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Airk

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Everything posted by Airk

  1. That's been confirmed as a joke already, which is a bit of a shame, because it's hilarious and would be more funny if true, but hey. j.214D overhead is still really nice. See how long THAT lasts.
  2. Never; They'd have to both rewrite her entire personality AND remove her drive to cover all the bases there. :P
  3. Dunno; Right now I'm not really speculating about the OD cancel stuff because there's way too much we don't know. OTOH, I just saw this: It's probably not true, but I LAUGHED, so I thought I would share.
  4. The point isn't that it kills them 'harder' the point is that it's MUCH EASIER to make happen.
  5. Uh, that is not what I'm reading. Though he has ridiculous GGs off Houtenjin again, but now it requires OD? Whatever. He totally had it coming anyway. :P
  6. I think the "22[D] not an unblockable" thing is just them confirming that yeah, no, that's not back. :P 6C change hurts and makes me kinda sad. Hopefully still can be jump cancelled on hit or it's going to kinda be garbage now unless they change 6CC to float a lot more or something so you can do 6CC > 2C Stuff. :P j.214D overhead is lols. On the one hand, it's something that, honestly, we kinda need. On the other hand, it's something they gave us once in a past loktest and then took away. Well, we'll see. Almost seems like they ARE nerfing everyone to T-tier. I can't actually say that I'm entirely sad about that, but it seems out of line with past goals for the series. Maybe they are nerfing the crap out of everyone in initial tests and then rolling back? Who knows. Loktests are fun.
  7. Well, based on the fact that Tsubaki is running before they've all even 'launched' yet (some of them are clearly behind her) it seems like there's going to be a lot more time to act there, at least. Still prolly not worth going into Overdrive for, but who knows.
  8. Azrael has TONS of random guardpoint crap on his moves for no readily good identifiable reason. I still don't understand why anyone views him as an "honest" character. He might not be Noel levels of BS, but he wants to be.
  9. Like weather or not it's a good idea to throw paper again. And yeah, Tari, that's what I've been doing, but it's annoying and I was hoping for a better way. oh well.
  10. Uh, welcome to like 3 games ago. Tager is scary as hell up close now. This is actually the problem with the balancing they've done on Tager - he has a few matchups where it's like "Whee, I can do nothing, and I have to somehow get in/catch them TWICE (because the first time I do, it's burst time)" but most of the buffs they seem to like to give him are "Here are more ways you can screw the people who actually have to fight you in throw range." They need to come up with some tools/changes that influence his ability to A) Get through steins/swords/bats and B) Stay on top of Valk/Tao/Hazama, who all generally laugh at magnetism. Secret tip: Fix magnetism.
  11. Containment. If you didn't have a thread for it, it would pop up everywhere. :P
  12. Again, this is missing the point; I'm not trying to check if something is or isn't a frame trap or find ways to get out of it. I'm trying to TRAIN myself to do it with an appropriate level of delay.
  13. Sorry, but who the hell has a "punishable on block" normal overhead in this game? Please tell me, because I would like to start punishing them, thx. :P Sure, you can look at a bunch of overheads and go "Oh, well, these characters (Rachel/Noel/Relius/Whatever) also have slow sucky overheads!" and the answer in all of those cases is "All of those characters have other overhead options and/or ways to cover/force you to actually block their overheads (That don't require 50 meter and a specific setup.)" (And as you mentioned, Litchi has both of those AND her overhead is 22 frames). The problem Tsubaki has isn't actually that "her overhead is slow" it's that her mixup is poor in general as a result of generally slow, short ranged normals (2B is still the worst 2B in the game) which results in barrier being even stronger against her than against most characters; Only one option of any sort of "mixup" unless you count jump-ins (there's a reason that you see Kuresu doing a bunch of j.b > Airdash > j.B > j.C> j.CC stuff) causing her to be more dependent on throws, which all have laughably short range. She lacks any way to burn her harder-to-get-than-everyone-else's special resource in order to either enhance her mixup or extend her pressure (imagine if j.214D was on par with Rachel's 2D > j.A) and 6B just doesn't make up for that all by itself (being a generally unremarkable normal in its own right.) Her only option, really, is to play a sort of "Russian roulette" of "which bad pressure reset option will I use this time?" in order to stay near enough to her opponent that maybe, maybe they'll fail to block her one mixup option. So the choices for fixing this are: A) The obvious "Make her one mixup option better" - which is actually a little bit dubious, because it risks making her into a one-note character that is all about forcing a single "50/50" situation. B) Give her some means to spend resources to extend pressure so that she gets more chances to use her one mixup option (an obvious choice here is to make uncharged 22D +2 or so) C) Give her alternative means to open up the opponent - I think someone thought the command grab was going to be this, except that it's range and lack of damage make it completely unthreatening most of the time, and it came at the cost of another method (22D unblockable). An obvious choice here would be to make j.214D hit high. If they're worried that's too fast they can slow it down to like 18 or 20 frames of startup without meaningfully impacting much about its other uses, and if they're worried it's too much damage, they have this little thing called "P1 Value" that allows them to determine exactly how much damage you get off a move when it is used as a starter. And anyway, we're talking about a move that costs a scarce resource AND is -8 on block in the best possible scenario, AND would only really be a meaningful mixup off 5A/5B/2A because none of our other jump cancellable normals have any option for a low followup. Anyway, once again we're back to me ranting that there are about a billion different things they could do to make Tsubaki better and they just have to pick some without deciding that we also need corresponding nerfs. The Choir. I preach to it.
  14. I don't think there's evidence for this. I think there IS evidence for them basically knowing nothing about her and how she works and the problems she faces. Anyway, my dream for this update is faster normals in general. Tired of Tsubaki's normals getting worse and worse over time.
  15. I think (heh) that this is the opposite of a lot of the advice given here - you need to be able to NOT THINK about most things, because you really don't have a lot of time during the match and things are happening very fast, so it's crucial to offload as much thinking as possible so you can saving your thinking for the critical stuff and/or getting to Yomi Level 3. :P
  16. Sounds like we have completely different definitions of "autopilot" :P But the example you cite supports MY definition. This is why it's possible to bait AAs by double jumping - people's autopilot kicks in and says "He's jumping, now is when I AA him!" and then the double jump screws everything up. It's only when your autopilot gets good enough that it reacts to "all" situations "correctly"....
  17. Time for the Litchi match is way off - should be 10:48, not 19:48
  18. Correct; I just verified this the other evening.
  19. Home and around ish; Post here if you want to get a room together. Sorry Naroo - I figured with no setup, it wasn't worth heading over.
  20. Yeah, honestly, I can't imagine OD auto-curse being balanceable at all. Even if it were A) Short duration and B) completely emptied the curse bar as soon as OD ends regardless of how much was in it when OD started, it would still be the best overdrive in the game.
  21. Well, I usually need a little bit of warmup, but that's only a match or two to get the execution going; After that, I play well for... 5-10 matches, tops, then I start to get stressed/rigid.
  22. Well, can't argue with that, but now it sounds like we're back to not having a setup. But it sounds like it's just Naroo and myself anyway? =_=
  23. What we basically have right now is a "Street Fighter Clone" - at this point, its' been demonstrated that there are a number of ways to make characters with a fundamentally similar moveset play differently. But it's still a little disappointing since Street-Fighter-Clonism was previously absent from this game.
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