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Senser

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  1. Took a crack at Jiro's tweets. New Version Amane Loketest thoughts Part 1 new 4C, 1C, same as 5C, 2C w/ less range & less recovery, might be strong if there are gatlings with 5C and 2C Gosei does less hits when you connect, he's fearing that it comes with a damage decrease b/c of less hits j2B is faster, he managed to do j2B loop up to 14 hits Amane Loketest Part 2 chip is unchanged for every drill and Hariken on all levels getting full hits with Lvl2 2D and j6D is fun (I'm guessing he's saying Lv2 2D>j6D works/does all hits?) 5A>6A>Gekiren doesn't work, he's wondering if 6A became worse new move 'Ginga' might be useful, he still needs to find out in what situations it can be used efficiently Amane Loketest Part 3 (direct impressions) 5B feels like it has slightly more recovery he's uncomfortable with 3C, it feels a bit 'out of place', startup might be slightly faster? dash, backdash, jump & overall movement is in place, nothing changed j6C pull in speed and trajectory are not the same 6B seems to have has less recovery, he says it's a great change
  2. 2D is useful in every matchup where delayed jump ins can be used. For example Koko's air graviton, Azrael's divekick or Ragna's belial edge. Or generally for people who are high above you. It depends on the situation but most of the time you'll be picking 6A over 2D, yeah, but having the option and using it helps a lot. Don't underestimate 2D because of it's startup. It's power lies mostly within the long duration of head invul frames. It's not an easy to use tool but people really tend to forget about it because of its rare appearance in neutral. About OD raid, I wasn't saying it's completely useless. But I was implying that Amane doesn't benefit from it as much as some other characters do. Having low life to gain drill levels isn't a condition I would deem as 'good' since it means I've taken quite a beating by then. Of course we'll have to use it since it's a tool we have. Using OD raid is one thing every character can do, but capitalizing on it is different throughout the cast. While I agree that Amane needs to win from neutral, I'm having a hard time trusting his pressure. While the idea is there and Amane has a lot of options, those options are partly good and partly weak. Like, you can react to about a third of them. Another third can be mashed out of. And the last third is like waiting for the opponent to slip up. But yeah, the character is pretty much based around dancing around your opponent and forcing mistakes on them so there's no real point in complaining about it. It's not bad but it's not good either.
  3. I don't know why I never posted in Amane discussions, but let's change that~~ Here is some stuff I've observed while playing and watching CPEX Amane: 2D as an antiair might be a lot stronger, since you can special cancel D buttons now, right? So 2D antiair >zettou or 2D on block>Hariken might be useful. Or did only 5D get special cancel? Cross this out if that's the case. I'm wondering about Hariken stance to pump meter in neutral or after knockdown since Level 2 drill is useful now. I don't feel like it's that good because you allow your opponent to gain control again. Though it might be useful in some matchups. I might be willing to do it in rare cases. I think overdrive raid sucks for Amane. The only reversal he has kinda sucks and we get nothing from it and cutting down on OD time means cutting down on drill level gain. Of course it can be used smarter to get a nice CH, but that's nothing Amane-specific. tk j.2b>rc>j.a as an instant overhead became useless because of proration right? In earlier versions I liked to use it in the corner, since you could combo into Gekiren and go for resets. :/ Now that 6D is a combo tool only, I'm thinking about other methods to build drill meter. Using drills in pressure doesn't do shit. As in, a good player won't be scared to blow you up for trying and it barely gets you any drill levels. RC 6D combos are a given, but otherwise I don't see any really viable methods except going into overdrive. And honestly I'd be willing to do so. I know Amane defense sucks, so we should be keeping our burst but this character is legit weak. Sometimes we just need to do the ballsy stuff to get things going. Especially against good players. Right now, zettou/iad crossup or zettou>air backdash fake cross seem like the only 'real' mixup options Amane has. We might be able to make 5a mash whiff by using B zettou, but it'll be harder to combo afterwards. Amane feels okay and playable unless you play on high level against players who know the matchup. The new changes made this part slightly better, but no matter how you put it, I don't see this character winning tournaments where strong competition is around. Doing good reads and being on point simply won't cut it in a game where characters like Jin, Hazama or Litchi exist. Pray for A tier in next version ;(
  4. Hello, I got my hands on CPEX Amane, but not long enough ;( I'd check myself but I don't have the game. So I have some ideas and questions about him. People might not know me but I used to be one of the few legit Amane players in Europe. I'm rusty now though ;( - Do we have any legit blockstring into new Hariken drill? For example, is 3c blockstun enough to make it a true blockstring?(if the foot part of hariken whiffs, try it point blank) Is crush trigger>rc>Hariken drill a good option? If it is, then Level 3 might be really scary. - Are there new/better uses for crush trigger? Now that pushblock is absurd, I'd rather not use too much drill meter to eat their barrier gauge. Can we get more damage now by using ct for combos? Because new routes/changed proration. I know I'll be using ct>rc>whatever on Level3 just to eat barrier gauge. - How viable is Hariken drill early in the combo? Can you go for tk j.2b>Hariken drill? Does it combo on hit? Is it a tight blockstring? Anyone tried CH 6A>Hariken drill as a combo route? I don't know the proration on new Hariken so I'm just throwing in some ideas. - What do we get from Eshi's new corner Oki? I mean, if they don't try to/can't get out and just block. It looks like a 'clean' oki option but with lacking mixup our only option seems to pressure and/or pump drill levels. On Level 3 it obviously becomes a lot stronger though. Like, it's okayish but good players will just block and get out of Amanes cheese pressure. I know they will. I'll also be posting some ideas in the discussion thread.
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