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Dreiko

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Everything posted by Dreiko

  1. Sin is the space control char with his 3/4ths of the screen overheads and assorted normals. He can put an attack in most places.
  2. House-searching has been fruitful so I might just make it to this Friday's event after all if it doesn't snow too much more today . It'll be a long drive but I may make a day out of it. I checked the links you provided above but I saw no mention of the systems (or of a Friday event at all for that matter, or of a venue fee) so I figured I should ask. I can only play with my ps3 pad so if they have ps4s I'd be unable to play Xrd at all. Also, while the fee isn't an issue, I'd like to know if there is one so I won't just sit down and play without paying first, that'd be a terrible first impression XD.
  3. I'm not sure if midscreen off of a far away range you'd get 214S to hit in a way that allows for 236[H] to combo properly but there should definitely be new routes possible from this.
  4. Air driver is not + but it's so large that in a certain spacing it might as well be. It's -4 or something but it barely matters. It's more like a "nope! you stay there!" tool.
  5. Haha, those are all sweet things. Especially Hawk Baker bouncing them up from any distance. Now we get to 236[h] from any range. Also if I'm reading this right elk hunt will be +3 now lol. Air beak driver sounds like a useful tool for air to air, it is pretty fast for how huge it is already so with the removal of the recovery I can see great things coming from it.
  6. No I mean the music festival thingy, I thought it was on a Saturday not on a Sunday for who knows what reason lol
  7. As long as it doesn't ruin the good combos off of a close range 6P by floating them too high so that it forces you to jump cancel rather than allow a cS to also combo, that's a great buff. Right now I'm somewhat skeptical about it actually allowing for both things though. The future will tell.
  8. Yeah as suspected that's 2.5 hours away sadly. Won't be making it there this week. Hopefully something can be sorted out for the big one next Saturday.
  9. Beyond Faust dodging our 6H when he crouches, it's not that bad. If they're content to sit far away and toss items you get to eat for free too. Lots of Faust players are used to you coming to them so they'll let you have a free steak or two before they realize "oh crap, I shouldn't be sitting here throwing bombs!". Also, 6P is god in this MU. His moves are kinda wide and clumsy in the air and he likes to just make them safe on block, like his drill dive kick, just antiair those a lot with 6P into full combos. Sin is basically like a Faust with higher damage and shorter range but no mixups and randomness in exchange for lots of damage off of random pokes. If Sin ever got even half-way decent mixups he'd be joining him up in the top tier throne I think.
  10. Your mention of the move being unsafe or punishable is null and void because as I clarified thrice (or maybe four times) already this is regarding Ky when he has 50 meter to rc the stun dipper. The issue is he gets in easily even when you bait it. Also, nobody said they were being "destroyed" here. The original original reply was about fS being all you need to do to win the matchup and I was refuting that.
  11. Basically, vs-Ky-neutral goes something like: Stunedge loses to Elk Hunt, Elk hunt loses to greed sever/stun dipper 236H and 5S both beat greed sever, 236H also beats stunedge but they both get low profiled by stun dipper 214S is too slow so stun dipper on reaction can hit you out of it from a certain range and closer even when you cancel other attacks into 214S 2S stops most moves but is too slow to use successfully from a certain range and closer and the move that is fast enough (5S) can be low profiled, creating a "danger zone" where you can't press any buttons without risking death. If you can manage to stay out of this danger zone (mid-close range) then the danger of stun dipper is diminished since in the mid-far range the first hit whiffs while in the mid range 3K/2S has enough time to become active and not be hit out of its startup. (oh and this all of course is when he can RC the stun dipper, I don't think I should keep saying it but making sure lol)
  12. Haha, I don't even know where that location even is or any of the specifics. It's gonna be very snowy and stuff so I don't think I can make it this week. Hopefully something will be sorted out for the Boston one though.
  13. Nu always was a good MU for Bang, even in CT where Bang was horrible and Nu was Nuts she was only at a 55-45 advantage so it's natural for Dora to see this under his own perspective and list the tiers thus. Valk and Jin seem really bad for Bang though, with the nerf to 6D he can't do anything after the initial knockdown beyond make a hard read or hope he guesses right 3 times in a row.
  14. Well I'm in the process of moving at the moment so it's not too stable but right now I'm in Hamden and in a few days I should be in Naughetuck as I said, now nothing of this is 100% certain for now since I'm still looking for homes but by the time of the tourney it should have become solidified hopefully. Right now I'm just staying at an Inn while it is sorted out lol.
  15. I'm back in this neck of the woods again so I may be able to join up for this. I don't have my game stuff yet and the movers won't have it here by that date but I did bring my pad so I should be able to play. I will see who is and isn't going and where my location will be around the time of that event (currently I'm in Hamden but it's projected that I'll be in Naughetuck by that time this happens, not sure which one of the ride-givers is within ride-giving-distance and whatnot though) and hopefully I can join up.
  16. You can do 2K>2D>236K>623S>214S>stuff in the corner but it has to be from a certain specific range and closer since 2K.2D does not combo from a too-far-away 2K.
