Jump to content
Dustloop Forums

TD

Members
  • Posts

    5,938
  • Joined

  • Last visited

Everything posted by TD

  1. Eh I don't know if he was s tier but Carl could certainly hold his own once he got the foe in his clutches, without unblockables even though they were still prevalent. Even still the devs have not fixed any of Carl's glaring weaknesses, and good Carl players are things of legend (or slightly rare in Japan). I think he lost the in unblocks and is just a mixup character now, or they just got more gimmicky. I don't think he's going to be too bad but then again, all his problem characters got nerfed soooo.......
  2. Well, yeah... I think that people do rely on others. No one person on this forum know everything, and it is our job to find out from other people. But just because we want or need to know something doesn't mean that the other person or people HAVE to divulge any of their information, which is the only point I was making. Relying is a bit different from wanting. Saying one should help is a lot different than one saying that they need help. Any free content given in this forum is usually given by the kindness of another person. Would you help someone here if they demanded info from you, as opposed to asking or just waiting?
  3. But wait... What if Adachi isn't the culprit either? The plot thickens!
  4. Hmm, I'm not sure if you're on the same page as the rest of us. From what I've seen I do not think anyone is talking about how they want the game's complexity to be (whether they actually do want it simple or otherwise) - it's more of a debate on whether the game itself is simpler or still the same hardcore gg title. Whether the game is too hard or not is no one in here's fault. Even if people were saying they want the game a certain way, you've said it yourself, it is simply a wishlist and will establish nothing. Personally I like my games to stimulate me beyond the occasional tities and other varying degree of fan service, so if the game is hard, I like. That will not change the nature of the game in any way for any one. And, while I think nurturing newer players is a great pro the Internet provided in this era, NO one HAS to help ANYONE if they do not choose. No one should feel entitled to answers, lol. People just tend to be extremely generous. How many people get paid to spread information and coach people to play fighting games? This ain't Starcraft. Either way (because I'm probably sounding a bit harsher than intended), I do agree that the game should feel a bit more accessible, and it does seem so from what I have seen anyway. Who wouldn't want more people to spar with on a daily basis? Whether this is the best gg so far remains to be seen...
  5. This is what I have said I am in agreeance. Just in case I was not clear the last time: I agree that the game is more accessible to old and new players alike. I am not saying that execution as a whole suddenly dumbed down or anything like that. All I am saying is that if a new person were to try this game as opposed to trying the same character in AC, there is more of a chance of them being successful. I know that has to do with accessibility. In no way am I comparing accessibility and simplicity. One cannot argue though that some characters have indeed gotten simpler (yes, simpler), like I-no. It was generally agreed in the I-no forums that she is more simple to play than before. This is exactly why I used her solely as an example. Individually, some characters have gotten easier, harder, or remained the same. Does one or several characters being easier make the game itself easy/more simple? Not at all, but those same character count in the grand scheme of things. Just as those that have become harder matter in the big picture. When I said the game was more simple I am not saying it is simple by itself. I am comparing Xrd vs Accent Core, #R, Slash, etc, not just by itself, which may be the confusion. I do think that, compared to those games, Xrd is the simpler title, and accessibility actually does play a factor here. We can't just forget about casual players, you know. I don't just mean magic combos, I mean intermediate ones that use the more advanced system mechanics, might be even more lenient than before. Once again it doesn't necessarily mean the game will be easier. Just more accessible. Of course playing at a high level is still going to require massive cognitive function which I am sure all of us have enjoyed about GG, otherwise we would not be here.
  6. To be fair, the game does appear simpleĀ®, at least compared to the extremely hardcore shells of it's former self. Perhaps not to the point that was being projected, and it's certainly not a fact just because the developer said it. The depth of gameplay is definitely still there and will remain complex, but it should be easier for someone to pickup and do a combo or two with a character of their choosing. No more having the be Grandmaster Sensei-sama just to do a basic I-no bnb.
  7. It gives the items stronger properties. Chocolate autocorrects itself if the foe gets past it, unlike the meter less version. The cloud shocks even on block unlike the meter less version. They are situationally useful, if you know how to use the items well and know how the foe likes to deal with them, this could take the foe by surprise.
