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Dreiko

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Everything posted by Dreiko

  1. Hmm, so a blitz shield and IB mix, interesting. I kinda prefer my IBs to be on back but I can learn this too. If I remember correctly one of the moons (that I didn't use) had something like that in melty.
  2. I don't know of eternal fighter but I'll look into it. It sounds great though. Thanks for the insight. Oh and I definitely am getting this, for sure. I'm really hype for Saya and now Homura too, I figure Saya's more oki setup and Homura will be the extensive bursts of speed and power style char. I am versatile enough and don't have any one playstyle I "have" to have to enjoy a game so as long as a char I like is there I'll make do with whatever they are good at. That being said I have the most experience with Bang so chars like him are always easier to pick up and learn well. In melty I would play Seifuku Akiha, though I don't own the game and have only played it briefly at casuals and gatherings only a few times. People told me to do Ciel since I like Bang but Akiha (half moon) just clicked with me much more so I'm sure as long as I like the char it'll be fine. Aquapazza is the game that made me like assists btw, I hated them prior to it and found them too OP but that game worked them out well (Camyu single-handedly made me like games with assists lol). It is very reassuring to hear this game will be like it in any capacity at all. Imo it's a really under-appreciated game.
  3. I haven't really followed the game much gameplay wise so you saying you have played it is interesting. Which game would you say it's more alike? My experience with Examu is just AH and Aquapazza but you can go outside of their games if you want. From the looks of it it reminds me of something like a more anime-style aquappazza style of system. (more air mobility, more flexible chains, air blocking etc.)
  4. I think that while concerns of some VNs being released here are based in good reasoning, we need to remember that Saya no Uta especially is highly regarded as a VN and has a big fanbase so it can actually help the game more than hurt it. The people who will complain have no power to change anything (nor will it adversely affect Xseed as it localizes Senran Kagura where you get to grope girls on your vita and stuff, they're no strangers to criticism) but at the same time the games being out means a lot more people will know of these characters and get the game thanks to that. Aquapazza is different since westerners know of their series more through their (t rated) anime adaptations rather than their original VNs or ps2 games. edit: On an unrelated note, I haven't followed anything with Sonico in it and from the few things I have seen just being online and reading anime stuff I was not a fan of her design at all but I actually REALLY like her sprite's look in this game. I don't know what they did but they made her look really nice. Cats are always a plus too.
  5. We got Aquapazza and Chaos Code so it's not that weird in the grand scheme of things.
  6. Gah and I wanted to main Saya why do they have to put in Homura. Another dual-main situation has befallen me. Xseed handles all the Senran Kagura game so with this new reveal it actually makes sense.
  7. I don't expect that lol. If anything they added another special cancellable special that comes only after you special cancel another special with the fastfall special. So yeah, Seth's Seth.
  8. Among many things they confirm Seth has 9500 life now. Woot~
  9. Generally speaking, if you're going into 6H you wanna always do the 623S>214S route loop before going into air normals. So for example this: [6 kcal] CH 236D(tip) > 236K > 2S > 5H > 6H > j.S > j.6H > j.214S > j.236H [181 DM] should be: 236H>236K(W)>2S>5H>6H>623S>214S>214P-4>J6H>cS>5H>6H>JK>JS>J6H>J236H Don't forget the new properties of our 623S, they're REALLY good for all the combos we do. Also, off of 236Hch, j6H is the thing to go for in general, it's our heaviest damage normals and allows for the best routes. You can do jS>j6H if you're super far away but it works in almost all ranges.
  10. j236236P is the best way to bait antiairs because it completely halts your momentum before even becoming active. 236K is +2 so you don't have any reason to go into the hop and invite people to airthrow you. Just keep going into it to get their guard bar up while building meter and closing in.
  11. Learn to recognize when it's gonna happen and just don't go into specials.
  12. You can do the impractical midscreen one off of short starters too. It's something like: 5A>5B>6C>IAD JB>JC>665C> 2369C>662D>JD>J236C>665D>*wallbounce*>665C>6D>623B You have to skip the 2B in the hitconfirm to make the IAD stuff work though, which makes it extra weird to hitconfirm.
