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Prestizi

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  1. Longer lasting slower moving means it maintains screen control for a longer time, i think its a pretty nice buff ( assuming it's talking about the lotus bats before they attach ).
  2. I sure hope so, I LOVE it when i have a pumpkin on top of someone and it whiffs through them during activation. Also what does it mean that it only has 4 uses? I was under the impression it only had 3 to begin with?
  3. Some people still have PSN/XBL EX, some are waiting for english CP, some have JP CP. Some people are veterans and some people are new players.
  4. Current active players mostly range from complete beginners to monsters, don't feel bad about being bad! Fight and improve! Currently the largest amount of weekday activity occurs during EST evenings(6-12 EST). There is currently no scheduled matching, you ask and someone responds. Anyone should feel free to join, just stay chill, be classy, and avoid contributing to any drama. Feel free to invite anyone else, as long as they can handle ^^^ Just add me on skype and request to join skype: agniesnaz Notes: 1. /alertsoff This command will protect you from the wall of notifications. You don't need to pay attention to the chat, but when you want to play... 2. SPEAK UP: When you want to fight matches ASK.. clearly, maybe even repetitively!. This is why the group exists so it takes precedence over the current wall of text. When you have a game play question, ask with specific details 3. This is all text, no voice 4. Conversation topics are not moderated and may be NSFW at times, but... REPEAT: Drama=ban, take your salt and harmful gossip elsewhere 5. Most players here have BBCP now, some are still on EX (PSN/XBX), There are players from around the world, but most are in the US.
  5. This is actually one of the things i was going to ask a question about but since its already answered, can I ask if there are any other decent ways to swap positions? And off other kinds of hits, for example: 6a, j.b/j.c, 5b, etc? If I'm near a corner in neutral and i land some kind of hit generally I really want to swap positions but I don't always know how. The other question i have is, what are some good options i have after landing a j.c CH, if I'm already too high or they get hit too far away or some other awkward situation. 1. When i do have double jump available 2. When i don't 3. Wind? Windless? I get these semi-often and i usually can't figure out what to do and it feels like a waste. To be clear, I'm asking about all situations where you can't just casually land (windless) and run up to catch with a 5B. Sometimes even the other person lands first because i tip them with j.c on my way up.
  6. No, thank you very much. I was looking for a comprehensive answer just like that one, since I really have no ideas/experience in the various ways of dealing with it.
  7. Another question: How do i punish barrier usage? Or basically how do i make use of instant overhead against people who tend to use barrier against the JCable stuff, or against the IO strings in general. But i'm also wondering if there's a way to discourage heavy barrier usage or punish it. Or what is the reason why people aren't using barrier all day against key points in strings to mess them up?
  8. Thanks a lot guys, that clears up a lot!
  9. Guys, can i get a detailed micro-guide-explanation on how to properly do instant overhead pressure strings? On viable targets i can do gapless 5b -> j.a, but i have several issues 1. Often i get a superjump which ruins things -> How/when should i be inputting the wind? Any tips on how to do it so this doesn't happen? 2. Often even if i land a hit, the j.b wont connect properly or the animation gets cancelled entirely or something else -> Is it because im inputting the j.a a bit too late or something? ( I might be... i play against a local hazama lot so im in the habit of delaying ) 3. I have no idea how to do the fuzzy block version where rachel JC's and does more j. attacks Does this require 2 winds or can it be done with just the initial wind? If its 1 wind, how/when do i input the wind such that it carries over into this? When should i JC? Are there any points in time where i should be delaying any inputs at all? Can i get some examples of practical strings to try for this? Can it be done on exceptions like hazama? What do i have to change? Are there any exceptions for doing this that aren't already an exception for gapless instant overhead?
