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entnervt

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Everything posted by entnervt

  1. Btw @ Soviet Bear: From situations you've been in I wrote up some routes with different magatama consumption. Maybe you get a feeling for meter management that way: - 3C(ch)>5C>Kishuu>2B>5A>5B>jB>j2A>dj2C>Agito deals 3004 dmg.(2 Mags) - 3C(ch)>2C>j2A>dj2C>5A>j2A>dj2C>5A>5B>jB>j2A>dj2C>Agito deals 3286 dmg (1(!!) Mag) but you've to be really close when 3C hits (which you were sometimes iirc). - 3C(ch)>5C>Zan(1)>Kishuu>2C>j2A>dj2C>5A>5B>jB>j2A>dj2C>Agito deals 5125dmg, 4C(ch) starter with 1 rep more deals 4677dmg (5 Mags). - While jumping out of corner cross up jB(ch)>5C>Renka(1)>Kishuu>6C>2C>jC>Hotaru>dj>f.jC>5C>5C>Gurren>5C>3C deals 4383 dmg (5 Mags) - 5C(aa)>Kishuu>2C>j2A>dj2C>5A>j2A>dj2C>5A>5B>jB>j2A>dj2C>Agito deals 3528 dmg but 5C(aa) must hit relatively high (2 Mags). - 5C(aa)>Kishuu>2B>5A>5B>jB>j2A>dj2C>Agito deals 2666 dmg (2 Mags). - 5C(aa)>Zan(1)>Kishuu>2C>j2A>dj2C>5A>j2A>dj2C>5A>5B>jB>j2A>j2C>Agito deals 5321 dmg (5 Mags) - 3C(ch)>5C>OD>5C>Zan(1)>Kishuu>2C>jcHotaru>ad>j2C>5C>Shippu deals 6.9k dmg. You need 4 Mags at the beginning and 40% life or less. The Shippu must be full charged. That are just examples and only from the starters that I've seen you could have used. In general 5B/2B are more common starters, with less dmg of course. But lower dmg is way better then close to no dmg. Even if it is something dumb like 5A(aa)>5B>jB>j2A>djC for 1366dmg. Work on your confirms.
  2. I give a shit about Mu tbh, we're talking about Hakumen here. IMO it's totally annoying to be thrown out of everything midair and that's something that needs to be fixed after all this years.
  3. A bnb is a must have in your arsenal. As I mentioned earlier, if it kills it's worth every magatama you have. But if not, it would be better to do something else. Something that leads to less but solid dmg and knockdown or, at best, something that leads into corner with knockdown. That way you have the advantage AND magatama in stock.
  4. Also thx to you, BlackYakuzu94. Yes, my gameplay definitely lacks offensive and I'll work on it. @Soviet Bear: What BlackYakuzu said. And you definitely should grind some pmode, you waste damage potential with things like counterhit jB>3C. - Also you should use Zanshin>Enma more, it's another waste of free and solid (if not high) damage. - You abuse the C button. 5C to stop approaches and 6C for zoning are really risky. - 2nd match, 3rd round, tk or hop Tsubaki to stop air approach? Why not Hotaru? - And again, after I've seen it in your 3rd vid, 3C>5>ZAN(1)>SHIPPU to get 5,6k dmg? That's really a waste of magatama.
  5. Thx Soviet Bear, I'll try to display some of my decisions and things I am not conform with your thoughts. But I'm really grateful for your input. - To punish projectiles with Shippu you need to gamble a bit or know the person you're playiing against. On reaction it's useless if you're fullscreen e.g. - 6B is not that useful when playing vs that Bullet player, he knows that too well and blocks it right in 9/10 attempts. - I often cut the projectile because Bullets often want to get close following it. - Yukikaze during a blockstring from Bullet DOES require a lot of match up exp. There's only her 5B>5C(or 5[C]) with a gap big enough. I'm not good enough yet to react properly in this situation. - 5C>Zan>Shippu is only useful if it kills, otherwise it's meterwaste imo. I'll watch your matches later, I'm short on time right now.
