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TD

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Everything posted by TD

  1. its called a rapid cancel. press ABC at the same time during your attack to cancel it immediately. there are some exceptions, though. cost 50 heat. if the benefits aren't immediately obvious to you, it allows for extended pressure, damage, mixup, and/or safety for, depending on the character, a (steep) price. @necro ABCD is burst or OD cancel.
  2. for any future devs out there l support this 200% this or a whole bunch of chars to choose ala mugen or card sage which, sadly never released.
  3. no, invul kicks in during superflash. it will get bodied by meaties. it will 50/50 dp's during our own mixup. not sure how the new jarin will be different from the old. maybe it'll give oki. get the bonus prorate without needing the extra hits. guess there's a level 0 now for 22c and it may be useful for using heat in the middle of the combo in the corner.
  4. if anything proration would only change damage, not combo time. also, increased proration means higher damage afaik.
  5. luca said it, its the jc one which OS all dps and if one isnt input its just an overhead into pressure. dont want to be the third (more now as i've been massively ninja'd) one to say this situation should have been looked into more before using it as a basis for the argument at hand. no long post today, just tl;dring, azrael is completely viable and with a set of powerful moves and glaring weaknesses. also he still struggles plenty against zoners. growler, nor his backdash are as unpunishable as they seem. growler in particular should not be looked at as an end-all to zoning attempts.
  6. also, come on, rachel/litchi, queens of respect. tao, haz, teru, they manage without having much to oki with but their limbs and their pressure can be insane. valk is the godfather of hitting people and he has to still commit to hard reads to bait dps and start/continue pressure, and hes the best char minus disowned koko.
  7. l think shes going to be fine, mid tier at worst. an especially important thing is how she went from being a great at everything char to something she was probably intended to do. and maybe that something wasnt supposed to be devastating mixup in the first place. her neutral game will still be strong without activate hit, she still controls people on a whim, that's powerful 22b still very good 214x mixup got nerfed but ok, its still free pressure and 'respect', more than sure she'll be ok without the mixup. isnt teleport still strong? super dp, movement, still good normals on top of everything else said, like damage and pressure. she will be perfectly fine. once she drops im returning to her too, because playing with her already looks more fun. and, we have yet to see what new level of OP the new super may take her.
  8. You obviously want a tager version of that broke ho kokonoe, I'll just bite the bullet and ask what the hell are you thinking with all these changes. Reading these, a lot of them are just overdoing it. As a whole you might ask well have him audition for marvel.
  9. Aka original.
  10. Lows beat it clean and 3c is Amane's longest normal, with decent recovery and ever a slight low profile on air dashes and such. That is probably the go to move for punishing Haku in neutral. That and 2c. I think you could have used more 3c as well over jc because I believe even that could be punished by kishuu though it may beat other things haku might do. I watched some of the haku set (obv), funny I also thought you were nervous eshi. Personally I think amane has an easier time vs haku in the neutral than other chars. If you're going to play the ground game though, best to be on point, as amane is a lot easier to catch when grounded. I think you should hop too, maybe stay in the air longer with super jump zettou/ double zettous.
  11. I want two things for rachel. A better lotus. A lotus sucks butt. There are not a lot of practical uses for it, and then it drops combos more. It should be like its younger brother b lotus. Dunno what it would get though, maybe give extra properties or detonate or something. And OD to give extra properties. Extra wind is don't get me wrong, the best thing rachel could have gotten. But looking at others seem to get all these upgrade and it makes me feel jelly.
  12. Hmm, let me put it this way. If I didn't like him he could go to hell for all I care. His treatment of Rachel has earned him a pass if you ask me. Plus my character can actually do well against him in neutral and in pressure, and I don't feel as bad losing once he gets a hit, because everyone in the game minus litchi kinda just dies once he gets in.
  13. daiwa is my favorite platinum, he is very knowledgeable and well rounded. he doesn't drop combos, something that can also be inconsistent with platinum. he has a few sets of him playing on yt.
  14. l want her to go back to being fun. she just... isn't right now. in cs1 she was top but she was fun. combos wer cool and so was most other stuff. she's always been fun... until this version.
