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Effenhoog

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Everything posted by Effenhoog

  1. I have always been partial to the combo length "sweet spot" that Guilty Gear (and more recently P4A) has reached. There are some longer combos in those games, but they generally require a specific situation and the average combo length is pretty short, often as short as a basic ABC chain into knockdown. It keeps the pace of the game from bogging down, and when the situation for a longer combo arises you get more of the feeling that you (or the opponent) earned it. /opinions
  2. Faust, Faust, Potemkin in my opinion
  3. Since there is a bit of activity in this thread right now, I guess I will take a moment to update the Indianapolis anime community's current status. Weekly meetups are, as always, Wednesday nights at Arsenal Game Room starting at 5:00. They have recently extended their official hours until 11:00 pm but they do not actually close until the guy who closes the store decides to stop playing board games upstairs, which has so far not happened until at least midnight (so far we have always left before then so I don't know exactly how late they are actually open). Of the people who attend, the anime game players are the most consistent in showing up so if you are looking for people to play ASW games with that is the place to be. We mostly play Guilty Gear but we also play P4A, AH3, Melty, and a little BB sometimes but that will probably go up a lot this month once CP is available Our monthly tournament, formerly Godlike Sundays, has recently moved to Saturdays. Typically these are held on the fist Saturday of the month, but for October it will be this upcoming Saturday, the 19th. We have been running P4A and Guilty Gear but the P4A numbers have not been there in the last few months so it will likely be going away, at least until the update next year. We may be able to talk the organizer into replacing it with BBCP, it would help if interested parties could make it this month or at least join the Indianapolis/netbattles facebook groups and make your interest known. In November we will be having a larger regional tournament called Naptown Clutch, I don't have all the info on hand but I will try to link it later on. There will be no Godlike Saturdays that month, and as I understand it there are no Indianapolis tournaments planned for December at all. Godlike Saturdays will return in 2014. Do you have a ps3? Or did they announce BBCP for xbox after all?
  4. corner: j.B > 5B > sweep > A kill rush > duck > A corkscrew > cyclone upper > OMB before the last few hits > duck > weave > corkscrew > cyclone upper 100 meter + burst for like 6K but it looks awesome/silly
  5. it's possible they are just using them as placeholders until they come up with new ones. Or they just like them so they decided to use them again
  6. If you have the meter you can do 3 of them in a row as long as the first one is at level 1 cyclone. The easiest setup I can remember for that is midscreen all out attack, vertical launch, aircombo, assault dive and then supercancel into it. It's kind of a waste of meter but back when the game was first out I got a bunch of online ragequits from doing that, it was pretty funny
  7. In any match, one player will win and the other player will lose. That's just how it is, and you should not concern yourself too much with reading anything out of that other than the result. Someone wins, someone loses, it does not mean the loser is worthless shit garbage as a person or that the winner is a shining example of humanity to inspire awe in lesser beings. Playing fighting games is a journey of self-improvement, which cannot often be measured in winning and losing. Even when you finally start "winning" it can just as easily mean your opponent was weaker than what you have faced before rather than an improvement in your own skills. Even if it was someone who normally beats you, they could be tired/distracted/hungry or even just not in the right mood or mindset to play to their full potential. All you should worry about is figuring out why you are winning/losing and determine what you could be doing better, then improve on it.
  8. I would put a small section for beginner combos at the beginning, but not mix them in with the advanced combos. I know from experience that many people I directed to dustloop combo threads get easily confused and overwhelmed if the beginner combos are mixed in with the advanced combos, even if they are still individually labeled as beginner combos
  9. Back when I played on pad, I just could not get anything to work on ps2/ps3 pad. I used the original xbox pad (s-type) and then a sega saturn pad for PS2, so if you do not like the ps3 pad maybe try something with a disc-based dpad rather than sony's cross design. Learning stick is probably the best solution as it is universal and does not leave you at the whims of console control designers or hinder you in cross-platform play. It is, however, a bit of an investment (mostly financial, plus a slight learning curve). If you do choose to learn stick it is best to do it as soon as possible, so that you will have less habits and muscle memory to unlearn before relearning it on stick. Personally I found the process of finding a pad that was compatible with me very frustrating and in hindsight it was kind of a huge waste of time and money, but that was 5+ years ago and pad options seem much more plentiful today, although I cannot vouch for their quality.
