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Tachyons

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Everything posted by Tachyons

  1. What? After all that strikingly sharp display of the game it CAN be worse than MKV? I hope you mistyped. Anyway, picking partners based on stackable abilities is really something to think about.
  2. The animation looks better than what was presented in the previous one. Backgrounds are VERY nice. Stay hype! Beatrice > Terumi in trolling
  3. Yeah, the in-between animation could be better, but the game looks like it will flow well.
  4. The title is Ougon Musou Kyoku. I guess this is 07th's crack at the fighting game department. Sprites look certainly clean.
  5. With this many changes in gameplay, I HIGHLY doubt console gets a patch let alone a free update.
  6. http://www.youtube.com/watch?v=Edtpo8slXNI Notice in the VS Tsubaki how the Hakumen uses 6A in corner. Is it a legitimate move to do in corner? It seems like it can cover roll tech and if they neutral tech you have advantage.
  7. Anime, chains, and airdashes. Stayed for HakuMAN.
  8. The shit talk on Garu wasn't apparent on stream, did they shit talk on the level of SB? In MB teams at EVO everyone was just having a good time even when Garu lost.
  9. Hakumen 6A -> 6B one of his few and useful gatlings.
  10. For wishful thinking, I'd like Jabaki wallbounce on normal hit for corner combos. Ressenga KD is interesting. 5A anti-air combo gone D:
  11. 3C never had a gatling in BBCS. Only special/DD cancel. 3C floats the opponent and can tech on landing in that loketest video in stead of tripped and on the ground for a long time.
  12. Is there an advantage to using a superjump cancel in 2C j2A? So far I can combo with no SJ cancel. EDIT: Okay, maybe I should. Any tips for doing it on stick? Can't seem to get 2C superjump down consistently.
  13. There are only two levels of CH as far as I know. Getting CH on multihit moves add up the CH stun time. In CC, The stun system feels like everything is a CH2 (long counterhit stun on special moves) to replace the level-1 'armor' system from vanilla MBAA to PS2 MBAA. Combo system in general MB is quite intuitive. You can pretty much cancel anything into everything, that is, cancel from normals to any other 'level' normal which is termed reverse beat in MB. This is useful for some character's BnB, random hitconfirms, and especially useful in recovering from blockstrings. The idea is that you cancel your heavy attack into a light attack to shorten the recoveries. You'll be left with less disadvantage, but if you mix up where and when you put in reverse beats (most characters in MB have looong cancel windows on their normals) and specials, they'll have to think twice in poking/jumping out of blockstrings. Think of it like BB Tsubaki's drive canceling. MB's air game gives out the highest risk and reward. You land a CH in the air, the opponent cannot tech until they touch the ground and you can do anything to them during that state. In a reverse situation, you'll be eating a big combo.
  14. Hakumen doesn't have anything to force Ragna to not wakeup ID on neutral tech right (like meaties)? So at best I'll condition Ragna into punishing his wakeup ID before I can do anything I want? Or should I just be out of range of the DP and poke him from afar?
  15. So were there any tournament regulars on there?
  16. HakuMAN. That is all.
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