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GKHiryu

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Everything posted by GKHiryu

  1. My impressions are overwhelmingly positive. 2F connections were experienced online with people from 3 countries away. There's still a lot of people to play with, game itself runs perfectly and it's just the best having Xrd on one window and youtube matches on the second one. Did not experience any issues at all, prior to patch and after it.
  2. That's right. ADDF = 883 = Airdash down-forward. I know marvel terminology might be a bit confusing but It's natural to me so sorry for confusion. The way I see it is as one of the many gimmicks that Bedman can surprise with. The payoff is good, but setup risky on account of having to JC in front of your opponent. Your idea with 6H is good, but meter dependant. Upon landing 2k should connect and even if it doesn't it's hard to be prepared. Again going for 2K > 2D > 236K/P/H/S depending on standard variables is the best way here provided you have no 50% for 6H > 236P > RC for gorillion dmg. Still, I wonder if it works on many characters. I'll probably test it a bit more tonight.
  3. QFT. I'm only practicing FD j.K > 2K > 2D. Then 236K if hit or 236P if blocked. (occasionally 236H and immediately 214H FRC if I'm high on meter). BTW I've never seen it, but I haven't watched all too many vids lately, but check this magic trick out: point blank, on regular block: 5K > c.S > HJc > ADDF > j.P j.P Will hit front, but Bedman will land behind opponent. I've only just found this out so I can only confirm it works vs Ram, but it's a nice little SF4 throwback out of a not-that-risky setup.
  4. You have my gratitude. I had about 70% of the same data in my notebook, but I lost it during travel.
  5. A lot of Bedman up in this piece.
  6. A-MA-ZING. I don't understand much of Japanese, but these videos of Mitsuru are priceless.
  7. Thanks Mefi, I'll keep that in mind.
  8. I'd like to get general advice, not necessarily on vs. Elphelt matchup (that, I can practice a lot and almost at any time) but mostly about what it is that my Bedman still lacks. Known issue: I backed away when I had the corner and took a lot of punishment as a result of that. Don't ask me why, it was winners finals and I was playing agains a guy I've never beaten before, so some stupid decisions had to be made out of stress. Link to match: https://www.youtube.com/watch?v=h4VftOyjmi8
  9. Do we even have confirmation that the Japanese are working on it?
  10. 'No changes" decision comes straight from Ishiwatari. He decided that the game is balanced as it is and it's time to let it grow before throwing everything into the blender again. Very wise decision at that. We can probably expect some hotfixes if major issues arise after Revelator release, but I guess they would only concern new characters anyway.
  11. Especially since you get a lot out of corner grabs. A good opponent will be expecting them. Imo it's much better to keep from throw attempts until you really need to break your adversary.
  12. I second that, but keep it simple in the beginning. For the most part think about having an advantageous situation rather than raw damage. The basic combo after throw in corner is T>5S>5H(1hit)>236H. Works reliably and leaves you with your opponent in the corner and a DVC seal ready to activate. Late you'll learn better combos that deal more damage and set up 2 seals, but with Bedman there's a lot to learn in neutral and that's where you should focus more at the beginning imo. Tips: j.236P (or even 2369P) goes low to the ground - a perfect IAD bait when used full screen. 2/3H - Use often, but not in a predictable fashion, always cancel into jump or Deja Vu In mid range you can mix it up a bit by using quick ADDF S/K/P and ADDB/ADD > Land > 2S/2H. Setting seals is more important than everything else. You can for example do j.K > j.S and if you confirm your attacks get blocked, just cancel into air task A. On the above note, j.P/j.K/j.S can be cancelled into air dash on hit and block. Use that to keep moving and again - stray from being predictable.
  13. The most beginner friendly characters would be Ky, Leo and Sin. (Bear in mind that they still need a lot of work to get good with) Other than that read the dustloop wiki, do the tutorial, finish ALL missions ("Fighting XYZ" and the like, not the character trials). Other than that start by glancing over the characters and going to challenge mode (character trials - combo mode) with the ones that look appealing to you. Ask questions when you've done so but stuff still isn't clear.
  14. Whatever anyone says before this topic gets closed only one thing is relevant in your case - play whatever you want. I know the "I don't want to be stuck being the only one playing the game" thing but it's largely irrelevant as of now. I'd say BB is on its last legs, some will say GG won't last any longer than next Evo, someone else will say lol play Tekken. Both communities will remain competitive for some time. ASW is slowly but surely catching steam. Pick your favourite and dominate.
  15. Is it even possible to land ADDF 2K without being thrown/DP'd? I stopped trying ;( Does it work as meaty option or is it just a case of your opponents responding to your conditioning? Another thing - corner confirm into 5H(1) > 2H it's possible to go with either j.236S > land > 2P > c.S or delay 236H > 2P > c.S. Is any of these two preferable? I found 2H > 236H > 2P > c.S to work a bit more reliably, but didn't get it 10/10 yet.