  10. A lot of the Dizzy changes seem useful/convenient but not completely game-changing on their own. Combined though they make a huge difference. I just played in my first real +R tournament where everyone actually had a chance to learn the new changes and I had a much better performance than usual, which I can only attribute to the Dizzy changes as my own improvement had stalled pretty hard in AC. The 2K > 5H, 5H > 2D, and 2D > icespike combos make a world of difference in getting knockdowns and combos without having to play guessing games with how far Dizzy is from the opponent or how wide their standing hitbox is, or wrangling with the old 2D jumpcancel icespike input. I had maybe one or two times where autopop bubble got me a combo and even won a round, and FB daggers proved to be quite useful in a few matchups. I think I went 3-2, beating a Testament, Sol, and Ky, and then got destroyed by Millia which is what usually happens when I play against her since Slash. Last match was against Faust which I have also always struggled with, D icespike was extremely useful in that matchup but I still lost. Between his improvements and Dizzy's improvements the match felt about the same but it at least feels a lot better once you manage to get in on him. I still need a lot of work, getting all the setup timings and knowing the wakeup speed for every character is very difficult. I am getting thrown out of my empty airdash 2K mixup attempts a lot so I need to figure out something for that.
  11. Slayer execution is actually harder in +R imo but it's not that bad it also gives you a good excuse to not go for a lot of the really hard stuff , I pretty much never see Japanese players using the undertow xx 6H link in matches
  12. I don't know anyone who uses that name, or at least they haven't told me if they do
  13. That video reminds me, why does the jump > low airdash j.B "mixup" seem to work so often in Japanese matches. It's not like Akihiko can empty jump 2A for a low
  14. While it is probably inevitable, I will be sad if they cut any of the AC roster. It's looking pretty painful now too, since even though I play half the roster I would still have to reach pretty far down my list of side characters to find one in Xrd Perhaps it is time to try something new
  15. Just what I noticed 1. finish your combos. Even if you just did basic combos you would have killed him several times over, and taking the risk on an all out attack is wasted if you can't convert the big damage off it 2. doing simple blockstrings into a DP is a bad habit. There may be a time where blockstring > DP or dash up DP can work or win a match, but it's pretty rare and the risk vs reward is terrible unless you KNOW it will work. I recommend trying to DP as little as possible as it's a good habit to have, and will help you improve your defense/blocking 3. Learn the range on your normals. Going for a lot of 5Bs is tempting because it can be so rewarding on counterhit but in a lot of cases 5A is the smarter move 4. When Narukami DPs, you can dash or A duck under him to get behind him and he cannot super punish and you will be in perfect position to 5B fatal counter him to death I don't know if it will help but here is a recent match I had against a Narukami player. I'm not that amazing and I don't really recommend trying to copy me too much but sometimes it can be helpful while learning a game to see what other average players are doing, it can give you a short term goal to work toward before you try to dive into the higher level stuff http://www.youtube.com/watch?v=8HrpcdwbMdE vs Narukami starts around 29:45
  16. has anyone messed with oki setups vs justice? She seems to wake up too fast for some of my usual KD and HK fish setups. Setups off throw and icespike FRC work but the corner icespike > dashup summon > meaty 2K/5K don't work and she can grab Dizzy out of the meaty attempt
  17. facebook is now the most used communication method for the Indianapolis community Indianapolis group: https://www.facebook.com/groups/indianapolisfgc/ general indiana blazblue group: https://www.facebook.com/groups/496262077061938/ monthly tournament: https://www.facebook.com/groups/NetBattlesFGCinINDIANA/
  18. 5K does not cancel into BBU. As far as I can tell, none of Slayer's special-cancellable normals will cancel into BBU. The closest you can get is 5K > FB dandy > K followup for a launcher into a combo for 25% meter
  19. I noticed your location says Indiana. Where in Indiana are you located?
  20. It is possible but imo it is much harder on pad. Back when I played on pad I actually damaged my Saturn pad for ps2 while practicing that move. I was able to repair it with a part from an actual Saturn pad but it was never quite as good after that
  21. KD fish is also kind of hard to practice, at least for me, as it requires somehow programming the dummy to just block part of it so you can get used to hitconfirming or continuing the blockstring based on when they block/get hit. If someone has a suggestion in that regard I would appreciate it as I am having a really hard time practicing it other than just busting it out in a real match and awkwardly trying to do stuff on the fly
  22. I don't see it used a lot, and there are certainly good reasons why, but HK fish seems pretty solid in the corner. It's also really easy to pick up as babby's first +R fish setup since it's so similar to traditional HP fish setups but better and easier to use, and not having to dashup summon makes it much easier to time your meaties properly. For this setup I am using HK fish, meaty 2K > laser > 2K > 5S, if any of that hits then 5H > K fish bites > dashup 2K > 5H (or 5S) > 2D > icespike. If they are blocking then after the first 5S I do 2D and then IAD while the K fish bites for a mixup while they are locked down. Just like in AC you can substitute either of the 2Ks before and after the laser for a throw, and then obviously K fish gives you a really good mixup opportunity like always. in addition to just being easier, one thing I really like about this setup is that because you are not dashing up for the summon and can instead dash in to hit with the tip of 2K, it starts with you positioned back a bit more and the fish is still on top of them so that it eats more DPs/reversals without you always having to specifically bait it out. If they don't try to DP you in the very beginning of the setup there aren't any more really good opportunities without instant blocking and being extremely precise with the timing
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