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Airk

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Everything posted by Airk

  1. Well, yes. :P It just served to confuse me on what worked and didn't.
  2. I thought I tried that and it didn't work, but maybe I paniced or did something dumb. x.x Oh. Or maybe the times I tried that it ended up being OD > Invulnerable Super. Bluh.
  3. The thing about arcade sticks is that there are now officially TONS of good ones on the market. Basically, any stick priced at $100 or up is likely to be a good piece of hardware. But what the best stick is for you is going to be a matter of personal taste. Do you like Sanwa parts? I don't. the stick feels too bouncy and the buttons are too sensitive. But lots of people love them. Do you prefer a square gate? I do. It makes it easier to find the diagonals, but you might find it easier to do certain motions on an octagonal gate, or whatever. But none of these are right or wrong or good or bad. IPlayWinner has some decent reviews of sticks and parts if you want to nose around, but ultimately, this is a matter of taste.
  4. The problem with "mash A" is that you'll usually get an air hit as he tries to dash somewhere, and good luck converting that into anything other than Bang flying around the screen. =/ I think mashing 236236C will work since it's slowish and has a ton of active frames AND won't result in a hit that he just techs out of, but it requires meter, so I was hoping for more clever option. And none of our normals usefully hit around frame 17. Though I guess since OD is 1+15, I actually only need something that'll be active on frame 16, which means 2C might work.
  5. So since matchup threads are basically broken, WTF does one do against wakeup FRKZ?
  6. It's in the options somewhere. Display options?
  7. Dunno, there were a couple of things you could punish with 22[D]; But yeah. 5CC is going to be really hard to hit with as anything other than a "haha, you were a dumbass and pushed a button" frame trap thing.
  8. Right, but unless you can find a clever way to land it in a situation where you wouldn't be able to land 3C...
  9. How the heck does Celica's "DP" (236C?) work? I thought it wasn't frame 1 invuln, but I keep getting clobbered with it. Is my meaty timing that bad or am I misunderstanding something here?
  10. Welp, I guess 5CC frametraps are meaner now? x.x Doesn't seem like a very useful FC, really, but I guess in certain circumstances you might be able to punish something with 5C [whiff]5CC, but unless 5CC also has saucy proration, you'd probably have been better off just doing 6C or something. Or heck, 3C[FC]
  11. It looks faster than that, but everything looks fast in this game. x.x At 27 seconds, 5CC is a fatal counter? WTF?
  12. Thinking of this a bit more, if 6b is faster now, what do we get off it on normal and counter hit? Because there might be uses for this in footsies after a fashion, against characters who have those annoying low profile moves that make 5b really awkward.
  13. So...Astral seems way faster again? And did they reduce hitstop AGAIN?
  14. Interesting wall bounce splat thing going on with j.214whateverthatwasbutnotD.
  15. Can we get a 6C off of j.236D>j.214D in this version? If so, DP loop sounds better than Zouf's suggestion. Er, also, Zouf, did you mean 421D, not 214D?
  16. 5BB has basically been my nemesis since I started playing this character; It's really kindof frustrating that they actually made it WORSE in CP (she used to step forward a bit, now she doesn't even do that.) Edit: With regard to using followup 22B, well, the good news is that A) it's plus, B) it moves you forward, and C) you can do 236A > 214B > 22B OR 236A>22B so they really have to react to mash it, and well, it still remains to be seen what the options are with charge. So I guess what I want tested is: What can we find out about 22D in terms of options?
  17. Welp, being able to get 2.3k off a completely non-optimized combo from 22B raw seems solid. It's sure not fast though.
  18. 10F would still be so much better than 13. x.x Really curious about changes to normals in this game more than almost anything else.
  19. Interesting. I wonder if they (the dev team, in this case) remembered that a lot of Tsubaki's stuff has custom windows anyway.
  20. Any idea what is meant by "harder to delay gatlings"?
  21. Well, not...necessarily? We don't really know what the other Active Flow triggers are?
  22. Well, it's going to be pretty different from Smash in the way that any "traditional" 2D fighter is different from Smash. By which I mean "They barely have anything in common at all except for the concept of spacing and space control." The biggest difference you'll find between BB (or GG, or Persona, for that matter) and a Street Fighter game is the increased emphasis on jumping; Street Fighter is a very ground based game, because committing to a jump is a big risk - you basically lose control of your character for a bit when you jump - whereas BB offers a bunch of options for actions in the air that can, in many cases, make being airborne safer than being on the ground. So I guess may want to think about how you can approach from the air and how you can stymie opponents who try to do likewise. As for CS/CP differences, they are fairly substantial. Even setting aside character specific changes (of which there are a TON) the guard break system is completely different (which entails a lot of stuff) and the removal of gold burst in favor of overdrive makes a pretty big difference as well. And apparently hitstop is reduced, so... Yeah. Fortunately-ish, CPE will be coming to PC sometime early next year, I believe.
  23. Thanks!
  24. I'm pretty sure people still play older versions of GG, but I think that's mostly ACR, so yeah, you're probably playing a pretty dead game there. =/
  25. I'm just going to link to the last few times I answered this kind of question. :P http://www.dustloop.com/forums/index.php?/forums/topic/12011-transferring-from-smash-to-ggxrd/&do=findComment&comment=939576
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