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Dreiko

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Everything posted by Dreiko

  1. Hehe, that he is, I just expected Seth, you know. I myself am split between him Linne and Nanase. My copy should be here tonight finally so I'll reach a conclusion lol.
  2. Something visually impactful is what's most desired when od supers are concerned I think. Maybe have her pick which item she gets in a cute fashion or something.
  3. Oh btw Greek I saw your Gordeau vid the other day. Y u no Seth?
  4. The vanish is described as having the same properties as his drive teleportation from Burning Heart's successful guard pointing. This presumably translates to substantially increased full invuln to frkz dashes since drive teleports are invincible. Also, it seems I'll be changing my sig finally. Tis a glorious day.
  5. CP2.0 Bang article! http://www.famitsu.com/cominy/?%20m=pc&a=page_fh_diary&target_c_diary_id=84867 FRKZ Dashes with Rin seal now become like guard point teleports. OD ASHURA IS A THING! My sig, all these years, it finally was enough training....such a wonderful day. *single tear*
  6. If you mean the 2.0 version relevant to Celica and Lambda, yeah that was announced as coming this fall...for the arcades. I expect it to take a lot longer to actually reach us however. I think we'll be getting a new disc version sometime next year by Spring or so.
  7. Btw, I stole those astral setups from that vid myself. Need full life od and normal starter but even on crouching ypu can do like 5C od 5B 2B 5D 62D astral. Only issue is getting the meter to do it while not getting hit below 85% or so lol. If your combo goes any longer to run out the extra OD so you can tk astral properly they tech early on that frkz 2D so it won't work.
  8. I'm thinking on working on a midscreen frkz poison nail variant one of these days, I'll tell you what I come up with. :p Oh and it's mainly Rachel. I tolerate new Bang (and actually like him MUCH more than the old unserious one) but I violently despise English Rachel out of how much I like her original self. My mute button click was pressed by an outburst of murderous aura, my hands didn't move.
  9. Good stuff as usual but the English voice intro caused me to daifunka the mute button on reaction until the cutscene ended lol. My two fav chars who have the two worst voices is too much for my soul to tolerate in conjunction X.x. I like the second one more content-wise (hikari e) since I saw more original stuff there. A lot from here remind me of that Snow ring vid XD.
  10. Positives: High mobility (is one of the few with more than a single airdash, can glide downwards in a speedy fashion much faster than falling speed by throwing nails right after an airdash) Great mixup involving safe overheads, command grabs, quick lows (one of which is positive on block) and very good crossups. Great damage against standing foes Various supers all with their own utility in addition to merely doing damage at the end of combos Starts the round really strong, great at getting and keeping momentum through the use of nails. Has his own theme song during overdrive Things with both positive and negative aspects: His drive can guard point attacks and teleport but meaty overheads always beat it. It's one of those uber situational things. Great but if you rely on it too much you die quick. His overdrive is awesome but hard to control. If you don't master it you won't get much off of it. His nails are awesome but you only get 12 per round so managing them and not overusing them is key. If you just spam em without thought you'll instantly run out. This is not sf. The threat of being able to throw em is more useful than throwing them and if the threat isn't there cause you ran out you'll have trouble. Also, lots of optimal combos need one or two nails. Negatives: Very low crouching midscreen damage for no resources No antiair Requires mastery of microdashing and instant air dashing for optimal BnBs. Not many moves positive on block (just 1) No quick crouching poke No meterless move with invincibility Aaand that's about it. Bang is all offense and relies on hard reads for when he has to be in defense. Ideally you just wanna onslaught without giving your foe a chance to do anything which is possible due to his good start and high mixup power but in drawn out battles where you can run out even if you manage em perfectly he begins to have trouble. Welcome to the fray!
  11. The combo is: J2D > 662A > 5B > 5C > 5D > 6B > 6D > 236D It grants over 50 meter and does 2.5k or so. He can use meter in the end there too.
  12. Dacid was the screechy overly hyper one. Main Bang long enough and it has lasting effects. :D
  13. As long as the only one Dora lost to was the champ I can rest easy. He took out N-Otoko even. I think he might have given dogura a run for his money too.