  15. then theres her damage being toned down a sizable amount from the last game. she can hit hard but it needs to come from specific situations her OD is just as situational. it doesn't upgrade or change the item, so you might get stuck with presents in a dire situation. not exactly useful. she has ok tools without drive but it is not enough to help her succeed in certain matchups. she almost cannot zone at all without it, and still may not be able to with it, or forced to because that kitty hammer just doesn't want to show up. defensive options are also lame if not situational. counter is weak, though its properties are great and decent for laming your way into momentum. bat is good but situational. cdt is all or nothing, not too reliable.
  16. instead of one big grab, it would be her impaling the foe 720 times. a messy way to lose some health. @act parser invul doesn't backdash already have a decent amount of full invul? it would be llike having the same move twice. maybe if there was more invul or something or was whiff cancelable or something. gp 2c seems ok, but it would have to have its damage toned down. last time a move had a 3f gp, it was doing 5k on average.
  17. all what kiba said and more. didnt want to break down the whole thing cause l have the head pains. certainly though, mu has a few outstanding weaknesses that are simple to exploit. not to be confused with 'easy', perse, as even the simpler punishes can be inconsistent due to lasers. dependant mostly on the character, mu has to change how she zones, pokes, moves around, and pressures pretty substantially. lastly, mu is well rounded but her best trait is poking. the rest is lacking one or several traits which makes other characters powerful, so she needs to harmonize her moves in order to be effective.
  18. tried 2d? its slower which 6d has an advantage at. its advantages are its 2 hits and auto guard, two attributes 6d lacks and often the reason why it loses. l personally think 2d is better in that situation and 6d is the situational one but really its personal preference. and luck. neither option is stellar.
  19. what if she could wakeup gravity like rachel wind tech or bridget with his yoyo. that would be cool. a non offensive way to keep someone where they are. after enough barrier or a hole allowing her to jump out, the foe will be stuck on or walled from further advantace by the gravity, allowing her a chance to escape. and it would be a normal gravity so if she fails she cant do it again immediately, unless she was stuck blocking and couldnt escape, which would balance itself out l guess. she would like, set it at the peak of her neutral tech.
  20. I need to ask omni, he blocked my dp's pretty much all the time. There's yomi I guess but I thought that people with projectile oki had that as the norm. I recall the orb hitting like twice and there being no gap in between the hits but this isn't my character so I'm probably not fully informed.
  21. There is only a handful of people who could have ever topped litchi's long dead legendary oki. Makoto is not one of those people. She just had good oki and was very well rounded in cs2, being able to do everything bar zone decently, and her dp as always was sort of meager (but better at that time for its combos). I was talking more on coverage than overall ability over daisharin. Also, even though makoto could technically be dp'd out of her oki before, because the orb covered delay tech and meatied on wake up, she could barrier a split second before attacking similar to rachel which option selects anything that could happen in that situation.
  22. nope, because no matter how much you love tager you are not going to win evo with him. cs2 makoto oki covered almost as much as litchi daisharin. in the sense that it covered all basic pre and post wakeup options, including rolls, dp and delay tech. it wasnt as flexible but most chars had to get up and block. execution should be rewarded, otherwise chars end up like amane, all that yomi and no one to hit with it, but they certainly wont mind hitting him
  23. l don't recall there being a single top tier people liked since ct. there has always always always been hate on this forum for each and every character. rachel, ara, nu, bang, litchi, tao, valk, haz, mak, noel, haku, and especially kokonoe have received a sizable amount of disgust. perhaps it is the curse of top tierdom... or something else. agreed though, of allllll these characters makoto was probably the most balanced. even then people were screaming for a nerf. jin has always -just- missed all of the hate everytime he was/is good because there's just always someone more bs than he. tsubaki, tager, platinum deserve spotlight. platinum could end up being really balanced due to inconsistency. tsubaki, tager... yeah good luck with that.
  24. For combos there's actually corner carry ones that stay largely the same minus the new proration system. If there was something I'd recommend the most it would be to get ALL of those down as they have been important forever already. J3bd c/j2c, 6cd, 5cc 3c5d 5b pickups... Practice j[c] jc links in the air in case you aren't comfortable with them. Jc 2d djc 2d 5b/6a can be practiced as well. It won't be exactly the same due to increased gravity, but you can practice juggling and getting the perfect positioning. Transitioning to cp should not be too difficult of you practice these. Like Errol said don't let your pressure or neutral suffer either, when you can try to practice a little of both.
  25. 5b 6a 236a does not work in extend. Do the combo without that bit
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