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Dragonthorn

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Everything posted by Dragonthorn

  1. Great timing yung show of support ng iPlay, since was going to suggest that we utilize them more for our community building stuff. One thing I want to bring up to everyone, and this is nothing new, is to have a regular/weekly casuals. Just to enumerate the pros of this set-up: 1. Skills will get better overall due to regular competition as opposed to just playing a few people of the AI. 2. Helps in community building as everyone gets to see each other on a more regular basis. 3. Easier to bring in new people since there is already an established weekly casuals. More activities = more chances to attract and land new players. 4. This eliminates having to organize official casuals every now and then. 5. Possible venue to raise funds (more later). This is also great for the venue we will be holding it at (iPlay) as they get a regular stream of customers. The great thing about having it at iPlay is that there is little to no effort needed to set up. You have all the equipment there already. There's just an initial investment on getting the DLCs, but other than that, minimal yung logistics and organization. Another point I'd like to bring up is having weekly casuals could help in raising funds. We can charge an entrance fee for attendees, and whatever is extra from the rental would go to the community fund. We can then use those funds to buy stuff, like HD recording equipment, or prizes for our events. Actually what we used to do in the Naruto FG community is that we'd have casuals every Saturday morning at University Mall from 9am - 1130am, then have a mini-tourney just before lunch. It also served as a venue for new people who wanted to try the game out to just show up and experience the little community we had. Anyway would like to get everyone's thoughts on this. EDIT: Btw, patay na si Bin Laden. Inuman na!!!
  2. Daisharin into IppatsuA combo midscreen: http://www.youtube.com/watch?v=Z2rt5lCXkUI&t=4m13s 5B>2C>Daisharin (6D*1)>Haku>stick hits from above>dash>5B>Hatsu>RiichiA>IppatsuA>IppatsuB>j.BCB loop.~Around 3.9k damage. I think we're gonna be seeing more of this one...
  3. Exactly my point. She just has more relevant moves (based from what I'm seeing) in CS2 than in CS1.
  4. Just wondering if there was a other set up to this 3-way? I actually prefer picking them up with itsuuC, jC, 4kote, falling jC, (pause) 5D, j9C for this. I can do the land throw part and the 2B 2C[m] part, but not the airdash jCB for some reason.
  5. She definitely looks more fun to play. Her new playstyle forces you to use more of her tools, which is good. CS1 litchi you really didn't need to bother much with her other moves like 6C and j2D. Thrilled to see how useful the j2D cross up ends up being .
  6. I'm hoping her combos won't become too easy. Judging by the new loops they sure look easy to do. Her high execution barrier was part of her charm. XD
  7. Sorry, didn't get the joke at the end. :P My 2nd post clarifies my statement regarding her normals. Didn't really mean to make them seem as bad as how I posted it, which I guess illicited some negative reactions. And rightfully so. It just came out that way:
  8. Thanks, ATG. To clarify on my post about her normals (6B, 5C, 3C), my point just was they aren't spammable, you still need to time them right. But they are by all means above average normals.
  9. LOL you make it sound so easy. Do you even play her? Her pressure game is average at best with stick. 5B[m] is her only reliable jump cancellable move in that stance. She pressures better staffless but she sacrifices a lot of her range, and she becomes vulnerable to being pressured as she has no reversal moves staffless. She can zone ok but nowhere near as good as some of the better zoners in the game. Her normals, while good in range, actually come out quite slow. You can't just be throwing out 6B, 3C or 5C for instance without getting IAD'd.
  10. I wonder what are the possible combo starters for the new staffless loop? If I were to guess, it'll involve 4D. Man, she's so reliant on that move now. Theory fighter: 2C-4D-hakuchunhatsu-riichiA-B-6C(1)-4kote-j.BCB loop-corner ender So much for balance indeed.
  11. +1 for Dix as well. You see, a lot of guys who voted for him didn't even know him (or each other for that matter) until a few months ago. He's directly responsible for the BB scene here in the Philippines, which was non-existent until he put up the Philippine thread. So yeah, I feel he deserves an award for that.
  12. Wasn't asking if I should be throwing it out or not anyways. Well, it does seem useless if you can do more damage off of 4D now. Not to mention 4D is a lot safer. There was a better trade off in using those 2 moves in CS1. Not 4D is much superior. Well... unless you can use 6a[m], RC, itsuuC for long range, like right off a 2B[m].
  13. Not sure what to make of the new 6a[m]. Seems pretty useless now, unless you can do something off of it. Is it manten return state again?
  14. It's not that bad. She's still got 4D.
  15. Oh yeah right I guess you delay with the dash as well. Sorry about that. I guess I had the extreme delay w/o the dash as a benchmark. With the dash the delay is much less but yeah as LK said it's still there.
  16. Don't you mean 2c[m] itsuuA? When you dash you don't need the delay. It's only when you don't dash kote that you need to delay between haku and hatsu. And try to be deliberate in your inputs, no need to rush that much. The only time in the whole combo where you have to be fast in your execution, at least from my experience, is between itsuuA and haku. The rest is deliberate. It's actually pretty easy when you get the rhythm down.
  17. Despite her apparent nerfs, based on the stuff you're still able to do I'm optimistic. The loss of comboability of 6A and itsuu hurt, but she still has some high damaging combos at least, j.C[e] untechability, and CH wallbounce.
  18. Hi guys, any tips on landing this combo? (corner) 236A > 236C > 236B > 236A > 236C > 236B > 236A > 236C Having a lot of trouble linking the 236B and 236A. Thanks!
  19. I see. I usually do 696 for my IADs. No wonder. Will try that out, thanks!
  20. Question guys. Any input to make Arakune's IAD much easier? His timing seems to be different from other characters.
  21. Sticks is easier with the arcade lay out. K S HS P - D Just press the top three buttons. With pad you might have to button map a bit.
  22. Thanks. That was just a guess though. My button input goes somewhat like this: P S HS K Re D So I guess I will have to change the K and P buttons. Good to hear that the Respect button isn't there, because I press it by mistake sometimes with my layout. :P
  23. Ok thanks. I can't imagine pulling off FRC's without button mapping. And correct me if I'm wrong, but the arcade button notation is: K S HS P Re D Sorry, no arcades in my area got GGXX, and I am particularly new to this game. I have an arcade stick, and want to match the button placements exactly as you guys have it in EVO, and in Japan as well.
  24. Stupid question guys. What do players use in GG tourneys in the US and Japan? Sticks or ps2 controllers? And is button-mapping allowed? Thanks!
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