Jump to content
Dustloop Forums

Dreiko

Members
  • Posts

    1,600
  • Joined

  • Last visited

Everything posted by Dreiko

  1. Point is, if you have the heeavy starter that you need to combo into IK and you have 50 tension, you should be able to do 20% damage in this game with any regular combo so IKs won't enable anything new and gamebreaking.
  2. You need 100 heat and your opponent needs to be at 20%, it's like astral heats really.
  3. I don't see why Kudakero wouldn't be able to be TKd as the input is j214K, though I don't know how that'd be superior to simply using GF. Maybe in DI since you get a full combo even mid-screen if they get hit by it but not normal mode Kudakero. As for GF>Fafnir, you'd need an RC in there somewhere for that to work. Fafnir is pretty slow. I think the only realistic/semi-likely place Fafnir can be used in without meter beind spent is after a low to the ground jD.
  4. HF makes your supers do more damage, I don't know if it does anything else.
  5. Kudakero looks legit. It's a combo extention in the corner similar to belial edge, it's +, it can crossup with that huge explsion in DI (and falls faster too) and it enhances Sol's rushdown significantly. Basically it's godsent. (also,DI kudakero loops will be the best thing ever)
  6. AC is 10 years old, most of the spritework for it was done something closer to 15 years ago I believe. Honestly, the game looks just like anime. Like I said before, being able to utilize modes which change the char model or having things in battle affect the model (such as Ky's hair falling down now) simply would NOT BE POSSIBLE with sprites since each little change would require redrawing everything which is an exhorbitant amount of work, tantamount of basically making a whole new char, so it would never happen. You can argue the subjective merits of this art style and if it's better than sprites back and forth. They're subective so there's no "right answer", what is not subjective is that whatever these Xrd graphics are, they're not "bad" and they enable them to do many many many awesome, previously impossible things with char modes, transformation, battle damage, multiple weapon styles, costumes, different outfits, the list goes on.
  7. I think PBB is mainly good for miscreen stuff since not every single combo we get will be in the corner, if you're in the corner then kudakero loops into TR seems the way to go. Also, in one vid Kusoru did PBB>RC>PBB so that definitely will last long enough to expire DI's timer.
  8. The Xrd style graphics enable transformations such as Sol's Dragon Form. If you ever wanted to fight with Valk in his wolf form, Tsubaki with angel wings all around her, Ragna with scythe as a primary weapon etc. etc. they are your only hope. While I do think sprites are ultimately more detalied, the opportunities that arise with Xrd style graphics are undeniably superior.
  9. I wonder if 6Hch>DI>Fafnir would combo. DI seems quick enough and DI fafnir comes out a little quicker I think so it might be possible and probably one of the heaviest punishes in the game.
  10. Oh, derp, my bad. I'm still not used to PRC being a thing, barely gotten used to the YRC term XD.
  11. Nah, it's a DI-only move.
  12. Lol, that 6h>TR frame trap. Kusoru is the only person who can land that.
  13. Both signs of an old O-Sol main. I can identify.
  14. You can expand if you skip the first 6B 2B loop, it's a route when you're too far away to CT though so if you're close enough you'd just wanna go into that. I had experimented with that string but sadly it goes on too long so that jD will always fail.
  15. Yeah, YRC is neutral-only. There's been a couple of examples showing that and it allows for interesting combos to be done. Fafnir after jD just works if you do a fallind low to the ground jD, the only issue seems to be them being too high and being missed by fafnir.
  16. http://youtu.be/JLlbkcSe-6A?t=42m2s That jD hitbox, too good.
  17. Bang suffers in 2 specific ares, midscreen crouching damage for no resources and defense. I do believe that the buff 2C gets might make following up 623B in the corner somewhat easier but the issue won't be wholly alleviated. Overall though, mostly everyone is getting nerfs in optimal stuff while Bang is getting nerfs in...the ability to be Bang, I guess. It hurts morale a bit but ultimately we are way better off when in context with everything else in the game.
  18. It's here: http://www.famitsu.com/matome/bbcp/tyousei2.html But we have had this DD for like a year now, it's just better at being a grab reversal now. XD
  19. I'm surprised nobody mentioned but the text above the changelist is Bang himself discussing the changes to each character in detail. It's just epic! Tager has had em forever so I don't know how you can say that lol. Also, Elizabeth's furious action was a grab I believe. (though not a command grab which sucked for her XD)
  20. I love the text above each changelist, it's Bang himself talking about the changes directly to the relevant character. It's amazing! XD
  21. Not really, people can still just not press buttons and jump after the super flash. Jump startup is ungrabbable, if it wasn't tager could meaty 720 on wakeup and people without reversals would be screwed lol. What this change does is make the move a better reversal, filling in for Ashura since it does more damage. You still would wanna daifunka but for some things daifunka comes out too slow and I think Shippuugeki will be a bit faster than it so it's gonna cover those grounds better.
  22. Zato's all like "my shadow's bigger than your shadow" in his IK lol. And Zomg Potemkin drills through the earth with his head and does a move reminiscent of his reflector followup super. I guess that's why he needs the helmet.
  23. Haha, those kudakero loops. Sweet. I still hoped someone would finally use that new DI command grab though...I wonder if it just sucks or something...ah well, time will tell.
  24. J2C is the go-to air to ground normal now. Unlike Extend it prorates just as well as jC and it has less recovery and pushback. They nerfed the overal horizontal hitbox of jC so it's mainly an air to air tool now.
  25. Kudakero seems to behave like Belial edge in those combos, that's very interesting. I can see kudakero > TR in DI as a great ender or maybe even TK PPB after it if it comes out quickly enough.
×
×
  • Create New...