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omegaryuji

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Everything posted by omegaryuji

  1. I find st.JP, st.SK, cr.SP, st.FK, and st.RK are my main ground normals for neutral/footsy play. Yeah, I know it's probably not much help to list about 40% of her buttons. Really, Felicia has pretty good normals overall (the biggest problem with them is not having anything outright abusable aside from maybe cr.SP), but it's hard to describe when you should be using one or another aside from just learning from experience. As general help for that playstyle, I can say that you can try taking a read through the footsies guide from sonichurricane (link), but for specifics...it's an experience thing, and I'm not nearly experienced enough to say anything less vague . I usually dont feel like I'm leaving my opponent free when I'm harassing them in neutral, so maybe you're playing it too passively? Although, I feel like Felicia's neutral game depends a lot on the other player respecting it, too...if they're willing to just eat hits while getting in, it's up to you to turn those stray hits into more damage. In terms of offense, Felicia is most similar to Gallon/Talbain/Wolfman, with (arguably) better normals in return for worse specials and less damage. I think her high/low is mostly based on renda'ed cr.JP vs shorthop buttons, but I'm awful so don't treat that as gospel. As for comboing off of the hops, I have the most success with sh.SP/sh.FK linked to cr.SP. sh.FP and sh.RK are slower enough to get poked out a lot more often. Felicia- Midscreen DarkForce BnB can be extended with short-hop J.mk, LINK cr.lk (helper hits) than back to the typical repeat BnB. [cr.lk, RENDA cr.lk, (helper hits), walk forward.]x2 Best corner OKI is to 44J.mk, cr.mp XX ES-Buckler; for the cross-up overhead or the landing low. This is ideal b/c it always ends in a cornered opponent. Compare this to a quick left/right walk-thru and Felicia’s mixup has a chance to leave the corner.
  2. It's possible. I mean, Tager lacks otherwise universal movement mechanics. Maybe Arc figured giving Azrael a 25 meter un-normal-blockable move was too much considering his other buttons and 50 meter can-be-made-un-ground-blockable move.
  3. I'm in woodbridge and like playing GG and BB (GG moreso). But I'm ass and regular meetups don't jive well with having to travel often for work , so I'm not sure if I count.
  4. To be EXTEMEMLY MEMELY SERIOUS AND MATURE NO TROLLING, reading through the past day or so of posts here was better than Dongs McGee's mornin' cornin' . I'd join people for drinks. Not so much the other stuff, but drinks are always good. If only I could remember where I put my slivovitz...
  5. May vs I-No? Eddie/Test vs Pot? Maybe not quite 3-7 bad for Pot, but close. D ice spike and especially FB spear mean that Dizzy can control a LOT more of the field with fast projectiles, so she can be more proactive in her zoning. Murdering Justice makes sense in light of this, IMO, though the matchup will probably get closer as players get more time with Justice. Testament's abare and defense were both nerfed significantly with the changes to H EXE Beast, so he either needs a knockdown to get set up or to burn meter on FB skull to gain an advantage in neutral...almost makes the matchup a reversal of how it was in AC, when EXE harass could keep Dizzy from summoning in neutral. Can't say as much for the others, but I'd guess Eddie, HOS, and ABA have harder times getting their momentum started with Dizzy's upgraded zoning and footsies (from what I recall, they all got stuff to make them scarier when they're already juiced and in your face, but they still have to work to get into that situation to begin with). Not saying I completely agree with the numbers (plus, you know, standard "first month matchup chart isn't gospel" disclaimer), but I can see some logic in them. Also, I'm quite a noob with Dizzy, so don't put too much faith in whatever I say *laughs* .
  6. I was lucky enough to find out about dustloop right around when GG ranbats at LG stopped from lack of players, and then have sooo damn many of my subsequent attempts to meet up with people get preempted by being sent out of Canada for my work (which is especially frustrating because I didn't have to travel much at all in the previous years at the same job *laughs* ). You know, if you call that "lucky". Plus I have a slow time of improving when I usually only have about 30-60 minutes per weekday when I'm not busy with either work or personal obligations. Though I did become the unofficial 3rd best HnK player in Waterloo last year despite needing to drive for about 3+ hours round trip to actually get to/from Waterloo, so that's...something?
  7. So I guess I should walk forward a bit more after 3AA before doing 4B. Probably just been rushing it from underestimating A bug blockstun. Thanks, I'll try that out too.
  8. Wow, didn't realize this thread had so many updates since I'd last checked it. Guess I should've given it another read sooner instead of asking nooby questions that are already answered here *laughs* Anyway, question: I'm having a problem with doing cursed 3AA>6A/4B>]5CD[>jc j.C(not crossup)>stuff mixup against Hazama. I sometimes have the j.C whiff, which seems to depend on when he switches between crouching/standing block. What am I doing wrong?
  9. The first way is fine. Arakune combos are too funky to fully describe without either making special notation conventions (which will invariably not be followed rigorously in random discussions and probably end up causing as much confusion as not), having notes to explain special quirks, and/or having video links for visual reference. Then again, I might be an autistic savant, making sense of insanity (or just, you know, someone who makes the effort to try doing the combo and figure out how it should work from that).
