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Raziul

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Everything posted by Raziul

  1. Is it a grab or a command grab? Is it a crush trigger? No? Then it's a regular attack. What are Ragna's drive moves then? Or Jin's ice? or Makoto's D moves? They're all regular attacks with special properties behind them. Once More: I already explained. If he's gonna do chip, he's gonna do chip, but there's no reason why it would make sense to take as much damage blocking as I would have from getting hit into a regular combo.
  2. But then I get hit. Blocking is there to not get hit.
  3. I would treat Crush Trigger as serving the same basic purpose as a grab does. Crush Trigger doesn't bother me. I don't understand why I have to keep saying this. Why should I bother blocking if I'm taking the damage anyway? The whole purpose of blocking is to not take damage from regular attacks. Honestly, I probably wouldn't give a shit at all if he only did 1-2k with a full spam lvl 3 drill attack, at least the block would have served its purpose in reducing the damage, but then he'd be an even worse character than he already is. Then again, that's not my problem.
  4. Because it defeats the purpose of the mechanic.
  5. But we've already established that it's not.
  6. Why would that change my opinion? It's still stupid.
  7. I'm saying it shouldn't do the same amount of damage as a regular combo. I should not be losing 3-4k health WHILE BLOCKING a regular attack. It's stupid.
  8. I don't want it to be unstoppable, that's why we have grabs. I want it to be consistent. AGAIN, what is the point in blocking if I take the same damage whether I block or don't? It defeats the ENTIRE purpose of the mechanic. Not all games treat grabs the same, but almost all FGs have a grab mechanic for the express purpose of breaking an impenetrable guard. Distortions require finite resources. In your example of Yukikaze, remember that it is essentially a distortion DP with special properties. It is completely useless if you do absolutely nothing. It loses if you grab. You can jump over it if you're not frozen. If I do absolutely nothing against drills I take the damage. If I block it, I take the damage. Barrier will run out long before the drill ever stops. Seems pretty stupid. Barrier deplenishes incredibly quickly and recovers very slowly. It only takes Amane several seconds of zoning to cooldown their drill meter enough to repeat another devastating chip attack. Besides, most of you missed the point anyway. My answer to Mac sums up my problem with the situation. Maybe you all should quit flying off the handle every time I express an opinion.
  9. 2B>Gurren is usually my go to confirm against roll techs. I would also use iad agito against back rolls when I had a read, but cpex doesn't give Hakumen the same freedom to toss stars around like candy as it does in cp.
  10. Chip damage as a mechanic doesn't bother as much as losing 40% of my health because I blocked an attack or attacks does.
  11. Because generally speaking, grabs are severely limited by a number of factors including range, speed, and reward. Different games treat grabs a little differently, but the purpose has always been to give the player a way around an impenetrable guard. If your systems are in place to prevent that, chip shouldn't even be necessary. Human error alone will usually be enough to be honest. Here's the problem with chip. Blocking stops regular offense from doing damage (based on our most basic rock paper scissors). Chip allows regular attacks to circumvent that fundamental rule and deal damage, defeating the entire purpose of blocking in the first place. It gets even dumber when the reward on it is so absurd.
  12. I don't really understand how people can be ok with being punished for using the most fundamental mechanics of fighting games. At the most basic level, you have attacks for offense, blocking for defensive, and grabs to counter an impenetrable guard. Why is it ok for me to lose 30% of my health while blocking a non grab attack? Introducing a character that can ignore or circumvent the most basic rules of the game is completely idiotic. Blocking is there to prevent damage, and if I can't count on it for even that, why is it there?
  13. Good. Who ever sat there and thought to themselves that basing a character around chip damage would be a good idea deserves to be chucked into a volcano. Amane shouldn't exist on principle alone.
  14. Why would they give Hakumen backdash invincibility? That'd make too much sense. In the video he's only doing it against grabs. Likely it's the hop property giving him grab invincibility i.e. being off the ground. Was there something stopping that from working in previous versions?
  15. I wish they'd just fix the blatantly terrible boxes. Teleport grabs and a crappy controller can seriously ruin this game for me.
  16. What?! No way. How does this crap still happen. https://youtu.be/yFSSk9Aw6CU?t=2m2s
  17. Hakumen has always had j.A cancel. At least he has it in CP. Hasn't A to throw always been a universal cancel?
  18. Renka isn't quite as used as it was back in its heydays of CSEX when it had the most amazing proration ever. Mostly it's used for combo filler and frame traps. It acts a little differently in CPEX though now that the first hit of Renka no longer causes knockdown. It can sometimes be used for mix up as well, if you're facing opponents that have been conditioned to expect things like 5C > Zan, although the reward isn't nearly as good as actually hitting your opponent with Zantetsu.
  19. I swear to god, if I just had a controller that would do what I told it to, I'd probably win 100% more of my matches. Having to play this game feeling like I'm crippled because wake up reversals don't work when I seriously need them to is killing it for me.
  20. Save yourself the trouble and just rename the current one. Gut out all the useful loops and the 3C CH > 5C connect, replace it with some 2A > 6A stuff, and wam, you're done.
  21. Only thing that comes to mind for me might be the recovery on 3C, and him wanting to be able to close sooner.
  22. Round start OD confirm for more than half your opponent's health. GG's Hakumen. https://youtu.be/7EkxgOproPc?t=35m15s
  23. I'll take overheads in netplay over cross ups in netplay any day. React flawless to expected cross up, get hit anyways. Thanks game!
  24. Based on the height of his j.B and with how few active frames it has, I wonder how it'd play out if the opponent didn't stand up and it whiffed. Would the j.A come out in time to catch them crouching?
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