  16. Thanks. I'll skip researching that then.
  17. What's 1.1 max damage combo on Elphelt midscreen? If I'm a bit to the side I know that chain > 5H(1) > 2H > JC > J.S > j.236S > Land > 2P > C.S > 236H works, but it's definitely on the situational side. Anyone found an optimal route after combo into 1H midscreen? I was hoping that 1H > sjc > filler > j.236H > pickup would be possible on Elphelt, but I can't solve the riddle of the filler.
  18. Few days later and it turned out RT is just SF4 with simple controls. Hit > Combo > Reset > Stun > Finisher all day erryday' and while choosing burst saves you from this situation it also takes away your own ability to dish out damage. Jump arcs aren't well designed and ambiguous left-rights are a thing. Another stupid design choice imo as it's just guesswork. Playing against people who keep their combo game to basic 20-25% of lifebar stuff is still very fun and full of mind games, but the game, obviously, needs a lot of polish. The only thing that I would add is seeing your opponent's loadout. Without it even if you're familiar with the matchup you will still be hit by the first mixup as you simply don't know what's coming (and that mixup may well be your doom...). Other than that the game went the wrong direction, but for a technical alpha I'm still rather on the amazed side. I'm rather sad as it's definitely not my type of game. I couldn't bring myself to play SF4 seriously before ultra hit and I did not expect that same boring one player gameplay from RT. That said, a lot of it can still be ironed out.
  19. Game feels very lackluster, but of course that's the idea behind it, so no surprises here. Even for an alpha, everything is smooth and gameplay feels very fluent. I can't say it's the new messiah, I like having execution barriers in fighting games and how this genre has always been about testing the player's perseverance. Still it seems very solid for an FTP online game, it just might become what Divekick was supposed to be - simple game to pwn nabs and laugh over tons of salt (and also cool thing to turn on during meetups with friends as long as they add offline versus)
  20. Thanks! While I agree that 6P'in is the best both damage and position wise, from my experience if Sol decides to YRC then we're busted if we go for 6P. With j.P I thinks it's a little bit safer and we don't lose out on damage (that much). Care to weigh in?
  21. Followup question: while you play seriously, do you hear a voice in your head or not? One thing I found good for practicing thinking during a match is actually playing against CPU. There's very little tension in arcade mode, so it's much easier to shift focus and start thinking instead of just pressing buttons. An example from "my" field - I play Bedman i Xrd, who has a particularly good combo that starts with instant OH followed by RC. This of course means that it requires 50% meter to do. While I easily learnt the combo itself I didn't pay enough attention to actually use it in matches against other players. So while alone, I went to arcade and said to myself "The goal of this arcade run is to do the combo as soon after I gather 50% meter as possible". Turns out it was very easy in the first few games and started being progressively harder as it went on and I zoned out. However, slowly but surely I'm getting the effects I want. It's just a matter of keeping the schedule and practising often.
  22. So can we sum up wat do if Sol just does a raw special? I've been fiddling around in training mode A BIT, but so far the best options I've found are: * Against Dive Kick - 7P. For some reason our j.P has a very good hitbox and it seems to stuff dive kick easily. I've found j.P > 9j.P > j.S > j.236S a much more reliable option than going for 6P. * Against Rotfl Stomp - IB both hits then j.P. * Against Bringer - j.IB, land, throw. Due to it being used after blockstrings j.P may be delayed and not as reliable Aside from that high jump > air movement > air Task B works well in resetting the distance. I've not been punished for using it ever and just running after us is reckless even for Sol. Please correct me if I'm wrong anywhere, I'm hoping to have this matchup sorted out in the upcoming weeks.
  23. One thing I have to pick on - TK DJV A may blow up Grand Viper, but not the regular air version. Air is too high and sol simply slides under it. It has to be TK due to its trajectory right above the ground.
  24. That mentality is very unfitting for fighting games imo. What if in revelator Faust turned out to be weakened*? New top tier hunt? Not to mentioned that while hard as hell to get off you once he gets going, Sol can be kept away and baited if you move carefully. I know it's neither sol matchup nor general philosophy thread, but come on. *(Yeah I know Faust will never be weak)
  25. I'll just drop by to say that wins and losses are meaningless by themselves. You give your losses too much negative value instead of embracing them. You just start out, it's okay to lose, it's okay to have 5% win ratio, it's okay to be very bad stats wise. As long as you keep in mind that you can improve by losing, your losses will actually be important stepping stones to getting better. In fact, wins are just there to motivate you, to show you that you are getting better. However, it's the losses that teach you - you lose because you lack something. Until someone exposes that flaw in your gameplay, you may never become aware of it. So anyway, keep things positive, stay calm and think about the game rather than the numbers. And as always, if you feel that the frustration is just too much, take a break and do something else.
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