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Airk

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Everything posted by Airk

  1. There are a couple of choices. For people who like to jump out, creating 'false' gaps in your blockstrings will catch them. 5B(B) > Slightly delayed 5C will hit them. 5B > 6B may also. 5C > 6B definitely will. 5B(B) > 3C is gutsy as hell, but will also catch people out of their jump startup (Actually, it might not work off 5BB. F-ing nerfed attack level on 5BB. =/ ) For people who like to backdash a lot, if it seems that they are autopiloting, you can beat this with charge cancels, depending on the opponent. For example, if someone always backdashes after 5BB, you can 5BB > CC, which leaves you at -5 or so, but they've committed to a 20 frame action at that point, so you have lots of time to dash up and do another 5B to catch them in the recovery of their backdash. Also, if you have 50 meter and want to a 'hard' callout, 5BB > 3C will catch backdashes for a juicy punish. Basically, it's up to you to present enough situations where it's a bad idea for them to jump/backdash that they become unwilling to just upback/mash. You'll find that most people only go for these actions at specific points in your strings (usually after 5BB is the 'best' spot to do it) so mixing it up at that point with confusing options will teach them not to do that. The most important thing when playing Tsubaki is to use ALL your options, because that helps keep your opponent honest.
  2. If this was at all recent, they were probably playing the Steam version.
  3. Awesome, thanks!
  4. Really? Ragna is an easy matchup now? I always felt like he overlapped our core competencies so thoroughly that it was like fighting a better version of yourself, which made it pretty disadvantageous.
  5. Even so, I don't get the sense that people are going "Boo, the reduced blockstun reduces my options for jump cancel stuff!" so much as they are going "-18! OMG! So bad!"
  6. I concur, especially since there's no added distance either, so the backdash becomes slower as well. -18 is pretty much irrelevant though. I mean, when was the last time you didn't cancel this move? Now there's even more reason to cancel it, big deal. Believe so. Erm, not a buff. Nerf. Pretty big nerf. This means that repeating any D move in Mugen will cost you 240F of combo time instead of 120. I really don't grasp why people think the change in static difference on 6C matters at all. It's so trivial that I'm not sure why they bothered doing it.
  7. I think they somehow feel that Tsubaki and Makoto are the "target" power level for the game, and are trying to nerf people downwards and doing it somewhat ineffectively. I don't really see any real 'nerfs' in Makoto's changelist though.
  8. Not sure; I suspect the damage hit on mugen combos is enough to keep her from really being 'improved'. A lot depends on how the changes to her projectile work out though.
  9. Terumi has very little standing between him and top tier status. If he had a 20 frame overhead that lead into damage, he would be wrecking people. When I say "moves are fast" I really mean "mixup is fast" or at least "has a fast overhead."
  10. Yup. Tsubaki's overhead was fail against jumpouts (kinda still is because it's so damn slow, but whatever.) since they'd just tech and they did fix that with this patch. I tend to agree that there really wasn't anything wrong with top tier Makoto - except for the fact that she inexplicably had a CRAZY FAST overhead. 6B was 20 frames back then, which is nutso. Anyway, CS2 Makoto is completely proof that all this crap about "Oh, character X will never be top tier because of their design" is garbage. Any character can be top tier if their moves are fast and lead into tons of damage.
  11. As far as I can tell, they're ONLY buffing Bullet in this patch. Everyone else just gets nerfs or rejiggering. Super random, but hey, at this point, how well you did in this patch is more a question of "did you get serious nerfs, or just stupid nerfs?" instead of "did you get any buffs." :P
  12. Yeah; Izayoi's neutral just isn't that good because the angles covered by Sonic Saber are very limited, and her other neutral tools are kinda meh. All you should need to do here is avoid playing stupid and eventually you should be able to get in and wreak havoc.
  13. Yeah, but less damage means that he has to beat you with this stuff more times - let's face it. His rewards on stuff in CP, especially meterless, were completely out of line with his design.
  14. Fair enough. I still don't REALLY understand how the hitstop thing works. But the additional minus on block is the most meaningless change imaginable.
  15. Pretty sure the bolded part is wrong - I think that's SMP 'level' increased from 1 to 2, not attack level. Also, did they seriously increase Hazama's negative penalty resistance? x.x
  16. The nicest thing in there is probably the negative penalty change - that should make it a little more possible to run away to charge without the game going "No no, bad player, you have to go fight now." Still pretty minor though.
  17. Well, I guess I'll try to drop by anyway...
  18. And? Yes, there are reasons to import. No one has ever been dumb enough to argue that. What I am asking is why you would think they would give you English for free when you've basically deliberately gone out of your way to buy the game in a way they don't support? You know, informed decision making - "If I buy the import, I won't get story mode in English unless I buy the localized version too. I am okay/not okay with that."
  19. Actually, I was doing some experimenting with this, and it doesn't seem TOO bad. You've got a couple of choices here. The best one, I think, is to just spend a little bit of time in training learning to IB it. If you can do that, you do a 5C punish without too much trouble (though it won't be a CH). Since it's a super, you can just kinda let go of the stick during superflash and then move back to block at the right point in the animation and IB it, I believe. (I actually didn't test this when I was messing around. I don't think I was ever holding back before the superflash, so maybe this won't work?) The LOLs way to punish Asura is to mash out 236236C during the superflash. :P
  20. Incorrect; You could use a more effective compression method and stuff would probably fit. You can't do this in real time because it would be too slow, but I bet you could get it to fit if compressed. Install would become mandatory, but c'mon. The only legit concern in here is the super small hard drives on some 360s, and considering that they have support for up to 32GB of USB storage, even that's not really a very good argument when you can get a 32GB USB stick for $20. Fine, it's "required install" but c'mon. How many complete technological illiterates are really playing this game?
  21. So...basically the usual gameplan of "pin them down, don't let them play, and cross your fingers"? =/
  22. Honestly, to me, this goes down as one of the dumbest reasons possible. Modern consoles, they contain these things called "Hard drives". If you have a game that doesn't fit on one disc, you can do this strange thing where you transfer files from discs to this so-called "hard drive" and then, as if by magic, you can access those files EVEN IF THE DISK IS NOT IN THE DRIVE! FFS, Mori, this isn't 2001. "There's not enough room on the disc" is a b******t excuse nowadays.
  23. It actually might. But seriously. Why would you think that you wouldn't need to buy the English version if you want to play story mode? Isn't this the sort of informed decision that goes into importing a game?
  24. Soooo apparently the Game Over facebook page now says this is at John Harvard's Brewery and Alehouse in Harvard Square? anyone going to be there?
  25. Actually, in a lot of ways, the current state of 3D makes it EASIER for 3D games to stand out on their art, because so much of what is produced in the 3D space is only trying for "realism" it takes on a little bit of quality art direction to make a great statement. 2D GG games only stand out for looking old at this point.
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