whatever you want after it since that would make them scared to move since you can go for a grab, another IDJ, or low. A mistake can get you in another combo, and if the player feels like it, set up another mixup situation where it can go three ways. A grab from agito (in 1.02) could cost you 2000 health+ another three way mixup if I feel like reseting combo. What could also cost some characters 2000 health from Agito is a low C into laucher-combo.

But who would be scared of something you can completely react to? Most characters only have 3 air normals and they're pretty distinct, if someone went for the air normal that would whiff you could see it and block low and get ready for a throw, otherwise you just block high. It's not so fast that it would be impossible to react to, there's no mixup to be had, not any more than any other tick throw setup anyways.

Posted

yo so i was in the lab with Agito and here some 1.03 bnb with or without super enders

bnb 1:6A,JB,236C,[land 2B,JB,236C]X3 land 623D/214D-623D-for 2 bars and over 10 knives/623C

1 bar about 4.3k ish /2 bar and over 10 knives about 5.2k ish and 623C is 2.6k-2.8k tested on Sanzou,Rouga,Ren and Kunagi,Heita Jinnai

i will put up more when i find more

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...