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FatalDMG

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  1. Was this just used with google translate? Because I believe Kurono is discussing damage as well. Ok I spoke to Mago and he told me that OHK>JSJHS>JKJD>JSJHS>Ensenga is A mid screen combo. The second combo ダスト>6>6PS6PSHS>縦イルカ (Dolphin) is a corner only combo. BUT, there are better combos out there at the moment and he is looking into it. Please stop speculating guys, we NEED facts!
  2. Time to hit up the lab again and figure out more things with her. I'm not going to base things off of speculative things anymore.
  3. I faced a pretty damn good bedman this past weekend. Bedman is a very dangerous zoning character since he has so many tools for almost any situation. May vs. Bedman seems to a pretty uphill battle since he covers much of the screen and his projectiles out prioritize mays completely. Not to mention her J.2HS gets beat clean by bedmans anti air.. he is a problem to deal with.
  4. http://www.youtube.com/watch?feature=player_detailpage&v=g5EOWV3K2jE#t=8990
  5. I have quite a chunk of matchup stats for May, and wrote a detailed breakdown of the game mechanics. Hopefully at some point I will upload it to google docs. But being totally new to the game gives me such a great feeling. Absorbing everything like a sponge! I will attend a tourney for this soon.
  6. Hey Everyone, hello Uku. I spent a good chunk of the day playing with May and was able To analyze things a bit better with her. Although I didnt cover all of the questions, since a lot of the time was spent Playing people (something I didn't want to do since it costs so much to play) For starters, dolphins can be YrC and can be extended into another combo. Charge dolphins have enough push back and so they are safe on block. The major difference is that With loop dolphins, they are more relied on for creating space but they have low priority vs other projectiles for example, bedmans projectiles beat loop dolphins everytime. You achieve more dmg with charge dolphins, and since they are safe on block it allows for a bit more pressure. Loop dolphin and seal assist are used mainly for keep away, and to cover ground for May to run in. Not too sure about whether 63214 has super armor as again, not much time was allowed to really test things out. Everytime I would jump into training mode, I would be challenged. Then if I lose, I lose my training time which is kind of annoying. As far as matchups go, bedman is going to give may a VERY hard time simply because he has better tools to keep people off of him. And his corner pressure is dangerous. J.2hs gets beaten clean by bedmans anti air. In this matchup may needs to respect bedman entirely. This needs to be played patiently. Her whale super has fast startup but can be punished up close, so it's not useful in let's say a cornered situation. Sol can punish easily with DP.
  7. Once I start to play this more, I'll stop by Mikado and chat it up with some Japanese players. For now I'll stick to my local arcade and level up more.
  8. Spent a long day with may and just learning her fundamentals, normals ,etc. Her 2HS is pretty bad to be honest, and wouldn't recommend using it much since its pretty unsafe even on hit (I hit a venom player after and he was able to hit me). The recovery is slow. Tried as an anti air and seems decent, but dont know if its best to use it a lot.. Test with it more later. Her J.2HS on the other hand is great, since it behaves a lot like Guy's elbow drop from AE 2012. Can be used for great corner pressure and mixups mid screen since it seems hard to tell where she will drop. Her air to air options aren't great at all. Her best is probably J.Hs but that doesnt even do much. 6K which is her overhead cant lead into anything, and if anything is probably used more for mix up pressure. Tried doing cr jab or whatever and nothing worked. However, will test it out again this weekend. But as of now, its more of a pressure tool to punish your opponent. For footsies, her S.K, and S.S are solid for keeping people off you in a mid range situation while S.HS is more of a close range tool to lay pressure on since it is pretty safe. qcf+HS in the air is a nice tool to use since it causes ground bounce on hit and allows for a follow up. Tried to combo off D but didnt get anything.. maybe I'll try again this weekend. But her 3D is quite useful as a footsie tool since it covers good range, and can be used in a combo. Without meter she can't really produce much outside of a few basic combos. One that I managed to do was J.2HS, cr.s, cr.hs, 4タメ6 dolphin which was like a 4 hit to start. Also did J.p and followed with the same combo to get around 5-6 hits. Both generated enough meter. I play May more defensively so her Seal assist (qcf+p iirc, may need to recheck) works really well and of course her dolphins So far she feels solid, but again without meter she cant rely produce anything significant. So much of her game from the beginning is to just run away and build meter that way. lol kind of reminds me of Guile, where annoying your opponent is a must.
  9. Again, im totally NEW to this game so I'm still getting familiar with jargon and other things. Just learning fundamentals at the moment. BUT I have my aime card ! yayyy
  10. her air throw from what i remember could be comboed from, but I'm going back to the arcade tomorrow to play again. Let me get my vids uploaded then it will be easier to decode.
  11. Spent a good amount of time with some Japanese players in the GG scene today. Learned some stuff with I-NO and recorded some BnB with her. Axl feels weird, and his dash is quite slow. His moves seem to have slow startup compared to much of the cast imo.
  12. Spent a good chunk of time with I-No and have some BnB combos with her. She feels really solid in the game. Of course, this is my first time ever playing the GG series since GG for the PS1. But i have a few videos that I recorded with her and another Japanese I-No player.
  13. Pretty amped to go in with I-NO tomorrow at my local arcade. Time to level up with Japans best GG players
  14. I have the second half of the tutorial finished, but I may reconsider uploading it because I really would like to discover the character more.
  15. The CSa section is just around the end. I didn't want to go too far into specifics as I was saving the second video for combos and more specifics. But I did mention information about the CSa and its benefits. It was something that was overlooked while recording (not intentional, just passed the brain and to cut time). So next video will be focused a bit more, since I typically always do a 2 part series for suits. Thanks for your input!