  17. Maybe now we can get our own boards lol. Only some normals are jump-cancelable.You can only do it when you hit with those normals. Figure out which of them are that by tapping UP as your attack makes contact with your foe and test every single normal they have. Also, if you are in trump card mode (that blue energy bar that dwindles which occurs after you use a trump card), all normals are jump cancellable so you can do it with any of them, even when they get blocked.
  18. It's an extend version so expecting too much more than this is unrealistic anyways. I don't think there's any doubt about it being brought over though. None whatsoever. Even Dengeki Bunko Fighting Climax is coming over. BB is a sure-in. Also, the majority of the players in the US do care about the story too. There's a lot of story-only people. Don't confuse the competitive people who frequent boards like these for the typical BB player. For every one of us there's like 40 non-serious players who actually play other modes and story and everything...and of course quite a few of us like the story too in some capacity as well.
  19. The reply you quoted was aimed at someone suggesting that though so while you may not have said that, you replied to a reply aimed at someone who did. That's the context of that reply. You can't just reply to it as though it's a standalone statement. Basically I was saying the same thing you were there so you needn't jump on it. Same with the elk hunt part, I was replying to Destin saying that using yolo elk hunt is good. Again we're agreeing here lol. Finally, yes, I mentioned that people would yolo stun dipper when they had meter to rc it above, so that too is already covered. 3K is pretty long, about 2D range or so. Also the slides have the nice element of coming at you so just timing it right is usually enough. It's a great and often overlooked normal.
  20. Problem being, Sin's slide doesn't instantly become active while Ky's does (5f startup) so if I were to also yolo slide, I'd lose to everything (including Ky doing yolo slide). Sin's slide is particular in that it doesn't become active till it approaches the foe in a certain range and closer so if your foe has moves longer than this "activation range" to always leave out whenever it may be potentially feasible for you to slide, it seals this option unless you wanna take a stupid huge risk. Baiting 236K is still gonna allow them to continue pressure and 2S can be somewhat too slow at times so it can lose. Trust me I do bait it, it's just why I don't fS as much as you suggested. I'm explaining the situation. I don't fS as much as you suggested BECAUSE I'm baiting the slide. jP is great for air to air but not off of a pole vault. I like it as a rising jump normal to throw out since it's active for 6 frames. jH on the other hand has a wider hitbox but it's slower so it's better suited to throw off of a pole vault since in this situation you have a lot of time to become airborn so it has time to become active. As for j6H, I like gatling that off of jS on standing foes the most if I'm high enough that it'll actually hit since it pulls them in. air to air it would be good too but I think the range is much more iffy in a way that makes it uncertain if it'll whiff or not based on their relative height which isn't something you can react to while you can react to them standing and if you've conditioned them to keep standing through jH>jD blockstrings it's a pretty safe bet to go for so that you can do longer pressure strings as you land. Finally, regarding beating moves such as stun dipper and grand viper. 3K alll the way. Unlike 2S, 3K is fully disjointed. You need a perfectly timed 2S to do what most 3Ks will do. It's just slower which is a problem but not a major one. You also get tasty damage off of it on counter thanks to the 6H gatling and the stagger counterhit state it causes.
  21. I would say beak driver is much more versatile since Sin can cancel it on block and charging it makes it actually better while Johnny won't like to use it as much just to outpoke during neutral and definitely not when he has a coin level stored for it. Sin's of course costs food but he can always eat whenever he lands a hit while Johnny has a finite amount of coins on him. On the other hand once Johnny touches you with a lvl 2 mist finer, everything confirms into a ton of damage so he gets what he deserves to for being patient. This all mainly goes to beak driver being similar to mist finer in neutral. It's more versatile and overall way better in neutral since you can use it in many more situations I think. It loses out in combos unless you spend meter or can land one of those rare hits that lead into clean hit 623S meterless which won't happen nearly as often as Johnny in +R will get to do good combos off of meh starters thanks to finer.
  22. The problem with 5S is that stun dipper low profiles it and the people I was fighting would yolo stun dipper whenever they had 50 meter just to avoid 5S bullying. As for jH, I use it as a way of catching a jump out attempt as much as an air to ground since air to air jH can actually be hitconfirmed into 236H. jS is for when I expect it to actually land on a grounded foe.
  23. How is acknowledging the fact that someone under the aforementioned situation is likely to lose in any way related to giving up when you yourself are in this situation? I'm saying don't focus on the IK, focus on all the other mistakes you did. They're why you're in this situation which may cause you to lose, not the IK. Giving up is wholly irrelevant. The point is the IK is just a scapegoat that you use when you say this thing.
  24. People mashing and getting counterhit by the HS followup to dandy S which leads to tons of damage does not make Slayer a good character. Everyone can do this much damage of damage off of a similarly-unlikely starter if not more. I don't understand why we're even having this discussion. It's an unlikely starter. You don't judge chars based on their damage ceiling. If you did Sin would be SSSSSSSSS tier.
  25. Almost everyone who is considered bad can kill Zato in 2 combos off of their heaviest counteirhit into a stun. Sin can do it in 1 hit without counterhit. That's not what defines tiers. We need consistency, not a once in a lifetime pyrotechnic occurrence that will never happen again.
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