  13. Lol Kouga ninpocho, great minds really do think alike.
  14. My main issue is you skip eating for this. There's no ground rolls in GG so restand isn't that useful unless you have a command grab. Just eat and yrc after eating and go from there. Also, you can get 3 236[h]s above if you microdash them without spending meter and two without microdashing and with no meter.
  15. Most of the BnBs that include 623S>214S>236[h] can go into it, you just have to delay the 236[h] enough so that they slide all the way to the floor and don't tech in the air. Just try to avoid hitting them too high prior to this since then they'll be too high for it to work. So for example, 2D/6h>623S>214S>236[h] would not be too high while 2D>236k>623S>etc etc would.
  16. Apparently he was top tier back in the earlier balance version, before the game was out on consoles. It's the return of the king in a way lol.
  17. She has long red hair and a sword, how much more like Shana does she even need to be lol. (but I main her so this sounds good to me lololo)
  18. So, I have messed around with the new 623S and here's my findings regarding Sin combo theory in 1.1. 2D>236K>623S is god midscreen from afar In any midscreen setting where you can't get the big 6H related routes, go for the above. It can even work off of fS>2D in certain spacings. The height provided by 2D>236K allows 623S>214S to have enough hitstun that you can almost always 214k>j6h against most non-gigantic hitboxes. It's basically the range we used to do hunt>driver in over and over but now by adding 2D before the specials you can actually do the old midscreen clean hit DP route off of any touch. It works off of any range 2D too. Even max range 2D is fine. 236K lifting up more on hit is godsent. Also, completely unrelated note but here it is: 5H's second hit is jump cancellable now, if you get a counter hit with the second hit you can do 5H(2) ch>iad-jH>j236h>j236236P>ender It's bad and silly but kinda cool.
  19. It always feels like the leap is easy to just airthrow on reaction so I never go for it but then again I almost never am in a situation where the DP won't starve me but the followup will. But yeah on the baiting thing all they have to do is run up and backdash or jump cancel something away and it'll whiff.
  20. It is good but comes at a cost so not overusing it is key here. Sometimes you can nearly starve yourself with overusing the DP and if you don't have meter or just can't find a safe place in a round to eat it can very easily snowball. When you have no food your foe knows you can't DP them which is also a negative. Add that to it's really bad hitbox and while it is very good in some instances and provides us with a safe alternative to what Sol's dp does, it's not quite as reliable. I mean, Sol may get punished but he won't lose all of his combo ability every time he uses a Dp badly while you have to spend minimum 3k food on every baited Dp to make it safe and if you don't have meter to yrc eat after this you will be down that slippery slope which is hard to come out of. It's a very fine line between getting out of pressure literally for free with his dp cancel on block and starving yourself into an early grave.
  21. My new favorite thing to Sin-DP is Sol 6H from max or near max range. Always looks super silly.
  22. Sin's DP does have invuln. It's just small so people can space their hits in such a way that they can hit you but your dp won't reach them. In most situations just backdashing is better.
  23. Not sure what you mean. You don't need any counter hits. It's all about spacing. If they're close to you enough cS lands. No, no counterhits needed. Hell you don't even need air hit for 6P>cS to combo together. cS is stupid fast.
  24. I was doing it starting in the default match start place, you could do it from a bit further out of the corner too. You could also probably do another loop of the DP route and end it with air driver. Will look into one starting from all the way out of the corner. edit: Ok I looked. I did this after holding back and hitting select, from that placement. 6P>cS>5H>6H>623S>214K-4>J6H>623S>214S>214K-4>J6H>cS>5H>6H>JK>JS>J6H>J236H 195 on El and her stupid hitbox The first one is blue, the second is red. You can do 623S>214S>236[h] off of any height against most skinny chars even. Also the 6H in the combo is actually best delayed a lot so that 236[h] later on will hit them with both of its hits.
  25. Double post but it's worth it! So on the AA combos, I found a new route, one which works on Elphelt easily enough too and uses the new 623S properties for major pain. 6P>cS>(5H>6H)>623S>214S>214K-4>J6H>623S>214S>236[H]>214K>(JK>2H>5H>6H>236H)/(j6H>cS>5H>6H>236H) 203 damage if your foe is close enough to you when you AA them that you can do the bit in the parenthesis.
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