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TheGreatReptar

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Everything posted by TheGreatReptar

  1. Didn't Bang and Litchi not see a lot of play during CS1's loketests then end up busted? I see not a lot of play during a loketest as a good thing #Kappa
  2. I dunno if anyone's commented on this yet, but it appears that bursts might come back after a while, similar to how they work in Gear and Persona. During the PV, there are two points where a character's burst icon is grayed out, during Bang and Hakumen's short intros. During Bang's, the circle is completely grey, but in Hakumen's the inner circle of the burst icon is partially filled in with red. Hopefully bursts do recharge/come back like in Gear/Persona. I've really grown to dislike CS's burst system.
  3. Gahh ;-; Fubarduck, Jan and Jiyuna are all going over to the location test. None of them play Tsubaki D:
  4. Tsubaki still had a 3 on her charge gauge while doing the new super with the swords. I want to say they just look really faint, but it could just be my brain putting them there since I want them there...lol. And the only problem I see with versions of moves being taken away is that it's harder to avoid SMP on like 22X for standard chargeless corner combos, but she'll probably have something new anyway.
  5. I hope 22D not being unblockable is a joketest change that gets switched back =[ Also, being able to follow up off of C dive sounds awesome. j.214C>2B>2CC>236B>214B>22B might be possible =D Might even be able to do 623C>j.214C whiffs into air combos into ground extensions if she gets some proration buffs/gets a really nice confirm.
  6. You can barrier guard crush moves, only certain moves are going to be crush trigger moves, and who knows if you have to input the A+B before the move actually hits. It most likely will only be either slow or unsafe moves that crush, and you'll have to commit to spending the 25% heat before they actually land in all likelihood.
  7. Low health, bad r-action and alpha counter, terrible pressure, worst AoA in the game (35 frames, -20 on block)...
  8. I'm glad I'm only an honorary Floridian for 3 months of the year.
  9. Great to hear this. Wish I wasn't stuck in the East Coast so I could go, but I'll be sure to tune in. As for navigators, I'm hoping that the standard becomes them being soft-banned. If both players don't care about them, then it doesn't really matter, but if someone requests for them to be turned off during character select, they should be turned off. They don't really affect the game at all (outside of partially obscuring Persona cards sometimes), but they are really annoying.
  10. Florida has Tsubakis? News to me. =D
  11. I don't think she's braindead. I just think she's a bit gimmicky. I think Tsubaki's super gimmicky too (or at least, that's how I play her) so I don't mean that as a bad thing.
  12. If Akihiko is braindead, then Liz is completely solid and doesn't gimmick people at all.
  13. Eshi, Skeletal Minion, Dogy, Jdash, and some of the South Carolina crew are on Xbox. Not sure who out of them are going to be on P4U however.
  14. As far as anime games go, there isn't really much in terms of communities anywhere in Georgia. We had less than 5 people playing BB regularly during the spring. Most other games are pretty dead. There's was that rare instance we had where like 12 people showed up for Melty Blood one night, but that was like right after AACC came out and everyone and their mother had the game. Really, you could probably take a copy of BB and pop it into a console at a local LAN center or something and end up having more people interested in BB by the end of the day than Atlanta has. There are smaller groups of fighting game players in Augusta (who make fairly frequent trips up to Atlanta for games), Columbus (who I know travel, in addition to having some of the Alabama crew over sometimes), and Savannah. Just have to look.
  15. It should be either the same netcode, or improved netcode since the Atlus rep guy at E3 said they were using ArcSys's netcode, which means it should hold up very well for P4U. BB's netcode has been really solid, it's just each iteration of the game kind of upped the execution whereas the netcode stayed pretty much the same, so it seemed to have gotten worse. P4U apparently has fairly easy execution, so the netcode will probably seem much better than it does in BBCSEX =P
  16. I bet my connection with you from Atlanta to Cali will be about as good as my connection from Saint Marys to Tampa. I mean...hell...Tech to Japan I only have a 180 ping. GGPO is really playable on it.
  17. Ugh...if only I could go to school 2 weeks early Jeff =\
  18. My brain realized that the 5B hit confirm setup that Kuresu uses isn't on the list =O I used to see him doing this a lot. He would space himself when he got a corner knockdown at max 5B range, then do 5B>22D, and hold 22D. At this point, you can actually hit confirm if the 5B hit and let go of 22D. If it was blocked, he fully charged it. The setup's nice in that it looks like you're giving the opponent breathing room, so they're very likely to try to jump. Confirming it is a bitch though.
  19. This thread is somehow deader than our Facebook group.. Soo......P4U....Tournaments....what's going to be up with that?
  20. The SMP glitch was discovered with Naoto. Really you should be saying that you don't want BB to have stupid P4U shit...
  21. Dizzy could always just jump-cancel-cancel 2D to faux special cancel it before. Now there's just no needless restrictions on the timing for it.
  22. You can get a full IAD off of 5C>2CC. Just depends on how low you catch the opponent with the 5C.
  23. Air-to-air the person, have them block the air-to-air, land before them, and do an anti-air normal.
  24. So, I noticed Konan likes to do j.214C>RC>5C on airborn people to do a VS-styled guard break, so I figured out a way to set it up in the corner. blah blah combo>2C©>j.C>j.A>throw (gets teched)>j.214C>RC>5C.
  25. 236C>214A>dash>5C>2C>236B>214B>22B should work. Depends on the opponent's height though. If they're too low, you'll probably just have to do 236C>214A>22B
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