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Dreiko

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Everything posted by Dreiko

  1. If you add the poison damage that did nearly 6k actually lol. It's just our typical BnB really, the only change is that instead of 2B>5B>JC>J22A>J2C>J236A>etc. you do 2B>5D>JC>J22A>J2C>J236A>etc. as shown here: http://youtu.be/WGjIiLDbuOQ?t=4m40s
  2. Sadly, what you'll get when you ask this is flimsy biased excuses passing for legitimate reasons or people blatantly admitting "my main/chars I like/chars I thought deserved buffs got better and chars I dislike/thought needed nerfs/had issues with got worse so I like this more" like I am. I understand where you're coming from but I don't think you can get much from asking this sadly. I mean, I myself think everything I wrote above is 100% correct and thus the game will be awesome but there's gonna be dozens who disagree with me about many (or maybe ALL) of my points. Consensus about this kinda thing is...hard to reach :P. Yeah, fuck that char!
  3. Can't you do a Dloop after it like how you can after a forward dust wallstick confirm? I figured since the super also puts you in that wallsplat state you'd be able to relaunch after it like how you can after dust.
  4. Yeah one of those options in the network room creation menu was a toggle for autopassing. (presumably, how many seconds of inactivity it takes to initiate autopass)
  5. Rachel Azrael Hazama and Litchi specifically all seem similarly affected. They dominated, now they still seem strong but simply less dominant. They lost stuff and retained other stuff while also gaining useful new things. They certainly don't seem bad in any case, at least to me. To have misgivings or complaints or negative feelings about a dominant char being less dominant but still good in a new version seems...not realistic to me. What did you think would happen? Did you think the top chars would get even more buffs or what? The only exception in this seems to be Valk who got his old wjA back though his wolf meter is still weakened from the effects of 1.1 changes so he's still nowhere near as good as in cp1.0. When you think about it realistically, you should be grateful they're not all as nerfed as Kokonoe and Mu seem to be (or, you know, Tager/Kagura tier or something).
  6. How much does a raw DI>TR do when hellfire? You should be able to do a kill combo from that starter if you manage to build enough meter for a second TR after you land the first I think.
  7. Arcsys fixed a lot of things a lot of people complained about (Gravitons, Hazama's drive, Makoto's...everything,) but of course the people who didn't complain will take these changes as needless changes that didn't need to happen or even worse, if it was done to your main, it'll be taken as the game "being bad now". This all can't be helped. There's too much bias to what pretty much everyone says here to reach any one definitive conclusion regarding if this version is better or worse for the game as a whole so nobody should ask this question cause all we'll have is hyper-biased people disagreeing for a few pages and nothing gained from it. I personally like this game a lot, I like a lot of the changes. Izayoi needed a good defensive option and a damage nerf, Makoto needed to be able to do stuff, Kokonoe was stupid, Rachel's wind overheads were too strong, Hazama is already super good up close, he doesn't need to zone like a god on TOP of this, Bang I was already happy with but he got better and who doesn't like his main being better. Short starter combo time is overall increased and barrier gauge drains faster, both of which are things that please me. I expect lots of this to be not exactly agreeable with various people so I won't pretend I'm answering if CP2 is "better" or not and I'll just reiterate that I personally like it more. In the end, you will try the game when it is out and you will form your own personal view so just wait until that time to form an opinion if you can't already do so from watching vids. Asking us is not gonna help you much. :p
  8. That's ikegami btw.
  9. http://youtu.be/2fU0n6gSC3Y?t=1m35s Air command grab now retains dash-momentum!
  10. Lol, I love his cooking quip at Sin there. Regarding RS combos, my fav one has to be a corner-to-corner fafnir counter>RS confirm. It looks hilarious and awesome at the same time.
  11. You need to instant barrier block a lot or 6D specific things that can't be followed by overheads or quick moves, other than that, a good Terumi (or a good player of any char really) will never stop pressuring you until they hit you. This is the life of a char without a meterless reversal. Alternatively, you can simply be the one who hits him first, then be the one who pressures him endlessly, as he also is one of the chars who lacks a meterless reversal and thus is also just as unable to deal with pressure as you are. These kinds of matchups often work like this for Bang. You wanna make it so that your foe is in constant blockstun or hitstun or fear of being hit so that they never get to pressure you since you don't have any really good ways of dealing with pressure before obtaining meter.
  12. More like, we had 5D. Not sure how current 5D works. Maybe the GP comes in later or something. Those minor frame data things are too soon to determine conclusively yet I think.
  13. If the hit number goes back to 0 and starts counting again, it's a brand new combo that you're doing. If your foe fails to tech in time and lets themselves be reset into a new combo, you get the full refreshed timer off of whatever hit you picked em up from the ground with. Same attack stuff does NOT persist if it's a new combo. You can use all of those moves again without issue. It'd only be an issue if you don't actually reset and the combo counter keeps going, in which case your foe will be able to tech during literally any time they wish, which can be used to make you whiff something with slow recovery and punish you. Those blue combos are so prorated that they don't do almost any damage either so it's better if you just let them stay grounded long enough that if hit again it'll be a new combo rather than rush it and get them into a blue combo.
  14. Yeah, it's just not f1 guard point. It's not useless or anything.
  15. I feed on that kind of salt. The saltier you sound the more likely you are to be astraled next.
  16. Yeah and somehow people in Japan still call Bang strong. His offense must be nuts now lol.
  17. Omae no tetsui ni kugi wo ute was dlc for CP I believe so at least that one should still be there.
  18. Nah, the A nail combo was out in loctest and is now back in. Dora tweeted about it being out in loctest. Oh and according to that vid's announcer 6D isn't f1 GP any more. It shall be missed. (Bang combos still look hype as hell though :D)
  19. And then this happened. https://www.youtube.com/watch?v=d5GQsme2b28
  20. Thanks! I listed my skype above so feel free to add me. (if you wanna send me a contacts request, you can tell me by the Bang avatar :D)
  21. I don't know how nobody noticed this yet but B nail is back to being useful again! http://youtu.be/DrsWN7pMjDM?t=46m39s
  22. She can do any D move after her 3C now and she can mami after it too. Also, some D moves themselves are special cancellable. She can do stuff like 3C>kitty hammer>mami and it combos.
  23. Oh right, on the matter of a skype group, since some people expressed interest I figure we should start it sometime soon. Should I make the group? I don't mind but if someone else (someone perhaps more informed about the game) wants to that'd be fine too. If everyone's fine with me making it, you can start messaging me your skype IDs and I'll begin inviting ya. My skype is Dreiko-sama.
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