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Fluck

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Everything posted by Fluck

  1. ITT Character with 10k health and a very good DP + air DP and a top-class backdash is a glass cannon compared to Tao, Carl, Plat, Arakune, Rachel, Valkenhayn...
  2. So, if you freeze frame at 1:23, during the rapidly flashing images, you see an image of a hand reaching out to a group of people. There's a guy in the middle who looks kinda like young Bang from the back, and there's a dude with glasses beckoning to the point-of-view character. If Amane is really Lord Tenjo's son, then I'd reckon that that's him reaching out to his former comrades and the dude with glasses is Lord Tenjo.
  3. Yeah, she's in CH state all the way through. What's the combo you're doing, ehrik?
  4. ITT Salty Arakune mains There was never any reason for ASW to drop the Murakamos.
  5. You don't need to, just do a real 360 counter clockwise and press the button late so you jump, the game will save the 360 input so you don't need to do a second.
  6. At least in Kanji mirrors you're only playing rock paper scissors, in Yosuke mirrors you're playing multiplayer Sonic.
  7. This is arguably the most retarded match-up in P4U.
  8. There's a better OS. Do 720, fuck up and get air 360 on jumping opponent, claim you had perfect yomi on that.
  9. You have to let the jump come out or how is it a Tiger Knee? Btw it's easier to TK a 360 than to NOT TK it so I don't really see the problem. Just do a regular 360 and hit the button late.
  10. Yosuke's 5A in Sukukaja (4F).
  11. Haku's counters are unblockables in non-CP games, that's why 6D works on air attacks.
  12. Why does something that is +2 on block need to be jump cancellable
  13. From the point of view of a Yosuke player, space yourself such that j.C won't hit you while disarming traps and just shoot him or do j.B as he's disarming the traps. It's really annoying for a Yosuke player when traps are out cause I can't just do whatever I want. Usually I'll try to super jump and glide to the other side of the screen to get behind the traps.
  14. If you did 5A 2A 5A 5B 5C 2C you'd be out of sweep range anyways.
  15. He probably did something like 5A 2A 5A 5B 5C 2C 236B in the corner.
  16. Making barrier cost meter is a big problem for a game like BB where you don't gain meter for walking forward though :/
  17. 236A is around -1 on hit, Yukiko cannot outspeed Yosuke's 5F jab (6F with disadvantage) with any of her normals so it's a safe point to reset pressure.
  18. This almost makes me feel like maining S.Lab now.
  19. It's called auto-correction and it applies to every character if you time it right, not just Labrys.
  20. We are in agreement there; basically, my view is that even though Hakumen is supposed to be defensive, ASW don't actually want to design him that way.
  21. Well, even if you say that, I don't feel that Hakumen is that much harder to open up compared to other characters either. Hakumen should have been something like a Mitsuru who can't run and doesn't have her strong mixup (without stars).
  22. The thing about Hakumen is that he doesn't really feel like a defensive character anyway. The character gets a lot of mileage off j.B and Kishuu in EX and neither are defensive moves. Noel is the real defensive character...you always pay for trying to attack her. The only comparable thing is Haku's j.D in CS1.
  23. It loses to cross-ups, is slow and thus easily safe jumped and is heavily punishable by jump/super cancels even if you make the right read and the opponent attacks you. It's hands-down second-worst DP in the game, only Labrys' is worse and that's cause her DP is slower than Jin's Rehhyou (can't believe the day has come where I can say this).
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