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stickystaines

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Everything posted by stickystaines

  1. https://www.youtube.com/watch?v=37I6SGyAtKE#t=30 This was the video posted before.
  2. The universal assault/throw mixup makes it really risky to tech throws. They'll get a bigger combo off of an assault and they still get to keep pressure even if you block it, making the more safe/better option in most cases. Which is why i think teching throws putting you at an advantage always and taking away their GRD is fair, since it's so easy to blow it up with assault or general stagger pressure strings from reverse beating and character specific specials.
  3. I'd probably say hyde, but your description is still pretty broad; could fit many characters.
  4. According to my understanding, you can do it at any point within the startup frames of the move (and even in the startup frames if the move whiffs). Once the opponent goes into hit or block stun, the RC available to you is the red RC that costs 50 meter. Once you go into the recovery frames of a move the purple RC is available. Technically you don't even need to be in the startup frames of a move to YRC, since you can YRC even at neutral. Really, as long as the opponent is not in hit or blockstun and you are not recovering from a move, then you can YRC.
  5. Arcsys doesn't know the meaning of 'tweak' balancing. They just rip up the carpet and try again.
  6. I thought Venom was up there, like mid-high mid. Though i haven't seen much of him lately
  7. I've never got asked for general advice, usually just specific situations where the person has trouble. Like someone not knowing you have to air barrier block after Jin j.D to block the 5B air unblockable reset.
  8. I'll be honest, it can get boring playing someone who's really below your level after a while. Because of this, i am appreciative of people who are way better than me who give me long sets. I don't like going easy on people, so i might switch characters , but if i feel that my opponent can learn something of the matchup from me, then i try to stick with the same character. Still, it's always nice to get new people learning the game.
  9. Arcade lobbies were actually one of the best thing to happen to fighting games online in a while i think. The most important thing is that you can get a real sense of how many people in your region are playing the game. This was part of the reason why Skullgirls and GGXX+R felt so dead. Apart from just having a low playerbase online anyway, because there was only 1v1 rooms, if you sit around for 10-20 minutes and don't get a game you naturally think nobody is on and you play something else, so this stops people coming back. This is why rooms larger than 2 people are important, but even those rooms, once filled, get removed from the lobby list, so there could be a larger amount of people playing than you originally think. Now if you go into the arcade lobby and there are 4 people all in games, you won't be able to get a game, but at least you know there are people playing and that if you wait around a bit, you will definitely find someone to play since you can actually see people there. I also feel that arcade lobbies allowed me to play a wider breadth of people than i would normally play in rooms. Rooms are also too annoying to play in once they get above 4 people and if you join a room with no restrictions on connection, you then have a lobby with good connections with that one bad connection, ruining the whole room. The main problem with arcade lobbies though is that it lends itself to playing the same person over and over again until someone leaves. This is mostly due to the fact that when you finishing a game, all other people are going to be playing still. I think an actual queuing system built into the game would help with that. You can kind of do it already, but you have to wait until someone finishes and scramble for the empty seat. A queuing system would be more fair and make it feel less like you are stealing that person's fighting partner.
  10. To the people that can play XRD (or if someone else just knowsn anyway): If you Blitz Shield and aerial attack from the opponent and they BS back, can they be air thrown? I'm thinking if it's possible to BS an aerial opponent, then get guaranteed damage from doing j.6/4HS. This is of course if time permits after BS to connect a j.HS.
  11. The only not stupid mirror match is Ragna
  12. Tenso basically gives you a Japanese address to ship to, for orders that only allow to order nationally, then Tenso ships to you. Or could be used for their shipping service if another company's overseas shipping service is too expensive/not to your liking for any reason. That's how i understand it anyway.
  13. The new input shortcut for 641236 super is whack as hell. So many times i've gone for a DP and gotten that super where it never ever happened before. Why it doesn't require a back input is baffling to me; most likely the inputs that will be missed are the diagonals.
  14. No since they don't have the speed up thing that allowed you to watch and catch up on an ongoing match when you join the lobby. Why did they get rid of that anyway?
  15. Well not recovery in the sense of cancelling into some action like a special/jump/chain shift etc, but purely recovery from just transitioning from dash to block. So if i were to dash and hold 1, how many frames from that point will i actually start blocking attacks.