  6. I could need some advice too. This is a ft10 set in a series of german ft10 streams, the matches start around 08:30. http://www.twitch.tv/m1kr0s/b/569587598 What I've seen myself: - I let her use Afterburner way too much - I play way too aggressive in the beginning, later I've tried playing more patient - I should remain calm in the corner, I often got hitted while jumping on wake up but this jumps where unintentionally because I didn't hold the stick clean backwards for standing block and jumped instead. - I let her roll away unpunished nearly every time (if not every time)
  7. A adjustment to his hitbox/hurtbox midair regarding all this insane airthrows against him would make my day.
  8. I like Hakumen the way he is right now. He was much more a f****** dumb train in Extend tbh. Except CS2 his dmg output was always frightening and that's fine with me. He's moving like a rock so he must hurt really hard in most of the match ups.
  9. To clarify, i didn't mean that more chars = better fg. Just that BBCP isn't that unbalanced. And that a game with less chars is not necessarily better balanced. For a game with a roster like BBCP it's fairly well balanced regarding mid to toptiers. The lows are of course really punished for their existence (I don't know any other reason why).
  10. Do you really think that Xrd's cast is small because of balance adjustments? Don't make me laugh. Remember GGACR? That's what's going to happen with Xrd too and it's a good thing tbh. And it's a good thing in BB too. BB isn't that bad balanced, if you think it is you never played a really bad balanced fighting game.
  11. Everyones airgrab > everything Hakumen does midair and that at a ridiculous distance. It often makes me wanna use my stick as samba drums.
  12. Haven't played that match up that much in CP but afair you have to stay in 4C/jC range. That way you can prevent her typical gameplan. Kishuu is a good tool to get close when she's setting her Steins. E.g. she jumps to set Stein>Kishuu>5C>screw her. If you're too far away from her you have to approach with patience. Normal jump, double jump (don't forget to barrier), hops, sometimes jump with j2A, etc. Even iad at the right time is okay but should be used with extreme caution. IMO is being too careful and patient dangerous. Like in the Rachel match up it's hard to get close to her once she's changed the screen into a minefield. Whenever you can deal damage, hit her as hard as possible.
  13. Edit: I fear that he's going to be like in CS2. I would prefer CT Hakumen over CS2 Hakumen.
  14. please delete this post.
  15. Here's all you need to know: http://www.dustloop.com/wiki/index.php?title=Notation
  16. Oh, never read something like that.
  17. The stick question is a matter of hard- not software. If the PS4 would work with PS3 Sticks, so would Xrd. But idk if PS3 sticks work with the PS4, since the Hori RAP V4 has a switch for PS3/PS4 mode.
  18. No dmg but comboable along with it's old start up would be really fine.
  19. No, his Mugen>Tsubaki looping was his only good stuff in CT.
  20. I do this by tapping 9 after j2a hits and moving back to 2 for j2c afterwards (or just release the stick for jC or do j214A, whatever). Simply holding 9 won't work since a doublejump is needed after j2a.
  21. Or you do f. jB/f.j2C>Hotaru>airdash>OD>stuff after airthrow (jB/j2C depending on height of airthrow). Agito may no longer be a pressuretool but you can simply barrierguard after a blocked one. You give away pressure/momentum but you mustn't be punished too easy after Agito. Just don't push buttons while falling. And, tbh, I haven't been punished after a blocked one, most conditioned players have still the fear in their bones.
  22. Metermanagement is more important now and I try to be much more grounded than before. But overall it felt the same like 1.0. Airthrow from higher up can be followed by f.2C>5C>stuff but it's imo not useful to spend more than 3 mags due to the proration (unless you can go for the kill). J.D follow up is nice but I need to force it and the combos afterwards in my muscle memory.
  23. +1, that was my color too. I really miss it.
  24. The inputbuffer was changed to 3frames iirc. And yes, it should work with directional input too.
  25. Instead of 5C or jumping shenanigans I would give 2B a try. After a knockdown and if you're close enough (what should be the case usually) you use 2B. It catches forward rolls or delayed wake ups for a pick up combo. And it is safe on a fast wake up>dp. You can block the dp and punish it. But, like mentioned before, look at Ragna's meter to avoid punishes out of rapid cancelled dp's. And wake up throws can be teched easily by blocking with A+B+C. That is if you're pressing the buttons the moment Ragna's on his feet again. If the Ragna's going to avoid your oki with a backroll you can do 4C to at least force him to block if it not hits, or 3C to catch him, etc...
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