  8. you should mostly go for frame traps, pressure resets, and stopping jumps in the beginning. you should see what the foe likes to do, and try to stop it. baiting plays a huge part in this, especially vs character's with dp's; so a good perception of the foe and their character is a must. terumi has his best options at point blank range; if his 6b will miss the foe, returning to neutral is imminent. you don't want that in many matchups.
  9. The problem with that is that it isn't maximizing damage heat or wind gain and doesn't guarantee oki. Edit: never mind because you could be talking about at the end of a corner combo Lotus lightning is basically just a windless option from lotus. It isnt the best because the bats only follow the foe, not stick to them, so if the foe moves at the right time, the bats will explode where they are. This was likely an oversight by the developers. Not to mention Bat time was cut in half so it isn't really too much of a threat. It is still an option though.
  10. She does resemble a less zoning/mixup version of rachel, but doesn't have an over-reliance on a special meter (wind). Though, weather does have to be managed using your system resources. The idea is the same. Get space in the beginning of the round so you can setup, work with your first setup to set the pace of the match. There are plenty of variations to this strategy because both character has a hefty set of tools, which is what make both characters well rounded. Rachel definitely does have a better neutral than Marie though. In neutral she has 5b, jc, jd, and her air b specials to get respect. Each tool beats different things and loses to others so matchups play w heavy role in what you use here. A normals are point blank priority moves and are important when her normals would be too slow, or in pressure. Summons are the eyes, chocolate, and clouds. Cloud controls the air, cocoa and eyes control the ground. Each has a set of properties, either they move painfully slowly to the foe, or pulls the foe painfully slowly toward itself. So you inch your way in. Like Rachel's frog people will try to roll from chocolate or jump over, making your punishing decisions important, and clouds people will super jump over and block/attack, or just stay grounded, again making your decisions important. Eyes absorb certain projectiles, and explode after 4 sec/Marie manually detonates them. It is best used in oki setups though. Of course, the more items on the screen the better your chances of getting in. With meter, 214a ab will get cocoa and cloud out and the same time. 236cd determines the fate of a grounded foe; in 26 frames if they are still on the ground they will either get hit by or block the megatama. Invul moves are punishable depending on the move used. Marie is not invul during this, will lose to dp 's and attacks so best used as ranged disruption. Card super is her only other fast full screen projectile. Not counting awakening super due to the initial startup. Weather is a mostly passive mechanic with very simple effects. Sunny give the most damage to all her supers. Level 2 card super damage is like 2k right? Usually the best round ender and always the worst round starter, otherwise useful. Cloudy grants two slow clouds on a cloud summon, also gives dp and level 2 cloud super paralysis effect. Rainy regenerates hp very slowly over time. Needs a buff imo. Level 2 probably the worst of the level 2 card super, wastes time I guess for 200 hp gain? Probably the worst weather right now Snowy gains sp at a slow, steady rate, very very useful all around, level 2 freezes the foe for a long time, the only one to provide extended damage after using so can do lv2 snow into lv1 sun for max damage and 100 meter. Likely the best usage. Level 2 is gotten by having a weather and choosing that weather via card super in a row. Level 1 always just changes the weather and blow the foe up with damage depending on the new weather. Overall passive effects you really just want snow but the others are useful. Round 1 always starts with sunny weather. Round 2 weather is always determined by the previous weather. I think surf covered this in a previous post in this forum. If you always want snow at the beginning I think you need to end the round with rain? Not too sure about this mechanic. There are plenty more options, properties, and strategies on this character that has been shared throughout this topic. These are the basics. Overall Marie has a simple game plan with a lot of unorthodox ways of going about it. You're going to have to learn her quirky move properties in order to succeed with her.
  11. The specialist jumped ship...
  12. Terumi for sure. *que offscreen battle which returns with azrael on the floor defeated* Honestly though, terumi better not get hit...
  13. She requires practice but most of her combo routes either timing and spacing based or simply character specific. Her combo parts when broken down are very simple to understand. Again, there are some things you need to know, like when to juggle 5bb on an air foe, when sweep 236b can be used in a combo, when jc can be used to continue a combo (and on which characters), why you need to whiff jc in certain standing combos, and so on. It is easy to get strong damage off certain starters once you do a little training. At 50 heat it is easier than ever for damage. Marie's hardest point in my opinion is her oki setups. Mostly because she has quite a few tools that need to be used in a certain way, depending on the character and situation.
