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STenSatsu

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Everything posted by STenSatsu

  1. I wonder if Tager would be good with his CP form if he could just spark bolt much more often and if 6a was a little faster uncharged with head invul. Ah well, I feel bad for him since every game he ends up not good and he has such a cool character design with the whole magnetism thing.
  2. Watching http://live.nicovideo.jp/watch/lv117523882 atm. Has 2 good Relius's that have been playing. One cool thing I saw is that you can do x>236c>214a>2c>6c>gad leith>6b>tk j.236c>land 3c for ~3k damage and extremely small ignis use. (Combo may not be exactly that but you get the idea behind it.) Bet we could do the old x>236c>5b starter into 2c>6c>gad leith>6b>tk j.236c>3c for tensionless real corner combo. Or end with tk j.236c>j.214a>fall j.c>5c>4d>3c/236c.
  3. I don't think there is anything huge to look out for that we haven't already seen from videos unfortunately. Most things to look for would be sped up normals and frame data type stuff most likely.
  4. I think my favorite part of that is the 6b>airdash pick up. That looked super stylish and might be important for making combos.
  5. Nah, that's the videos.
  6. It's one specific drive move (6d) that gets the gauge actually up there though. If you watch Amane matches you'll see the only way they usually even hit level 2, let alone 3, is through dropping a 6d on somebody's head or using OD. Now, while obviously you won't evade 6d all the time, him getting level 3 doesn't instantly mean the round like curse often could. Plus you can stagger barrier guard like many people have been doing to take medium damage to each instead of heavy damage to one. At level 1 the chip is slightly above everyone else. He needs level 3 to really put any fear of chip damage into somebody.
  7. Well, so far only 'loop' I've seen is Hazama doing 2 reps of his j.c relaunch so Arc seems to have been successful at making combos more interesting to look at.
  8. Just try your best not to let him use the move where he drops a drill on you from the air. Besides blowing his OD, that is his only effective way to get high level drills. It always comes out at about half screen distance so try not to be there or roll away from drill oki.
  9. It was speculated at first that it auto-teched but it only works like that for some moves apparently. It basically ruins your combo though it may still give some oki opportunities if they can't tech asap.
  10. Lol, was looking at top ranked Nus and one of em was named Yaya. Reminded me of the old Nu player from CT. My friend is gonna be super happy with Nu I think. He really like her CT gameplay at neutral so it's nice that they seemed to have kept that intact.
  11. The shadow vs kaqn matches are pretty good. He was doing a lot more sj.c instead of the j.d>dj.d.
  12. Check out the OgreLive archive. It has Hima + another 8dan Valk. Then there is like an hour of Hima v everbody footage after the tourney.
  13. There was a really strong bullet in the ogrelive stream that came in 3rd or 4th. She has some crazy damage in h2 and good mixup potential it seems like.
  14. Seems like you could do corner starter>236c>5a>5b>maybe a 2d>623c. Wonder how badly drill normals prorate. Actually, do we have an Amane proration chart yet? I know some of the other characters have gotten one. Would be nice to optimize combos.
  15. Finally get to see some real Valk action. Can't believe 236c has that much untechable time but I guess I haven't played Valk since cs1. Seems like he still has strong mixups in wolf form along with EX style combos. Also for anyone who missed it: twitch.tv/adastream has the archive for the ogrelive. Includes what looks like a 10dan jin. (Tetsu?) Gotta say, Jin's OD looks like one of the better ones so far.
  16. I actually noticed Gagaga just eat the drills when ganguro put the ground+6d drill on him as oki. It seemed like it did less damage than he would have taken from chip. I imagine that is due to scaling from ground drill but seems like a good way to escape a lot of the pain. Fuck, so many questions. Guess I'll list my thoughts and if you want to try them out you can lol -_-. How is ground drill scaling at different levels? Does a combo started with ground drill at various levels do good damage? What is the hitstun/blockstun like after the last hit of ground drill? If it is very quick, throw mixups might be a very good option after if you have already built drill meter with 6d. Which moves gatling into his 5d and 2d? Are they just like regular normals and can be cancelled into from 5b and such? Can you pick somebody up otg with 5b after you 6c them into the corner? Something like 6c>5b>2d>straight air drill (j.6d?). Maybe even 6c>5b>236c>5b>2d>>etc. on a fatal. Does ending a combo with 623c give you any oki options or can they tech fairly quickly? (Especially if you end with it with them in the corner since it doesn't go out of screen.)
  17. Honestly, the common theme to winning with Amane seems to be making them eat or block a 6d so you can easily charge to lvl 3. His other drill moves don't seem to charge the meter much at all. I think OD canceled 6b will also be really good if it is possible. You mentioned CT knocking them back bedsheets, does it just put them in the stagger state I assume? God I want my hands on this guy to test combo theories -_-.
  18. To be fair the consensus seems to be Nu mode for neutral (NUtral? =P) game and lamda mode for damage. Asking for much more than CT combos from nu mode on dy 1 is a bit much. Hell I think there are like only 3 Amane players in videos/streams that are doing actual combos and they are a week in already lol.
  19. Eh most of the posts in the thread are generally relevant. Usually it's just the posts about how fabulous he is that stray from semi-gameplay. Even the Tao thing just now stemmed from matchup thoughts. If we can reign in on the 'sparkles' posts that'd probably be fine.
  20. Might also be to leave the ability to 6c later in the combo open.
  21. So many good palettes. 8/9/gg/ungo/16 all good from the bonus ones. Ganguro (aisha) is still my fave regular one. Think 8 is gonna be the one I use though. EDIT: Oh man, I never saw his Troupe win pose until watching those Circus Oda matches. That is amazing. So far my favorite Amane is the one from G-Com, but hopefully SPINKING shows up soon. Would love to see what he can do with it. I think Stunedge might be trying him out also which would be awesome.
  22. Definitely a heavy-handed way to shorten the combos. It seems like some combos can still be stretched out though. Probably going to want to know the exact details, if they appear. I know Bullet H2 combos are rather long even with things like 5b starters so I have a feeling it isn't just a hard set limit.
  23. Since I don't use twitter myself I'll thank Jiyuna here as well as a thanks to Kurushii. Yuno Nu is pretty amazing lol. I'm glad a variation of the purple/gold palette is still in game too.
  24. Main problem I see is people with strong frame traps because you are basically gonna have to stick out an attack and pray you picked the right time to get away. Also, another way to get them into the air is 236c in the corner. 236c in corner into 5b(or 5a>5b if needed)>2d>j.6d might work? Just guessing that you can cancel 5b into drills since Ican't remember off the top of my head.
  25. She's got a decent overhead and I think a command grab so her mixup options aren't bad. Not to mention IAD drive crossups.
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