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TD

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Everything posted by TD

  1. but its dustloop shame on you for expecting different. gotta admit though, that makoto OD sounds really bad on paper.
  2. actually l go this combo route as well :3 (unless you're talking about jp only lol. then yeah, i'll go ahead and exclude myself.)
  3. and why does the master unit cause distortions again? what l mean is, what are it's intentions. is it a good or bad machine? l assumed good which mak takamahagara bad
  4. is it saying we can get up to 8200 damage from 5b and similar damage from her other starters? this needs to be seen.
  5. very nice combo vid.
  6. mini-zoner should depend on the matchup. he has the tools to keep some characters out, or out of their favorite position. he has to be at certain ranges himself to zone. he can also run away well, a good quality if you're trying to zone. his pressure looks good but mixup wise i'm not seeing anything that's too hard to block. overall he looks like a versatile character who can really bait a foe into making a mistake, and thrives heavily on momentum.
  7. what is this, dbz.... owait
  8. good you made it. who's in top 8 with you?
  9. the hakumen player delayed his tech. he definitely flashed blue before he hit the ground, meaning he could tech beforehand. he's probably used to another version of bb. or new at the game.
  10. he seems more of the 'matchup dependant' archetype than anything, much like how litchi is.
  11. l have the funds and the time to go to NEC today... but i'm not going. the grinch stole my holiday spirit. kirbster don't let us down man, you got this.
  12. meter gain lessens as the combo lengthens l like the change personally. besides making meterless oki more of a priority, it balances out the new crush trigger system. it also changes some matchups.
  13. meter gain lessens as the combo lengthens l like the change personally. besides making meterless oki more of a priority, it balances out the new crush trigger system. it also changes some matchups.
  14. that combo looks pretty hard to do... if not character specific
  15. did 6b lose it's repeat prorate? with the new SMP system, 2 6b's mean the foe will tech immediately after the hit
  16. the new mu looks sweeeeeet. im definitely picking her back up. her voice, as said is not just a va swap of noel's, that would have seriously been irritating. and dat ass is still bulging out of dat thong.
  17. everyone is coming up with ideas, it's nice. nothing like a little mystery to spark some insights. @tofurr, lv 3 j2c stuff will probably be ...BBL sj.8d j.2cd frog 3c(or 6a/4b combo route). you only have time for 1 summon after BBL now, its weird. about lotus, the hitstun may be small but should be decent as disruption/distraction tools. not really harassment, they seem pretty long to set up. so do the lotuses not attach to the foe on block? also, l assume 3c(lotus)8d will take advantage of 3c's untech time, combine with higher bounce 4b which may mean bigger combos
  18. more technical than useless. its going to need a lot of figuring out. my first thought is that the lotuses have good synergy with OD. there may be plenty of ways to abuse lotuses, especially if the effects are strong enough (like, lotus 5d pushing the foe half a screen). besides that, having homing properties is a great thing for rachel considering pumpkin.
  19. maybe the effects are passive?
  20. talk about frenemies...
  21. all that startup time is now just superfreeze? how delightful.
  22. ugh, still waiting on that lotus effects... the guy was in training mode, seemingly experimenting with both lotuses, and nothing happened. is there any sort of text description that says what they are supposed to do? @sakaku ok i've seen what she can do in the corner atm, very impressed by the new combos and how quickly she recovered from the SMP nerf, also the wind regen is good. midscreen might have very similar combos as corner at least using 6a/4b, and might need crush trigger. george seems to be used towards the end of corner combos and needs 4b to connect correctly. besides OD use and lotus, l really want to see this throw > astral
  23. even one motion of daisharin should be able to set up something nice. the way the new daisharin works makes me think that there are certain setups per motion, and possibly the old setups like preventing rolls and late tech in the corner, maybe some crossup shenanigans (im really waiting for these - kyaku made some setups from cs2 that looked cool) and some tricky stuff like whiffing an unsafe normal and punishing the foe's punish with daisharin, last second throws, using chun as a mixup... the possibilities sound endless
  24. sound effects are one of the things we "see" the most in a fighting game. it's a part of the aesthetics. cp's sound effects do seem really weak compared to pretty much every fg arksys has made. it's pretty unusual, and a patch fixing this doesn't sound like a bad idea.
  25. current daisharin seems like it has massive potential and has great synergy with OD. the setups are going to be bananas.
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