  10. From what i gather, your criteria is essentially the same as mine, and Rachel is the best thing that has happened to me. Nothing before and nothing after rachel has ever been as good. ( I'm having doubts... that this will ever change ) The way I would summarize rachel would be (SETUP)->(MOMENTUM)->(RUSHDOWN)->(LOCKDOWN) What i want from a character: Moves that create persisting ( as long as possible, generally its much longer than most other things ) "objects" which are essentially traps. Ideally, i want a mix of types of traps: 1. Auto-activating/Always-on traps: the same as a land mine, something where if you are close enough its already active and hitting you (naoto mines) These the opponent have to worry about 100% of the time as a threat that will for sure be there and activate. They absolutely have to completely avoid them or disarm them. 2. Remote detonation traps: Things that are placed, and then "trigger" on demand. Ideally these last forever. These are important because, they may trigger, or they may not, and its up to you. The opponent can't "force" these to trigger by being near them (or whatever trigger condition). (mind games) The value of the trap is determined by: 1. Damage potential/advantage gain potential 2. How easy/safe it is to avoid/disarm 3. How easy it is to control/use ( on demand traps that involve a really slow and unsafe activation are lame ) 4. How much time-space it controls (duration, activation duration, movement+hitbox, number of traps allowed) 5. Through the combination of the above, how much threat respect the trap is capable of earning ( traps that lack clout and are easily disrespected are garbage ) I don't want to just run around zoning the opponent with traps endlessly, fighting to keep an eternal keep away game going. I want traps as a way to build advantage, and swing the momentum of the fight to be heavily in my favor, which i would use to rush in and pressure the opponent hard. Ideally i want to "bring my traps with me" and shift from traps being a "defensive/momentum" tool to create space into a set of "offensive/pressure/lockdown" tools to lock the opponent down in the corner with (this is figuratively, if i can easily place new traps in the corner to create the same effect, its just as good). Compared to other characters that approximately adhere to this classification ( i haven't played MK, but Naoto and Testament are exactly who i think of ) Rachel probably starts rounds with the biggest disadvantage ( the only character i can think of who has a more disadvantageous start is Arakune ). She has almost all short range normals, that are often slow and unsafe. Her long range attacks are extremely low priority ( lobelias lose to almost ranged move in the game ... ), slow startup, slow recovery, generally unsafe. But the advantage she builds up from pulling out anything is so substantial that it can completely overturn this. Rods: Permanent duration until use, up to 3, remote activated, infinite vertical, hit can usually lead to a large chunk of damage. Frog: Extended duration, can tank some hits (difficult to disarm), automatically activated, fairly large hitbox on activation, autonomously moves towards opponent, extremely bad to block it (high clout) Can be moved extremely fast by using wind Pumpkin: Medium duration, nearly instant activation that is completely independent of what Rachel is doing, extremely high speed of movement across a huge range, controllable in 8 directions (multiple times) Initially, it will seem like Rachel has less coverage with her traps. But the reason why im stuck on Rachel, and unsatisfied with anything else, is because of wind. Wind allows you to control rod placement, rapidly move frog up, and to instantly attack with pumpkin. Considering how fast pumpkin activates, how far it goes, and how long it keeps people in hit stun, and how fast rachel can move with the boost from wind ( practically teleportation when done with air dashes ), her real coverage with pumpkin is absolutely gigantic. Once pumpkin is on screen, theres very few ways to be safe from it or to avoid it, and you never have to actually spend the wind to activate it because it does it's job just by being out ( thanks to insane speed of activation + travel ). Frog is amazing because, its very hard to disarm it ( it takes multiple hits from faster attacks or a single slow attack ), and attempting it will get you CH'd by pumpkin. Blocking it will get you locked down by frog, which is arguably just as good/better than hitting with it. Even if you avoid the frog and get past it, it can be pushed up instantly with wind ( you can do this to get out of enemy pressure if george is out ). Once cornered by Rachel, things get horribly ugly for the opponent. Thanks to frog and pumpkin she has the luxury of being almost completely safe from almost all bursts and reversals. Rods switch from being threatening traps to tools to continue pressure/frame trap/extra damage in combos. Wind can now be spent on doing extended pressure and crazy mixups ( instant overheads ). If you have your traps out, as long as she has wind to spare, she's absolutely ridiculous in offense. If you don't have the wind, the traps do a good job of buying you time to regain. If you have nothing out, and no wind....
  11. for anyone with clean-execution issues for AOA-OMC-COFFIN: buffer 214214 during A+B, and then press ABC,D when A+B connects.. works like magic
  12. THIS IS AMAZING
  13. Figured out a solution, kinda I'm normally extremely, extremely light on all my inputs on the stick and buttons... but it seems like an easy way to input IAD is to input something like a 6969 but not exactly, instead aiming for the area between 6 and 9 and then having enough force that the stick slides into 9, making it feel like im inputting a (double tap) dash but with a bit more exaggeration. When im exerting my input more than im used to, this input seems to come out naturally. Seems a lot more reliable than lightly aiming for a 9, followed by aiming for a 6 in quick succession.
  14. i rotate my wrist ( or push with my index / thumb ) i think the big issue is with the grip im using, which is unorthodox (the balltop is held by the first knuckle joint of my index finger, and my thumb ) im open to changing my grip since at this point im comfortable enough with stick that i only need to worry about getting used to the new grip, but what would lend itself well for IADs? ( i am doing 956, which is what is difficult ) with the grip i am currently using which seems like a variation of the wineglass, and the wineglass grip for comparison, my arm is parallel to the 1 and 9 inputs. inputting most motions can be done with wrist motions, and something like a 1 can be done by pulling in the stick with my fingers, but i cant get a 9 without pushing using my arm maybe im doing this entirely wrong? if this is the only way to do it then ill see if i can get used to it somehow, but it feels so awkward to do that input that i cant help but wonder if theres a better way to input 9
  15. been using a stick for a year now and i'm comfortable with most things however there is one big issue i have not been able to make any progress in whatsoever how do you input IADs ( 96 especially ) on stick? is there any kind of trick to this, or a grip that makes it especially comfortable? pretty much every other movement, even 74 IAD (still difficult and imprecise) can be done mostly with my wrists, but the 96 IAD seems to require using my entire arm which ends up making it slow, awkward, and prone to failure. is the correct way to do this input really to jerk my entire arm twice ( 9,5,6 )? on pad i used to do a whole lot of IAD movements all the time, and on stick i feel like i have my legs clipped or something due to the lack of IADs. I'm playing elizabeth in P4U now and it seems the need for me to use IADs has gone up considerably
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