  10. The only info about changes I saw from the last loketest was for Dizzy:
  11. Updated. Thanks for pointing that out.
  12. To add to what ATG said about Vice: -Her Decide (hcf+K) changes properties depending on the version. hcf+B can be comboed into and only hcb,f+P/hcbx2+K is guaranteed after it. hcf+D can only be comboed into with a drive cancel but can be followed up with qcb+A. hcf+BD is an anywhere juggle, meaning it'll juggle in situations where other stuff won't (like after antiair st.A), and you can follow it with a cl.D. -Learn to do run>hcb,f+P. It's fairly easy and useful for obvious reasons. -hcb,f+P and hcbx2+K are both instant grabs, so you can punish stuff with them that'd otherwise be safe. The DM also has invincible, so it can work as an anti-meaty on wakeup, but good players generally aren't going to be standing right next to grapplers on wakeup to begin with. Who do you use aside from Vice?
  13. Range dependent. You're usually better off just canceling from the first f+A instead of trying to do the second. You can also follow Iori's wildthrow with h.D to reset for another mixup or df+C, BC, HD juggle combo of choice. Also, to whoever was asking about Mature's rekkas (noticed, forgot to quote, whatever), just play around with the input timing. It's hard to describe, but all I can really say is it's slower than it looks like it should be (same advice if anyone is struggling with Duo Lon rekkas, btw). You might be able to do them more easily if you hold down the button instead of just tapping it, but I'm not sure if XIII still has the input autorepeat for specials/DMs like other KOFs and I'm used to using Mature enough in the past to just do her rekkas normally. But yeah, like Shinsyn said, you usually have a good amount of time to do inputs, so try slowing down a bit if you're having troubles (unless the problem is going too slowly *laughs* ).
  14. Not completely up-to-date with console Vice, but I don't think anything else will combo after hcf+K. EX hcf+K is what lets you get fancier.
  15. Clearly. I mean, he just has fast movement speed, specials that are safe and gain silly kinds of invincibility when EXed, a grab that combos easily into anything you want to juggle with including HD mode activation and can be used to set up ridiculous resets, a DM that crosses the screen pretty quickly and causes hard knockdown, and some of the highest 1-2 stock damage in the game. Oh, wait, sorry, I used logic on the internet.
  16. He seems mostly like 97/98 Kyo to me, just missing the qcb+P counter.
  17. I think the number was 3, too. Pretty sure at this point that they were talking about Hwa, Saiki, and boss Saiki. SNK trollin'. How many times does Yamamoto have to say that Geese is 100% not going to be in XIII before people believe him?
  18. All I know is South Americans and Europeans are giving positive early reviews of the netcode performance between countries. Granted, "between countries" isn't a huge distance in those areas, but hey, it's something.
  19. Online first impression from someone in europe: Source
  20. Nobody said that XIII was using the same netcode as anything SNK had done in the past. What had been said is that SNK took the performance and player feedback from XII as a baseline to build up from in XIII. Can't speak for the 360 games, but 96 on PSN hasn't given me any problems (aside from the strict input issues that were around for the arcade version as well *laughs* ), whatever that shows. Also, for what it's worth, the hot (but unconfirmed, as far as I know) rumor going around now is that Damdai (yes, the Supercade guy) helped develop the netcode for XIII. Actually, SNK using Supercade as a base was rumored from nearly 4 months ago, if I'm not mistaken, then quieted down for a while before this came up a day or two ago.
  21. Ah, good call. In addition to characters with good DPs because invincible moves are cheap, there are also characters with 0-frame supers because grabbing during the super flash is cheap, characters with OTG attacks because hitting people when they can't defend is cheap, and characters who can do 5+ HDC combos because doing a 10-15 second long combo is cheap.
  22. Things that online warriors cry about: -Cheap characters (non-extensive listing) Anyone with super-crossup command moves because tricky blocking is cheap (Robert and the Ioris and the Kyos) Anyone with aerial specials because being able to dance around fireballs and/or dodge DPs and/or double-overhead is cheap (Robert, Yuri, Kim, Leona, Hwa, Athena, Ralf) Anyone with good range because footsies are cheap (Duo, Billy) Anyone with safe special moves because chip is cheap (claw Iori stands out here since he also has the "bitches ain't shit" wildthrow and a crossup kick, but pretty much anyone can join in) Anyone with good keepaway because not playing rushdown is cheap (Kensou and Athena) Anyone with counters or autoguard because avoiding stuff without blocking is cheap (Maxima, Chin, Elizabeth) Anyone with command grabs because unblockables are cheap (Raiden, Goro, Clark, Shen, Yuri, Maxima, Elizabeth) Anyone who can run away because turtling is cheap (Saiki, Mai, Athena) -Characters with troll animations Ash, Saiki, Raiden
  23. Pretend it already started to be monthly, and you just had the one for November. Which reminds me that I should ask for time off work for NEC so that I can actually drive people *laughs*
  24. EX Kyo's hand is burning red! Its loud roar tells him to grasp victory!
  25. Ah, poor Montreal, not knowing about the other Arturo.
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