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Dreiko

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Everything posted by Dreiko

  1. Actually I believe if they tech asap it still whiffs unless you didn't do 214S right after 6P. It always does vs the training bot set to tech instantly anyhow, so it's REALLY bad to just autopilot into it. Thankfully in 1.1 we get to jump cancel 6P for those ambiguous situations where it might be too far away for cS to combo. Also funny thing is that in some ranges fS will come out and will actually combo but in that spacing all you can do is 236H.
  2. Rising jD is 22 frames, I'd say that's borderline unreactable honestly. (jD itself is 18f plus the 3-4f jump startup)
  3. He landed to the ground while recovering from his burst BETWEEN the mash H stabs, what can you do, Sin was just unlucky as hell. Yes 6P counterhit combos into 214S in this game too.
  4. Yeah, there always was this joke in CS2 that to beat Makoto all you needed was "barrier defense" so now in Extend they buffed barrier pushback while nerfing Makoto in various ways and...we know what ensued. Generally speaking chars with short/stubby normals who are at their best while right up in your face and who can't get in as easily once pushed out are the ones most harmed by this. I would say this is also a nerf to chars without DPs but most of those chars are ones who just wanna kill you before they even need to use any defensive options anyways so a general defense nerf would still come up as a positive for them..unless they're Valkenhain and didn't even need any more buffs to their ability to get hits in lol.
  5. https://youtu.be/JA4d2TeUfE0?t=4m35s More Sin. (vs Venom god Fino no less :D) edit: Whoa jD counter causes a weird floor-bounce now. Neat!
  6. I do airdash>late jS>5B>3B>6H>bnb. You're a little too far to get into the 623S route unless you wanna spend more meter but it's still pretty good. Oh and if you somehow hit someone standing with the jD (off of their attempt to grab you or something) you can go in with jS>j6H which should lead to a bit more damage.
  7. While it is nice, in this situation I would always prefer to burn the meter for rising jD>voltic dein. Confirms with airdash if it lands, allows for mixups on block. I mean, jH is faster of course but I still feel the drawbacks of using resources this way are a bit too costly.
  8. About the only way of practically confirming a rising jH I've seen is if you have them blocking a voltic dein already. RCing it requires for you to commit to the RC whether they get hit by it or not so if they block it you just wasted all that meter.
  9. Found some Sin at 2::14:00. It seems the food bar changes color when it's low. I guess to let you know when you will starve yourself with one use. Yellow at 2kcal and red at 1k.
  10. It has that potential but you'd have to do it VERY early to get it to do that and in some angles it wouldn't work or it might trade. Ultimately, in most cases I would backdash/dp/6p before I tried to 236H, though it should be able to cancel out hairpin for sure. It even cancels out the hit of El's grenades.
  11. I like doing mash H as a weird frame-trap when people think "nothing he has is gonna hit me all the way over here after his 236H that I just blocked" or to chip someone who has no life and no meter. Both situations are very uncommon and gimmicky as hell though.
  12. Where's that footage? Not seen it here.
  13. I don't know about specifically "points" but I know when you barrier in any situation, you use up more of the gauge than you did in the past by a significant amount. I have not noticed anything out of ordinary about its recovery rate and I don't remember reading anything about it either. It may recover more but not enough to undo how much quicker it empties. Time will tell.
  14. Barrier increases your blockstun by a frame so it's really not good at all to use it in every instance. It may make something which is otherwise punishable become unpunishable. If this change helps people adjust to the way the blockstun behaves more it's a good one.
  15. Yeah basically the gauge runs out more for the same actions in cp2. Functionally it means you can't barrier as much.
  16. Haha, yes, it really was just Bang with his clone bros training to improve the move. MORE CLONES! :p. on-topic: So how bout that nerfed barrier gauge duration.
  17. I believe the Amazon date as they had been (give or take a few days) correct in the past with these games. This is why I imported.
  18. 5H loop is nice and all but while the voltic dein oki off of it is indeed nice, it's still not worth the meter AND the damage you sacrifice to set it up imo. I would rather just eat in the end of a full-damage combo and just YRC the food and go from there, even with voltic dein you still just do just one solid mixup (runup2K/jD is prolly the hardest mixup Sin has and even that is almost twice as slow as something like tk bad moon which costs the same or less resources) so I prefer to just keep myself fed and keep the resources there for converting off of hits in neutral rather than try and push Sin to be a char he's not and risk too much in the process. Of course if one little touch will seal the deal then it's good to go for it but in most cases Sin will kill you wayyyy before you enter that area with a huge damage combo so I don't often find myself in a situation where the 5H loops are even relevant.
  19. The issue with the 5H loops is more regarding actually getting the first 5H to connect than the rest of the loop. For example, the easiest way to get into that loop is rising jD>j214S>5H but this 5H right here needs varying spacing for varying chars and in some spacing it will hit some but not others so you have to kinda gut it (or have practiced it for 20 hours and really know it) since if you mess up you whiff the entire 5H and not only drop a combo but also get punished.
  20. And a couple of microfiber cloths.
  21. GGs to the folks at Brian's place. Both DFC and Arcana heart 3 love max were played last night. I think we're doing good work here.
  22. From what I've seen the strike fall link is tight but the actual phorizer itself has a lot more hitstun meaning you can do dual phorizer easier and outside of od now at the end of every combo. Not that much of a common thing but it's something.
  23. Wouldn't that give you something into clean hit 623S such as 2K>2D>236K>623S>bnb? And yeah that's a nice trick but sadly you won't get many jDs to land in this specific fashion at all for most of the time. Generally speaking the jDs that land are runup dashing jDs which if not special canceled will launch you upwards. Also I believe there is a hole between the jH and jD if not between the jD and the 2k (will have to see just how much gliding momentum you have after the jD) so chars with DPs can shut that down pretty well. Off of oki airdash I tend to like stuff ending in j6h since it pulls them in so you get to do a bigger string and if they somehow get hit then it's all the pain lol.
  24. For Bang there are since his OD does different things based on which seals you have and what each seal does has been adjusted somewhat. For example, the 6D seal makes him have a little leaf and smoke effect to his teleport dashes and grants him some projectile invuln while the jD seal now instead of affecting his combo rate just gives him old school frkz style damage bonuses (just a flat 20% damage buff to all the things) while at the same time removing the worse-than-normal combo rate that would be the norm if you went OD without the jD seal in CP1.0/1.1.
  25. There's 4 swords but the one closest to her still whiffs you if you're right on top of her so it doesn't matter since the other 3 move even further away than the first one.
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