  14. Can't ch 6a be comboed into 236a, or 4b? I don't think 6a is completely gimped just harder to confirm and much more likely to need a wind. It could be worse, like not having a special cancel at all. Need to watch more videos, I guess the ones I have watched still have people respecting her corner oki. They were day 1/2 videos... So yeah There will be tech figured out on this stuff, I just know it. We may have to do a different combo route, omit a move or two, or something, but it will be figured out how to oki on a short starter. There hasn't been any tech involving the new lobelias, and lotus routes may play a factor in corner setplay, something is bound to work
  15. That is innovative. Risky, but also rewarding. Not a bad strategy.
  16. Huh? Her oki looks fine. It's just that she just uses 4b now if I'm not mistaken. She should still be able to punish rolls consistently, but she may have to give up a bit of damage. Plus it's still early, rachel thrives off of all her combos being optimized. As it stands she can still get the same amount of windless combo time if the player plays their cards right. Thankfully her combos have not changed drastically and should be simple to assimilate. Who better to adapt than the infamous NO. I look forward to seeing what he and the combo video mongers come up with. Wind though I agree is really bad. Wind is like breath to rachel strangely enough, if it isn't there she basically only has 6a, 6b and random items in the screen to rely on. Of all the characters who were neutered in this regard (relius, kokonoe, hazama etc), I think rachel and relius got punched, hazama slapped, and kokonoe got a small tap on the shoulder lol (my thoughts are by no means the truth in that regard though.) Either way she should be able to utilize her strengths in a way that prevent her from being on the defensive. Because if she doesn't she has to pop OD to come back now. As a whole, bb seemed to become more about playing a very strong neutral game, especially for those who have some sort of meter to rely on. I think she will be fine ONLY because several characters got the same treatment as she did.
  17. so... what they are saying is that amane seems worse than his former self right now? how is that even possible. though, the translated changes do make things sound a ton worse than it did at first. some of these nerfs are brutal. 5b, 6d, drill, stance, hariken... I hope it's just new character phase and he is ultimately better. at this rate, how is he even going to continue pressure without basically being point blank or using frame traps. and God forbid you use 6d without 100 percent accuracy now. looks like he is going to be a neutral heavy character with heavily cost, chance-to-botch reversal... sounds like a recipe for cs1 rachel. we'll see edit video wise, he doesn look too bad. scarf normals are still specific as heck but the recovery helps alot. same with 5b and 2b whiffs in neutral for whatever reason. common gosei 'oki' is just guessing how the foe will roll and placing the drill accordingly. drills seem a bit underwhelming at lower levels but seem to be required for proper spacing in pressure. (talking about 5d only here) no more 5b zettou I guess. not sure if 5d startup got a buff, if not, it would appear that now there will always be an additional hole to dp through if 5d is attempted to reset pressure via zettou. he looks more offensive but more or less the same, with gimped tools. I realize these three things are entirely different from one another...
  18. google translate is too funny. love the changes, everything minus his defense got better. if anything he really needed a neutral buff, which he got. something still seems incomplete about him, and l think it may be his drive. it got some substantial buffs, an some very strong things about the drill were toned to what is seemingly just right for now. the increase/decrease bits seem off. hard to gain drill through fighting... do they still seriously want us to use that wack hariken stance with no safety button? and why did OD increase need a nerf? either way he is shaping up to be a real character. his flaws have been reduced so that they can be more easily managed, at least.
  19. 2c 6c gad leis or 5b 5c air combo. Should be the same as old launcher 6b on ch.