  16. Near the end of the video, bits were discussed about the CSa. I wanted to give NEW players a bare minimum intro without being too discouraging. Much of what was said was just one way of using Dynames. As mentioned in the video (did you watch it all, just wondering?) it was stated that there are many ways to approach situations. So your idea of saying one thing is odd, may be useful to others. We all have different ways of utilizing tools, but I just wanted to throw something out there to provide players with a reason to pick up Dynames without resorting to just watching replays. We all have our strategies so, the great thing about Full Boost is that there is no right or wrong way to use the tools. Its all about just maximizing the potential of them at the right times. A second video will capture more details, as was stated in the video. So with regards to melee options, etc, those will be covered a bit more once I spend more time with the suit.
  17. Part 1 of the Dynames beginners guide
  18. Name: GN-002 Gundam Dynames Pilot: Lockon Stratos Cost: 2000 HP: 540 Normal Mode [A] GN sniper rifle Standard sniper shot. 2 ammo, 100 power, causes stagger on hit. (7-9 second reload after hitting 0) [CSa] GN sniper rifle [sniper] 110-120 power (May depend on how long you hold charge). Max is 2. [AB] GN beam pistol 3 shot pistol. Used mid range. Can be cancelled from SR for more dmg. (3-4 second reload) - 72 power (57 2 succeeding shots) [AC] GN missile 2 shot special. Pretty useful for mid-long range. 5-6 second reload time. Guidance and speed has improved from vanilla. 118 power [bC] GN full shield Allows Dynames to enter his shield mode which provides extra defense vs. projectiles. (Direct hitting only, not from the side) Full Shield Mode [A] GN sniper rifle Standard sniper shot. 2 ammo, reduced damage (90). (7-9 second reload after hitting 0) [CSa] GN sniper rifle [sniper] 100-110 power (May depend on how long you hold charge). Max is 2. Damage reduced. [AB] GN beam pistol 3 shot pistol. Used mid range. Can be cancelled from SR for more dmg. (3-4 second reload) - 86 Dmg. Performs differently(will look into this more) [AC] GN sniper rifle (BOOM! Headshot) A more powerful version of his sniper rifle. Knocks the head off clean. 218 dmg. [bC]GN full shield Goes back into normal state. Melee Mode from Normal mode GN beam saber 128 dmg. Basic Neutral melee. [6B]GN Kick into beam pistol 120 power Liu Kang kick into beam pistols. Pretty useful melee. Will finish once I gather more info Dynames is a suit that specializes in dealing damage from long range, so being constantly aware of your surroundings is tantamount when using the headshot king. He has a solid assortment of tools (albeit limited in the ammo so use carefully) that allow him to capitalize in various situations. It should be noted that when in defense mode, his melee options are quite lackluster since his range is severely reduced. So while in defense mode, your option is to avoid being hit and staying as far away from the heat of the battle as possible. His melee options can be utilized close-mid range but ONLY as a keep off me tool. Dynames is by no means a melee connoisseur, so try not to melee as much and rely heavily on keep away. When under pressure however, using melee is fine but due to his lack of speed in that area, its best to rainbow dash away after landing a hit. Dynames is a very easy suit to pick up, but much like a sniper IRL, it will take tons of patience, practice and experience to really master this suit. So use him a lot if long range is what you would like to specialize in. Impatience, and lack of spacial awareness will not reward you well with Dynames so please keep that in mind. Be that as it may, do not disregard Dynames. He is a very dangerous suit when used to his potential.
  19. If anyone lives in Japan and plays, add me on psn also. nualphaJPN I can make some online lobbies and stream
  20. Yea Zulu is all support since his melee is very limited if not real bad. It's startup is very floaty and puts you in very bad positions. Best to play zulu back and just stay there the entire match. The only time zulu should be going in, is when your member is being bombarded and you can throw out Psycho Jammer or AB. If up close, its probably best to do A into AC if you feel confident that you will hit your opponent. If anything just try to confuse your opponent by throwing out AB a lot.
  21. Umareru, thanks so much for your kind words. I really appreciate and value your input. I have unfortunately moved away from Mr. Ninja for a bit to test out Big. O. Both are very fun suits, but I seem to perform better with Big O. Mr. Ninja will be used for more fun player matches with friends. I will definitely take your advice into consideration and add it more to my meta game, once I use him more frequently.
  22. Yea he is extremely fun to use, and not that hard to really grasp as far as his gameplay is concerned. I agree with your post in the twitch chat about half bursts really having no potential outside of situations that grant it. I think with Zulu, full burst gives him more ability to keep himself at bay while still being able to annoy his opponents with Ab or A. His burst super seems very lackluster imo. Seems to be used for like a last ditch effort to seal the match, more than using it mid battle as some sort of keep away tool. The damage isn't too great, but does cover a decent radius.
  23. I truly see potential with Zulu, because his playstyle seems to be garnered around confusing his opponents with traps and throwing out the psycho jammer. I'm surprised no one has discussed him much, which is a tad unfortunate.
  24. Everything stated is very subjective and doesn't have to be followed to the tee. It was more of an observation that seemed to prove worthwhile, had the situations arose. Melee was an option after Tomahawk since it just adds on some extra damage to your opponent, and allows you to run away freely without much concern. Plus, in a close ranged situation such as when being followed, using tomahawk into melee felt very useful. The grenades from T.hawk are all fine too. Hitting them with the T.Hawk and running off also is fine, there isn't really a finite solution. Luna can be played in whichever way the player feels. A lot of things can be really relied heavily on the situation, so using half bursts may be permitted. I feel that in most cases, Luna tends to gain more momentum when she retains a full bar since it allows her to do more in tight situations. Perhaps it would have been better to say, dont rely on half bursts.
  25. Part 2 of the Luna guide is now up for viewing.
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