  16. Is that against training mode dummy or actual players?
  17. 2 questions: Does anyone know the situation on dash -> block in this game? Is there dash recovery and the like? If so can you dash -> shield to protect yourself in situations where you would have gotten hit from recovery? And why does Gordeau's 236A sometimes doesn't reel them back in despite hitting them twice? Does 236A(1) still hit twice even though you haven't put in the 2nd 236A yet?
  18. About the 5D fatal combo posted above; you can replace 2C with 5C and it will make it possible/easier to do it against some characters like noel and kagura. This lists the characters on the initial attacks after 5D 214D, so anyone with dash 5C 2C still needs to do 5B 2C on the second one. Dash 5C 2C does more damage, but i'll list all the characters that you can do 5B 2C on as well if people like to keep their combos as consistent as possible. Bold means you dont have to do the slight delay on j2C to get it to work. Makes the combo a bit easier. 5C 2C: Relius Azrael Amane Jin Arakune Rachel Valkenhayn Bang 5B 2C delay j2C: Mu* Relius* Makoto Noel Taokaka Hazama* Hakumen* Ragna* Litchi* Tager* Terumi* Azrael* Izayoi Amane* Jin (you dont have to delay if you dont dash after 214D) Arakune* Carl* Tsubaki* Rachel Valkenhayn* Bang Nu 5B 5C delay j2C: Noel* Mu* Relius* Taokaka Hazama* Hakumen* Kagura Licthi* Tager* Terumi* Azrael* Izayoi* Amane* Jin* Arakune* Carl* Tsubaki* Rachel Valkenhayn* Nu Cant get it to work either way on: Kokonoe Platinum Bullet Let me know if anyone else's findings are different
  19. It seems that if you do the TK Sent so that you will block ID, Ragna is able to back roll out of it. Unless there is some really specific range where it can do both.
  20. Testing stuff out and it seems to work on more characters. I tried these off of 5D 6C(3) RC 66 [2B 2C 5C]x2 6D : Ragna Litchi Arakune Hazama Hakumen Terumi [2B 2C 5C]x2 5D : Taokaka Platinum [2B 2C delay 5C]x2 6D: Jin [2B 2C delay 5C]x2 5D : Noel Kokonoe Nu 2B 2C delay 5C 66 2B 2C delay 5C 6D: Mu (feels very difficult on the delay compared to others) Special Rachel combo: 2C 5C 2A 5C 6D Didn't work: Carl Relius Makoto Kagura Bullet Tager Azrael Izayoi Amane Tsubaki Valkenhayn Whats the default combo off 5D 6C that would work on everyone?
  21. To be honest i hate when people switch characters after streaking me for two reasons. First being that if i'm having trouble against you/your character, then naturally i want to learn how to fight against it. If you switch to your weaker character you do no one any favours. Secondly, you deny me proper vengeance when i do win and that just pisses me off. Sub character option select. That said i do switch characters if i get bored, cant help it really.
  22. Just started to play around with Terumi. What is the common OD route? I'm trying to get better confirms off of air to air IAD j.C. This is what i got so far at 100% health OD. Anywhere: (air hit) IAD j.C 5C(1) ODC 8JC j.C j.2D 2C 5C(1) j.2D dash 2C 5C(2) 3C 6D 236D 632146D :: 70HG 3516 - 4316DMG Near Corner (air hit) IAD j.C 5C(1) ODC 8JC j.C j.2D 2C 5C(2) 22C(lvl3) 6D 236D 632146D :: 64HG 3803 - 4663DMG This what i got for 5A anti air. 5A 5A 5C(1) ODC 8JC j.C(1) j.2D 2C 5C(1) j.2D 2C 5C(2) 3C 236D 632146D :: 50HG 2832 - 3692DMG
  23. Litchi was the third
  24. Yeah i was just about to post this. Just tested it and this is what happens. You release down back and you release the down microswitch just before the back microswitch, so it reads a fresh back input and pressing back again results in a backdash. So a backdash is 454 instead of 5454. I dunno if there are benefits to a 454 backdash but it has messed me up.
  25. Speaking of IB, why does holding down back then hitting neutral -> back result in a backdash? You dont get a backdash from hold back -> neutral -> back and it can mess up my IB's. No way around it im assuming?
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