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Chojin

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Everything posted by Chojin

  1. That wouldn't work. You would have to do 2P, 6646[s+H], since the dash would prevent you from throwing. It would work better to do a close 2P, wait, 6[s+H].
  2. 6P seems too dangerous. A lot of people will try to counter a tick throw by using a low poke which would beat out 6P since it's too slow and has no lower-body invincibility. I think the best (safest) option might be to do: 2K/2P, recover, 5K, 6P, ... 5H, dipper (on hit) 6H, etc (on guard) It just isn't as brain-dead and damaging as his slash options.
  3. It seems like: combo into 2D, orb, 66, 5H, orb, aircombo ...does much more damage than a combo into sacred edge ever could. I don't have any numbers to back that up, but that is my experience. In other news, I'm sort of bummed that I can't do my favorite throw-bait anymore, which was: 2P/2K, recover, 5S CH, 6H, combo If your tick move put you slightly out of throw range and they attempted to throw, you got a decent ground combo into knockdown. Otherwise, it set you up nicely to continue pressure. Not that I've been trying, but I haven't seen anything similar in AC except maybe: 2P/2K, recover, 5K, combo Anybody have any ideas?
  4. In other news, water is wet, fire is hot, etc.
  5. Haha, yep, that would most likely be me if I just ran back and forth throwing stun edges. EDIT: It's pretty easy to identify me. I'm in the air a lot and I do a lot of ASE. And I use the red color.
  6. Hooray! <3 Jais
  7. Could you please change the name on the video? I want people to see my shit getting ruined as it actually was.
  8. I don't think that's me in the vids against Sean. I almost always play the Red color, plus whoever that is does combos that I don't do, etc etc. Were those taken in your hotel room? EDIT: Yeah, that's DEFINITELY not me, for the following reasons: 1) Not my color. 2) I'm a lot jumpier 3) I use a lot more ASE and j.D 4) I always IB rock it 5) I hardly ever combo into GS, and I NEVER do it after stun dipper RC. Plus, the only person who knocked me off of your hotel room TV was Prucha.
  9. Ky looks to be a bit more interesting than his Slash counterpart. Fast ASE seems good, FB j.D looks great, CSE is still useful, and 6H looks fairly solid. I'm not sure what to make of Lightning Orb at though point though; so far it look like you could use it to punish attempts to knock Ky out of CSE, but that's more of a shenanigan than anything. I'll have to wait until I see what it does on block/hit/CH, etc. I don't think the stun dipper nerf is that bad either. It's been a fairly dominant poke for Ky for so long and it was far too good in Slash against certain characters. New greed sever looks fine too, but then again, I was never a fan of GS loop.
  10. The game looks very interesting to me, if for no other reason than it breathes life into GG, which I thought was becoming somewhat stale. The game is aesthetically pleasing and everything, but new moves and system changes have me excited. The only thing that worries me is that all the new content might break the game somehow, either by bugs or balance issues. Still though, I'm glad that some characters seems to play differently now than they have for the last hojillion iterations of XX (even if only superficially).
  11. That's not necessary... =\
  12. GGX Advance Edition.
  13. What levels of play matter in balance except high level? Yes, Ky has it easier against beginner/intermediate players, but that's the fault of those players, not Ky. As far as his design goes, I think you're taking a very superficial view. While other characters may require more difficult input, that only matters at first. Once that temporary obstacle is out of the way, it all boils down to you, not the character. The reason I like Slash Ky so much is that when you outwit your opponent, you can actually cause damage, whereas #R Ky could only get damage from 5D and 6H (and sometimes 2H), which generally happened because your opponent couldn't react quickly enough. If Arcsoft feels that Ky needs a tonedown, then that's fine. But I don't think he needs a very big nerf at all. Lowering S fireball level is a good idea as well as lessening stun dipper range. But changing S and 2H back to #R and giving CSE a huge nerf is just stupid.
  14. Does anyone ever have a problem with normals coming out (usually K) immediately following FRCs? I never had this problem until very recently, so I'm thinking it might be the stick (although that would mean it'd have to be the PCB since I replaced the buttons). But then again, maybe I picked up a bad habit somewhere along the line?
  15. A noble goal. Why is it that most Ky players are top-tier apologists? I don't recall every #R Eddie player saying "lol i hoep eddie is mid tier in slash b cuz hes 2 gud". Gimmicks are shitty. That's why they're called "gimmicks" not "tactics". #R Ky was all gimmicks because he lacked any reliable source of damage or mixup, and that's why he was mid-tier at best. With Slash Ky, you can count on having a solid gameplan and good yomi to get you wins. The brain-dead, "lol fireball" crap that everyone tears about only beats shitty players who couldn't defend their way out of a paper bag. I have no idea how AC Ky is going to play. I just hope he retains the ability to get solid damage off of effective mixups.
  16. You have to keep track of it yourself. Chances are that if you're playing against a character with low dizzy rating and you've CH with some high dizzy move (ABA's non-mohora 6H, for example), then they're probably close to being dizzied.
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