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Putin

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Everything posted by Putin

  1. I play lots of Hakumens so no 5B resets isn't going to change my life dramatically #0framereversals Haku a shit
  2. This has nothing to do with scene growth, it's about compromising everything that's fun in FGs (notice that the G stands for Games) and shift them towards everything that's bad about popular e-sports. Also, taking away the depth from FGs, which you seem to be suggesting, isn't going to help the community at all; on the contrary, it's going to destroy it since everyone that loves FGs for what they truly are will stop playing. In the "old" FGC's place, a new one will be placed which is all about bad accessibility and business over fun. The only thing I'd agree with from j1n's post is the PC thing, even though I do fancy my consoles.
  3. better oki options due to no landing recovery. I'd say hirentotsu is still important though, in the case you can't confirm into something bigger (due to say, I don't know, odd flight trajectory). Yeah I've noticed that and actually posted an example of this a couple of pages back, the problem is that it looks like you have to be as low as you'd want to be if you ended the combo with Hiren, so the issue above remains. I'm probably never ending my j.5C mash with Hiren unless I'm too high up or something. The awesome thing is that we got combos now, so if it does provide better oki than all of our current enders minus corner Gasshou, then we can consider that as another buff. CP Haz pls
  4. Is that really the case? CP gives Hazama a lot of freedom to control the height in which he ends his j.5C mash, so I'm pretty sure you can j.5C > Hirentotsu low enough even off 5C > 2C unless you chain in with 4D or something. That must be the case especially when you get to do at least two j.5C reps, which means that even if 5C > 2C > sj.5C > Hiren ends the combo too high, you can go for 5C > 2C > sj.5C > 5C > (no superjump) j.5C > Hiren which definitely leaves you low enough. This is obviously theory fighting, but that's the impression CP Haz has given me.
  5. Maybe it's because of the hitstop
  6. Yeah I meant no FC B Bufu, but I didn't consider the fact that the combo prior to the reset includes 2C which means FC lol. I guess the combo I mentioned is the best choice if you somehow manage to land it without Fear. I was referring to the combos included in the op. I'm wondering why they're there, exactly because I know the midscreen combos work in the corner as well and do more damage. I guess they're just there for alternatives, or for the times you want to add a SB Zio and still end your combo with j.C. My fault for asking this here since it's the combo thread; I was talking about a blocked 2AA into a jump cancel for possible mixups and stuff, but it looks like it's really easy to disrespect, or I'm doing something really wrong. Yeah that's a good idea, even though doing the full combo will probably kill if the reset's after a 2C combo
  7. Just got the game a couple of days ago, and I have a few questions. What's the optimal combo off of a fullscreen B Bufu? In particular, I've been messing around with resets after a fullscreen 2C > B Bufu combo, which ends into a second B Bufu > j.C; I'm just replacing the j.C with a third Bufu which nets a reset since it comes fast enough to catch air techs. This is the best one I've been able to come up with: B Bufu > SB Agi > 5B > 5CC > B Bufu > j.C for about 3.7k, which seems kinda low for 25sp Liz combos lol and Agi > sweep > Garu route doesn't seem to work since it drops at 5B or something Also, what's with her 25sp corner combos? The midscreen alternatives off of, let's say, 5B, deal more damage, can score the same knockdown, and seem entirely possible in the corner. The only valid reason I can think of for using those is when you're up against characters that make Garu combos difficult, so you'd want to go for the safer choice. Now, into a couple of stupid and scrubby questions, kinda combo related. I'm having trouble air dashing after j.C ender consistently, which seems like the best choice despite Liz's lack of non Thanatos pressure. Any tips on the timing? It's just silly being able to pull off multiple Garu loops on "normal" characters but not taking advantage of knockdown. Lastly, suggested followups after 2AA > jc? I get hit even if I j.A instantly, I guess it's its shitty hitbox and it doesn't reach them up high. Also, it's not possible to get damage off of it unless it's fatal, right? Even on CH into 5B it only seems to get only a small combo. Thanks in advance.
  8. Yeah people mostly use its first hit up high in the air when they need a little more damage but can't extend their combos with a simple j.D > land Edit: http://youtu.be/iV28L0rna7I?t=16m57s 4.4k off FC 5D > Tousshougeki in the corner without any j.2C > j.C stuff... pretty nice. 6D (no freeze) > 5C should work even without a FC, right? I'm pretty sure you could indeed follow it up in the CS series.