  14. Koko is simple. Just go nuts. Need solid mixups and momentum on your side. Oh and learn how to block 6B.
  15. You don't wait for it to vanish entirely and then once it's gone do 6C but also you don't do 6C as quickly as possible. You want the web to vanish JUST as you're buffering the second C nail so that while the nail does actually come out they won't end up too high. The timing is super finnicky as I said. It could be char specific too. Ones with thin air hitboxes like Noel it'd be tighter against than someone like Ragna.
  16. Hazama is even. We have the edge before he gains meter, then he once he has it. Abuse him with endless pressure oki and nails early on. Get used to react daifunkaing the stance. Respect his meter. Don't mash when he's in mid range. Poke him out of upward chains aimed atmobility and not hitting you with microdash3C for free piles of damage. I like 6B way more for this job since it doesn't whiff and make you vulnerable for half a second vs crouchers and it doubles as an overhead people seldom block in the case of them not being tricked. An overhead you can Rc for great damage.
  17. I know of one but you need a great starter and you throw away too much damage for it so it's not worth it. It's something like: 5B 6C j22A j623B 5B 6C j jD j236C delay6C j j236C 665C 632146B 5A5B-(meaty, then rain should come out) Or for crouched confirms something like 5B 2B 2C 623B 662B 6C J JD J236C 6C J J236C 665C 63214B 5A5B The tricky part is you have to wait for the web to vanish if you wanna be able to toss another nail and you have to delay the 6C before the last C nail in a quirky way to get the combo right. It costs half your nails but no meter, it's only really worth it as the crouch variant cause on standing confirm the damage lost is too much.
  18. 6C isn't a move to risk whiffing and if you know you're gonna get a counter 3C is better which leaves accidental 6C confirms and those I find better to confirm by just jumping forward and doing a delayed jC as late as possible. Forward jump is the best action after a blocked 6C, is easy to confirm into more damage and doesn't use nails. 6C isn't as good as it used to be as far as peroration goes since other normals now have p1 of 100 and even at CH the only real major bonus is alowing you to od without od cancels. Outside of that, you get what you'd get off of a normal hit 5B standing confirm more or less.
  19. I was wondering; does anyone have Under night in birth? I was briefly contemplating getting it but online sounds barren for the west and if nobody cares locally either it doesn't seem worth an early import, in which case I'll just wait for a localization.
  20. New location is closer to my house it seems, sweet. I was worried about it being too far. If you want good BB matches you'll not be disappointed. We have a variety of chars being used and lots of good players too. You can come at like 7pm and stay till 3AM or so. Tourneys last for an hour or two out of the entire duration and the rest of the time you can spend playing anything you want for fun.
  21. You can actually see me list the jump there. 923B has a jump imbedded in the input for j623B so you get a super close to the ground tk. As for command grab rc stuff, the average od combo ending in daifunka would do the most. The grab is a short starter and they take a while to fall so it has been exceedingly rare to make rcing a command grab worth it.
  22. Midscreen: bc>66JB>delay jC>6C>j> jD>j236C>5C>6D>623B Corner: BC>66jB>delay JC> 5C > 6D > 623B >2B> 6C >jC> j2C Those are the overall optimal routes.
  23. Most I seem to get is 5.7k plus poison with 5Cfc>CT>665C>2D>923B>5B>5C>6A>6C>JC>j2C>j236A>5A>5B>jA>jB>jC>j236C>Ashura Adds like 300 damage to that route. Now lets see if anything remotely optimal can come off this lol. Other than 5C tk C nail or CT I can't seem to land a 5C on a standing/crouching fataled foe that easily.
  24. Just discovered a new thing, yay. So apparently 2D can combo after normal hit 5C during fatal counter. (Yes, I don't mean fatal 5C-2D, I'm sure we all knew that worked, I mean something like 5Cfc>CT>5C>2D) Trying to see if that will amount to much.
  25. Hehe, no need for all this, just go and try to do it and see how it works out lol. During the super flash everything is frozen. The foe doesn't recover from hitstun in that period.
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