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Surf

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Everything posted by Surf

  1. zeth is right, the only time when i have ever experienced a bad netcode in GG so far is when I random'd. And when I did a set with a friend who I knew had bad net. Other than that its pretty damn fine, I get 2-3 bars with a fellow up in Canada. Id say the netcode is pretty comparable to BB's. It's just the match making is a horrible abomination that needs to be burned at the stake.
  2. Hakumen. Makoto. Noel. ...... Wheres Jin. Oh now I see, I guess they embrace each other in the last two pics. Since you see Jin's arm off screen. Do want, can't wait to play this part of the story mode.
  3. I'd be happy if it just had a better hitbox or range
  4. ^ If I play someone who does everything on wakeup except neutral tech and block, odds are I wont win
  5. I hate every teching option besides neutral
  6. Well yes as a starter is really poor compared to her other normals. And it's very slow compared to the rest of the cast's 2B, but I still use the normal a good amount. Setups like 2B > Throw if Im close enough, 2B > 6A, 2B > 5B > 6A when they stand for the overhead and crouch back down when it doesnt come, or just 2BB if I know their holding up back. I really like the normal, but I suppose thats just me. I dont know why Im just noticing this but cancelling into 2D after 22B gives like almost half a charge. Just tapping it
  7. But thats where the frametraps and mind games come in
  8. 12/20 a-cho Ranbats https://www.youtube.com/watch?v=Y039eiAvK7E
  9. Derp, yea i meant reset pressure
  10. So I've been performing Kurainige all this time and I was none the wiser. It's an interesting tactic to say the least. But its actually backfired a lot more times than it's worked for me. Especially if someone has the reflexes to do directly into an air confirm combo.
  11. Dont even get me started on Hazama I was actually going to sub Jin in EX but a couple things about him just really bothered the hell out of me. Like Sekkajin mash and j.D > airdash j.2C > j.C conbos, they just felt incredibly awkward. But Sekkajin mash is gone and the later really doesnt appaear too much. i may sub him i may not, but i wont deny he looks really fun.
  12. Its funny though, a good number of people thought he'd suck but would be fun to play in CP, since they took a fair number of his tools away and changed others. Wasnt expecting this godlike iteration of him though.
  13. Hers is actually pretty far reaching too, and its nice to know shes that low to the geound when she does it. Her 2B looks to be the same as her 2A, but with longer reach and she possibly goes lower.
  14. Tsubakis 5B was already out by the time she was 2A'd though
  15. Look like her 2A can low profile some attacks
  16. Im really happy 5A is possibly plus or neutral on block nown. And 2B isnt that bad, yea its slow and kind of bad range but its only -1. Which makes it a pretty effective stagger normal. Heres to hoping 2A is plus again.
  17. Kohatsu New Year Exhibitions http://www.youtube.com/watch?v=ev5A3Nl7sSA
  18. Im pretty sure the blockstun from an earlier normal and the Bang going into 2A while your holding up back will catch you before jump startup even begins. If they time it right
  19. Bangs usually 2A for a low if your trying to upback to avoid his command grab. I still to this day wish that Tsubaki's 2A was a low. But anyways, Happy New Years fellow redheads
  20. I was actually going to say that in my earlier post but forgot. They probably react to the gap before 6B actually comes out by trying to jump, thinking it may be a run in command grab setup. But since their not holding 1/2/3 6B catches them as a low. Its very possible, since I havnt seen it happen so many times before and people do indeed fear command grab. Remember proration no longer works the way it used to any longer. It's possible the combo may work without the 6BB but like I mentioned earlier, the damage would probably be pretty meh. And the timing could possibly be pretty strict as well. 6A is a much much better starter than it was before, but she does indeed have better ones to choose from. Just trying to go through the most optimal routes for her confirms is all.
  21. The combo probably would've added up to a little under 5k or so. But it's harder to get 22D as a starter now since its no longer unblockable. Some viable ways I can think of is training them to try to press a button after a 6B, so you can framtrap them with 22D. The second 6A combo you listed could probably work, but I think at most itll do about 2.3-4kish. Absence of the 214D would probably shave about 500 dmg off
  22. Depending on the character or how the player acts ill choose wither 22 ender or air ender will be mote beneficial for me. I thought that a repeated 214B would make them tech instantly with the smp but its good to know it doesnt. Loving how much damage she gets from 6A with only a charge, 3k is a bit sad to get excited about but its alot for us. Midscreen we have a close 6A confirm combo and a far one, the close one is a bit more damage and meter but the dash 5A after the DP whiff looks somewhat strict. 236 214 22 probably always will be the safer route. I actually didnt see the 22D combo you were talking about Kiba, but unfinished and alreafy 4.3k? Thats a ton. And is it me... Or are people getting hit by 6B/BB a lot.
  23. If you can long out the round, you have the chance to get the burst back and use it defensively if you have to. I was thinking of using it against Ragna too, but yes the inclusion of command grab makes that the more favorable option out of the two. Sitting on about 2.5-3 charges near the start of a round against a zoner is a very good spot to be. And if you manage to get in before you use any of the charge and land command grab that's already 4-5 charges you have. At a very high advantage and being able to deal a good chunk of damage on your next confirm. Against non zoners I'll most likely see how the player plays and if OD'ing early will benefit me or not. Im still surprised that you get the Burst back at around the 20-30ish mark within the match if you use it at the start. I'll probably be using it very often so I can focus on rushdown and put charging on the backburner. 5CC > Mugen > 3D's > 6C > [4]6D > 236D > 5C > 2C > 236 214 22 5432 DMG, 2 charges, Midscreen Holy shiiii Don't know if it was clarified before but 3CC is now a FC. And not just 3C
  24. So who else here will be using OD on match start. I know against certain characters (Hazama, Nu, Rachel, etc) quite often. And what characters do you think ODing at low health will be beneficial against
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