  9. I realize this, unfortunately. There has never been such an option IIRC.
  10. Why did they have to ruin a perfectly "functional" Astral theme by replacing it with ANOTHER shitty vocal track? The CP arcade one is pretty nice and fits perfectly with Astrals, they just HAD to replace it with more FAILAN Nothing personal about Faylan though, it's just the track and the way they chose to use it. I guess this'll be the third (or fourth?) game in a row in which one of the first things I do is disable the Astral music
  11. The only part of Oregairu I actually enjoyed was the homolust. It was subtle and funny while not being offensive at the same time. Yeah it wasn't bad, it was ok; ok as in fun to watch one episode per week, but if you picked it up completed you'd probably drop it. The two titles I consider good from the past season are Yuyushiki and Aiura, even though the second didn't quite show its potential due to it being short. Yuyushiki was godlike. Azazel Z was decent too, but a lot worse than season one. The rest of them were either Oregairu tier "ok" or straight up bad. The only exception being Railgun S since Raildex might be pretty bad as a whole, but the Rail part is genuinely fun to watch.
  12. It doesn't help that both were bad shows though. That applies to Yahari's ending as well, I don't know about Hentai Ouji since I dropped it a while back
  13. That's a shame. Actually, ditching anything recorded by Ueda Kana is a shame. That one sounds cool too, so double the grief. It would be nice if they used it during her OD activation, but I guess it's a tad to long for that.
  14. I don't know if this is the right place to ask, but here goes: I was going through Rachel's battle voicetracks because Kana sex voice, and came across the Tsukuyomi activation code in three different audio files: "Dai zeroshiki kousoku kikan kaihou, jigen kanshou kyosu houjin tenkai. Tsukuyomi Unit, kidou" I... don't think I've ever heard this besides from the CT anime cutscene when she does activate it, is it some unlimited quote or something? Or is it unused, presumably along with a few other lines like "Cardinal Gloriosa" and "Blue Rose" that are located just before the Tsukuyomi chant? I went ahead and picked up U.Rachel a couple of times to see if she has any different battle intros like Hazama/Ragna when they activate BB, but didn't come across anything helpful. Any ideas?
  15. lol I was obviously joking about Mitsurugi, I know he's overall the best Hazama player out there and I'm always excited when I find matches of him. It's just that Noze is so fun to watch that others often look boring, despite being more solid than him. Mitsurugi is probably the very definition of solid; no fancy shit, he plays by the book but does it better than anyone. Rocha, Maou, Udon, Hitotose, Kagetsu, Aru, Mutou, Ryota, maybe Onegai Jayoku? He's easy to find at least
  16. That's nice and it also makes sense, considering he can only pull it off of stance. Also, this set with NOZE-SAMA features one of the best, if not THE best chain usages I've ever seen. I don't know if it's just me getting overhyped while being sleepy as hell at 4am, but I was blown away by this. I mean, it's easy to just throw out chains like a madman, but Noze does it CORRECTLY, totally on spot. Most fun player to watch hands down, while being completely solid at the same time.
  17. "Sono... me wo? -something- oshiete yaru, saikyou no bouryoku wo" Something along the lines of "I'll show you the best kind of violence", I'm not into moon though so take it with a grain of salt. BURAKU HOOKU SUTINGAH sounds better and more brutal imo
  18. http://youtu.be/-e3C7sL4ej4?t=4m28s what Does Burensou have invincibility or something Amazing cmv by the way, I'm so glad I play Hazama ;-; edit I-I think... he low profiled the bite with Jakatsu
  19. BBCP Terumi is just Hazama with spiked hair and a different coat, and maybe some new powers or something. His inner clothes remain the same, so he just reveals his identity for good and starts strolling around freely in that guise. Nothing to do with flashbacks.
  20. Not every single time, unless I didn't notice
  21. http://www.youtube.com/watch?v=Y6SjwCNPZW0 During this FT5 with Chibaken, Miya kept getting 5A'd after 2D. Isn't 2D +3 now? If that's the case, wouldn't 5A or even 5B beat Haku's 5A? Or any 5A for that matter, since they don't get any faster than this. It's hard to accept that he pressed the wrong buttons every single time lol
  22. It probably wouldn't extend the combos further due to the timer, but the half health combos could be done at full health with a raw OD maybe, that's all. And yeah FC's looking interesting in CP, too bad we'll usually have to burn 25 meter to get the combos going. Not much of a loss, but eh.
  23. You never know when you'll get a point black 5D FC which you'll be able to confirm into dash 5B, or when you'll bait a reversal against an opponent with no bursts and have OD and 100 meter to spare I wonder why he opted for 6C > cOD in those 6C > Hiyoku RC combos though, when he could go for raw OD after the RC for more OD frames.
  24. Holy shit those FC 6B > Hizansen > 66 3C/2B combos... this is amazing ;-;
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