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Fluck

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Everything posted by Fluck

  1. If there's really gonna be an animeevo, then I'm sure you'll want to include Skullgirls and P4U when they're out. There'll definitely be interest because they're new, and they're already featured on Dustloop anyway. And there's Vsav, there's people who'll play that. Of course, throwing in so many games is a problem for the organizers of that, and we don't want to give any game the shaft, especially since the reason for such a major would be BECAUSE these games have already been treated badly.
  2. Masashi was grounded, so not sure what you're trying to say here. For me, that part was a reset, I'm not sure why KF doesn't view it as one. As for 6B GH, that's not an intentional reset. Sakamoto assumed that Masashi was going to block 6B and was trying to nail him with double overhead. While it did reset Masashi, that wasn't what Sakamoto was trying to do, although I'm sure he knew that this scenario is possible. Why would you reset 6B into GH if you could hitconfirm it? The 6B combo is way stronger than the GH one.
  3. His mix-up is bad to mediocre, and that's even with Ignis present. The doll's main contribution to his offensive game is by providing strong pressure and frame-traps, not mix-up. He also needs to summon Ignis, which might be more of a problem than you think, especially since without Ignis, his neutral is extremely mediocre and predictable. Opponents will definitely try to stop you from summoning her. Managing doll meter is much harder than you would think as well.
  4. According to the Japanese Wiki, 5B 6A TK GH doesn't work on Haku, Tsubaki, Lambda, Mu, Valk, Relius, and Tager only.
  5. Theoryfighter Fluck to the rescue. The 89 (once) value means that the combo is prorated by 89 for each hit of 5C. 1(1)6 means that the first hit of 5C is active for one frame - in other words, the hitbox exists for one frame. The (1) means there there's 1 frame of 'startup' for the second attack, and the 6 means that the second hit of 5C is active for 6 frames. I think you should use sentence format cause everyone else is doing that and it's good to standardize the formats of each character.
  6. Origins has 9 active frames during which it has a hitbox (10-19F). The invuln on Origins is 1-18F. The invuln on DbD is 1-19F. So it's very possible for either move to beat each other. Just ignore the fact that Origins is called 'guardpoint' and pretend it's invulnerability except possibly better.
  7. DbD is unblockable. I just opened up training mode and beat DbD with Origins so I'm not sure what you're talking about. DbD has 19 frames of invulnerability which could be why it beat Origins when you tried it; the 9 active frames coincided with the 19 invul frames.
  8. I thought BB would be in over KoF or MK9. A stick is useful because a pad gets worn out or misplaced; the former will happen eventually even if the latter doesn't. Replacing the pad after that is a problem because, from what I've been told, you need to break in the pad again. There are also other problems, like when you forget to bring your pad. Borrowing another guy's pad doesn't seem to feel the same, whereas you're normally fine using another guy's stick. Also, using a pad is a problem when you're playing a different console. Oh yeah and you need to be able to play on stick if you ever want to play in Japan
  9. Origins is a super guardpoint which is unthrowable. If you time Dead Spike such that it nails the guy during the start up of Origins, it won't clash and Mu loses. If the active frames of Origins and DS coincide, there will be a clash.
  10. It's probably for better oki. If they refuse to tech, you get a knockdown from 6B. If they tech, 6B has very good recovery and will easily put you at frame advantage. He must prefer this compared to ending with 3C or such which just forces emergency tech.
  11. I honestly think Relius is pretty manageable. His mix-up is weak and his pressure is strong. Don't be afraid or too impatient to just block everything he does, don't forget that the more Ignis meter he spends on pressuring, the less meter he'll have to spend on doing combos on you. Hitting buttons will usually just get you hit. Inferno Divider will rarely work to interrupt his strings because Relius will be out of range when he sends Ignis to hit you. Barrier block will make his 5C whiff if he likes to use that move in his strings. This depends on the Relius player's play style, but I find that Relius tends to approach from the air, especially when the doll is not out. His dash speed is slow compared to his air dash speed, after all. His air normals feel very good to me, but they won't clash with 6A like Carl's j.2C. j.B in particular is good even as an air to air, even though it doesn't look like it. When the doll is out, he has a much larger variety of options. The wheel attack is especially good at shutting down Ragna's approach and starting Relius' own offense, but you can jump and air dash over it if you're looking for it. His reversal supers are pretty safe even on block, although the gear super won't work on air attacks, and the punch super isn't as effective if you're airborne either. However, anti-air 2C is pretty good and is a fatal counter, so watch out for it and don't approach from the air recklessly. His CA is pretty good, looks like one of the best ones to me and has a great hitbox.
  12. Isn't it because 6B knocksdown on air hit in EX? Or does it not do that?
  13. That's just combos, I'm afraid. Well, his combos are a lot less character specific in CSEX though. Gameplay wise, it's important to be able to move well with him, because he's all about his movement. Having a good defense is also important since he lacks good defensive tools. This is much easier said than done, of course. Zeron, I think you should just make a dedicated Hirentotsu loop thread when we move over to EX. We'll need it, if the number of j.7D questions for CS2 is any indication.
  14. It is expensive to enter Godsgarden indeed
  15. Why didn't Dora get into Godsgarden
  16. Basically, literal blocking, even when you consider high/low/instant/barrier is only a subset of defence. You also need to know when to mash out of moves that reset pressure, tech throws, when to DP, when to backdash out etc.
  17. I guess he means competitive mindset or something like that. I don't think people should mistake creativity for using gimmicks, they aren't really the same thing.
  18. Ragna's max combo length is actually the same even outside of BK because he hardly gained any new combo pieces, just that the proration buffs increase his average combo length. They're still not very long compared to other chars with long combos, lol. Omni, I noticed you didn't list Valk as a possible bad match-up. Is there any particular reason for this?
  19. Oh, ok. Thanks, Spark
  20. Just some comments on the Kishuu VS reversals thing even though it was awhile ago because I'm interested: Inferno Divider is HBF property so Kishuu will not be able to beat it via property. It seems to have won through hit and hurtbox interaction instead. There's a number of other reversals that have all three properties, but Mu's Origins is not one of them. So it's perfectly possible to Kishuu through Origins using invulnerability. Generally speaking, if something works on Inferno Divider, it's going to work on all the other DPs in the game, because ID is one of the fastest DPs, has one of the best hitboxes, and has all three attributes. Though, there's something I'd like to ask C0R. When Haku's 2B clashes with ID, can't Ragna just ID another and beat whatever you do (except drive)?
  21. Something that's worth knowing: After 2A, there's a gap into anything else Bang does. You can interrupt the blockstring with Hirensou.
  22. It would be pretty unprofessional to do that tbh, we would need to credit the other videos and it might not be good quality either. Definitely better to just do it ourselves.
  23. The only buff Ragna got that matters is extra damage, but as it happens the increase in damage is large and therefore all he needs. I can see Makoto being in the same kind of situation Ragna was in during CS2, where he had damage in the right circumstances but couldn't access it often enough.
  24. Personally, I think we should wait for Extend, at least in terms of releasing the final video. We can still record stuff like most of his normals and specials + unchanged combos for now using CS2. Just my 2 cents.
  25. Yeah, it looked really weird to me too. Maybe they shortened her hurtbox horizontally or something.
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