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TD

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Everything posted by TD

  1. it's still nice to have and even moreso since it wasn't especially broken. it was strict in timing, and a good defensive option since throws are some of the fastest attacks in the game across the board. I don't believe it's a particularly strong nerf transitioning to xrd, given that throws usually need resources to get more out of them outside the corner. still, it feels more useful inside the game than out.
  2. its mostly a reversal and rarely an anti air. use it on wakeup in situations where you feel the foe will commit to an attack. be aware of safejumps and other reversal safe strats though. have 50 meter to rrc on block, or a burst if you whiffed the attack. try not to whiff this move if at all possible. use while blocking in normal situations as well, just be aware of it's short horizontal range. try to use on foes that are point blank or only slightly farther back. decently fast with a good vertical hitbox and invul to anti air high up foes. again, try to HIT with it otherwise do something safer. if you whiff or dont have meter, you better hope you have a burst or you're dead.
  3. Ok, don't quote me on this because I'm not 100% sure... But it is possible if not very unreliable. I think the foe, if they are knowledgeable can mash out of dizzy quick enough to block. The question is more or less how HARD they have to mash, which coincides with how quickly they start mashing buttons (fairly common sense to a player who has experienced jack before to start mashing on the freeze confirmation). It's probably best to learn a very strong standing combo for those times where damage would be more suitable.
  4. Here's a question, did 5aa really need shorter recovery? It didn't even change, static difference wise. I find this weird.
  5. Yeah I just read the wiki and I learned that backdashes actually cannot be used immediately after waking up. That is new to me. I'm assuming present will beat jumps with that startup now. There's still one small problem, though. There should be a "mixup" with rolls and dp midscreen, with 5b losing to dp and doing nothing losing to the roll. Of course this is only for the qualified dps that have enough reach or whatever. Vanilla oki was perfect in every way, unless even rolls and dp's eventually become a non issue even meter less. ...Even still this shit does sound incredibly scary to deal with. Who allowed this!? This character is definitely rising a few ranks and sure raising some blood pressure. Spooky!
  6. What part am I not understanding? I think I said everything you said minus the meaty 5c and 2c. Vanilla sweep 5d were everything safe. Without meter everyone literally had to eat it, no dp or backdash or roll or jump (I think chie's could be jumped to avoid the mixup but timing was tight and risky) even midscreen. I don't thinks she's going to have a universal option to beat all of this. At least midscreen. Maybe so, but the devs likely learned their lesson. Is boss mode Marie sweep present inescapable or something?
  7. If I'm not mistaken rolls maintain their frame 1 projectile invul, so it probably won't be as easy as those vanilla chars. We might have to use a normal to keep them from getting away. I saw 5b used midscreen, but I'm pretty sure it will not beat everything by itself, such as backdashes and maybe some (or most, if not all) dp's. In the corner and/or with 25 sp though, things should get interesting. 5b should be the go to after a present in the corner to beat jump outs and rolls but will still lose to dp's. Theoretically, setting the cloud would be safer against dp's since they can't just jump or roll past you and you can just sit and wait, commanding respect; but will lose to mashing. Midscreen with 25 sp would more or less grant the same idea with a better chance of baiting the dp or roll safely. In the corner with 25sp, the setup should be extremely potent because of the cloud preventing what it prevents and the chocolate locking them down. This whole thing is heavily resembling blazblue's Rachel frog and pumpkin oki, the foe has a better chance escaping midscreen but is royally boned in the corner. Then she could do whatever she wants (both Marie and Rachel).
  8. More oki setups, better midrange control, more pressure option... Looks like they want her to really thrive on the offensive momentum she may get while making giving her more options during pressure and if she gets the knockdown. Items still seem underwhelming in neutral but look absolutely great as oki tools now. Along with the eye, foes will have a tough time figuring her out on wakeup. 5c looks ok, Wonder what we can get as pressure options from it though. It seems like it may be present feint into 5c or setup, or 2c for the frame trap. It doesn't look too strong though, as no one in this game exactly wants liz's mixup options lol... But one saving grace is both 5c and 2c have a better arial hitbox than Liz 5c (not 2c). So it should be a more solid pressure tool than Liz's.
  9. Looks like less recovery. The foe isn't launched any higher on the c platinum disc in the corner, and yet 2b is able to connect on an originally crouching foe after the disc. And it it can't be increased untech time because the foe would still be able to hit the ground and recover instantly without being launched higher. Not sure how to feel about the notes, still seem quite like fresh poop... Maybe like you mentioned, it's because their full changes weren't shown in the vid. Karns seem more useful. Yay to auto burst bait. I think this showcases the fact that the karns effects start immediately after activation. That would be a decent change. It also looks like j2b is special cancellable with more untech time on landing, which should lead to more grounded knockdown situations I suppose?