  20. I hope he has some traps. it would be fitting to play with the prey for a little while before devouring them.
  21. Besides knowing the system mechanics, your character, and matchups, the simplest thing one can do is keep track of every meter on the screen. It will allow you to deduce why you should be able to do this, or why you think the foe will do that. Always believe your decision will work and always ask why if it doesn't doesn't pan out as expected. If you have confidence in your decisions, it will be easier to justify the reasoning behind your stance. Sucessfully figuring out why many of your attacks connected, or why you got hit will lead to accurate reads later. Even if one cannot think of a correct answer, the key is to simply think about what went wrong in a cold, calculating way. Thinking and trying is training. The wrong answer, basically, is saying, "I don't know". Every scenario in every game has a solution. Whether said scenario can be prevented before it happens or during, can vary greatly depending in the characters, players, and resources. Knowing matchups is key, you don't really want to be confused in the neutral game because this is where all pain begins. The same concept can be said about system mechanics, which I think go hand in hand with everything. System mechanics can basically he referred to as fundamentals, the very atoms in the body of fighting game knowledge. Manipulating the atoms correctly results in the body walking fluently or what have you. Undocumented system mechanics would include spacing, timing, and good reads. So I've explained a bit on why I think having a great overall knowledge of both the game and characters is paramount to comprehending and predicting the foe. There are plenty of small lessons and learnings that need to happen before one gets to this stage of reading the foe, and these skills do indeed tend to carry over to other fighting games, because the theory is the same: use the mechanics, knowledge of the character and resources to reduce the opponents health to 0. So if one is already at this point, what then? Be tricky. Sort of vague yes, but it varies by character. Someone who has played the game a long time will know what each character's autopilot strings are and be able to sniff it out. Even games with complete Gatling freedom like unib has autopilot strings. But this is not a mistake of the game. Humans have tendencies to fall into patterns. It's just that an experienced player has seen more patterns as well as has answers to them, and they block your mixup that has been working on scrub#4873 all day, or getting dp'd out of an airtight string - oh, you didnt know that string had a hole with instant block, did you? Humans also play off of emotions. I like to put myself in the foes shoes often. "So I won a game, and his life is low, and he has been playing intensely this whole match. But he is about to lose. Would he burst? Would I burst of I were in his shoes? How would I be feeling?" Or, "he can't seem to play his oki correctly, I keep escaping. Would I be frustrated in this situation? How easy is this character's oki? Did I just guess right or did he just screw up? Should I bait his burst?" (Emotions are tied heavily with bursts in games that have them, I feel. One shot to make it count is nothing to scoff at.) I have a million more things to say on a subject like this. It's one I could talk about for hours. But this is enough. Just remember that humans are highly intelligent beings even when not playing right, at their best, or whatever. One can always learn on the fly. What separates top players in a game from lower skilled players is simply knowledge and execution, as well as a bit of strategic dabbling into the human psyche.
  22. Ignis seems like like less of a crutch and at the same time, even more important. I'm getting more of a "two character" vibe like with Carl. Honestly ignis always felt more like a persona than a puppet, but now its like relius absolutely needs her to do anything at all from anywhere. At least, that's how I feel about it. He seems a bit miffed at the nerfs honestly. Still has very solid offense I bet even after losing 3c, but mixup will be worse. Not nonexistent, but definitely worse. More decisions will need to be better thought out in general. He isn't alone either, pretty much every character who has a meter for drive got a nerf to emphasize the weaknesses of not having a drive. He could have gotten the hazama treatment. Restand vinum is a decent quirk, I could imagine crossup unblockables to screw with those 623 dp inputs. Kagura and kokonoe should be immune to these unblockables right? I can't imagine relius even wiping his ass without ignis there anymore. He should invest in some upgraded batteries for when she breaks down.
  23. this is sort of splitting hairs but, it's actually just the male lions that are lazy fucks who get way more credit than they are worth. (But they are still godlike.) Female lions do all the domestic work. Cleaning, washing the babies, murdering the wild animals - they are quite hard workers. I guess Leo fits into the male category...
  24. not sure if the actual startup on 5c is faster. if it is, that would likely be becuse of OD giving some more of her normals jump cancel properties. it would make ja gapless again. pus the whole low float 4b thing. wind regen does look like crap but at least on oki we are still getting one back. it just means rachel will need an iron grip on the foe's balls on oki. once she uses wind now it isn't very likely she will get to 4 stocks at all that round unless she's losing miserably. edit this has been possible in every iteration of the game off a delayed ja jb. the reason why it is important now, ja is now a vs starter. doing 5b will make the regular 5b 6a 236a combo drop in cp2. one could just do 6a 4b summon, but the longer the combo the better, even if by a mere fraction. if 5c really is faster, this should still be a rather simple combo to do, but may need to be confirmed correctly, since 5c on block is undesireable.
×
×
  • Create New...