  10. It does, actually. Hilda lynchpin and Vatista gems are just two examples.
  11. someone who is going to do some frequent minor maintenance to it should make a video thread. we are long overdue. naturally I would have just done it myself, but I probably will not keep up with it.
  12. Without déjà vu, how is he supposed to pressure people, like how does he approach, what his frame traps are and how does he reset back to neutral safely? I see a lot of short whatever into task a to end pressure and back off, or fs jump cancel but was wondering what else. Mainly what are his normals for approaching the opponent.
  13. Leo has a fuzzy guard against ky at least. It is simply deep jk into djp, and it must be done quickly. Didn't experiment with any uses but it probably goes well with the big X. Otherwise it doesn't lead into anything from my limited testing. Maybe j236h but I didn't test.
  14. Why do you have Jin's drive description here? Is it an example? You should state so. Ragna has a strong resemblance to sol already. Even the moves are similar. Same with Jin and ky.
  15. 6h is a slash that looks like an overhead but isnt. dpless characters are going to have more trouble vs him or anyone really. especially ram with her weird meter system, needing to actually hit with swords or gold burst for any meter so it is paramount that you learn his strings or you will be very frustrated. bedman is no better than ram defense wise.
  16. hes not the most difficult character in the game... however xrd is fairly new for everyone. once players get better, learning curves wont matter as much as matchups. he is mostly a momentum based character that depends on hard reads and frame advantage. he has multiple defensive tools in parries, a counter, and what is likely a slightly above average dp. many of his normals are plus and he can stagger well. his more immediately threatening mixups are easily disrespected with throws, but knowing when and how (which seems like your issue) is not always easy. especially if he has yrc or rrc. you should be looking to see what the leo players like to do, and then post what it is you are having issues with. they need to hard read you as much as you need to do to them.
  17. which character were you fighting? bt p is not a bad idea for catching throws on wakeup. it may also catch them trying to jump out if you are really close, similar to k. it leads to an actual mixup between bt k and bt hs n top of being jump cancel and throw invul. it only hits mid though, and isnt plus frames and cant be staggered like bt k. you may want to vary your first hit or parry to match what you think the foe is going to do.
  18. not really, no besides positioning purposes, maybe faster punishments.. it hits behind him if the foe is sandwiched between it and bed. alot of times throwing the head from the source is just better. definitely more practical to depend on task a alone than with it's counterpart.
  19. after any 236x special, a seal representing that attack will appear on screen, called a deja vu.. using a 214x special in accordance to the special used will cause said seal to activate. a second projectile bedman appears to do the same attack, leaving the original to move freely. this allows for an overall stronger game depending on where the seals are placed. the seals stay in place for about 7 in game seconds, can be hit, and all are mid projectile attacks. 236s and hs are harder to use in neutral no thanks to being unsafe in either recovery or startup, respectively. their seals are some of bedman's best attacks, though. meanwhile 236p is a strong attack while it's deja vu is a bit weaker. ultimately they serve to augment his otherwise meagre pressure, and he relies on them to get going. once out they can pin the foe in blockstun, or keep them away in conjunction with his 8way dash and zoning normals. they are meant to create a unified, calculated offensive game to keep the foe guessing what bed will do next.
  20. Is beam super as safe as dp super?
  21. >birthday: July 1 Leo is... Not a Leo? but he fits the sign perfectly. Whatever, he seems cool enough.
  22. Conservative is not the best word she has so many cards that a rush down reckless style isn't a terrible idea. You just have to be smart with them aka learn her neutral. Learn when to use her jd, j2d, 5b and j5b, 5a, sweep, 236c, these are her most common neutral tools. 214a slides under certain attacks, 2a is a far reaching low, 2b is a good but very unsafe anti air to whiff etc. she will mostly be controlling the horizontal front, so have answers for many varying degrees of angles approaches. Learn her gatlings. Should be fairly simple to understand after some practice. Can't jump cancel anything, can use 5b up to twice in normal string, if a was used to start a string it can be cancelled into again after the third normal in the string I believe. Has every mixup in the game but it's all slow enough to roll which really hurts her game. Either use short strings, safe strings which still tend to be short and create space, or hard read with hop jc. Learn how to block. Dp works but very short range and techable. Super dp is good though. Learn combos especially awakening ones. A very unorthodox, yet fairly simple char. You will have to learn quite a bit but she isn't too execution heavy, so you should be fine
  23. Minerva normals should be eating projectiles right? Since she is presumably made of the same material as her older models.
  24. ps4 ok. ps4 ONLY is just derp. 2.0 is nothing special.
  25. from what i have seen at least vs pot it didnt seem like the best thing because its easy to see coming and there is enough time to stick out the appropiate counter which is flick in this case. otherwise I would think its a combination of its speed and horizontal recovery that make it not the best move ever. its options also seem fairly telegraphed in a sense that after a few blocks it is much easier to figure out what bedman is going to do and therefore counter it. but I could be wrong on some of these points.
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