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Everything posted by Dreiko
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Lambda mode Ds also cut through nails in cp1.0 but it's still not a big deal. The superior air mobility and Bang's Ds make this a bad matchup more so than the nails. She can't just safely 5D or 236D from fulll screen vs Bang since 6D and in some cases daifunka is an easy on reaction punish to those things and it makes her gravity seed lockdown shaky too. About the only use nails have is keeping her from running away/airdashing backwards too much so that you can approach her better. If you toss the A one a certain way even if she tries to AA you it'll hit her out of 2D/6D and then you're in and she's poisoned.
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I think Tetsuwo was playing Kokonoe before cp2 came out though so I'm not sure if he's the best example for Jin not being S tier lol.
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Nah top in cs1 was Litchi and Bang and arguably Valk. Ragna was not quite as good there as he was in extend.
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I think Jin and Terumi got their changes mixed up cause Jin was a strong solid char who got nearly all buffs (and big ones too like extra jump cancels in normals which he has never been able to jump cancel before like 2D) while Terumi was a mediocre char who was nerfed for absolutely no reason.
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http://www.famitsu.com/image/33524/vR5RI1ZVEV31yx3N94a4eb4XsW9LN1Dz.html The D one going directly on the ground meaning you can use it without jumping is the main change.
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It's not how strong she is that it dictates as much as her actual fighting style. I think it's a very smart way of expressing her personality through a moveset basically.
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It's more like Rachel's drive is so awesome it makes otherwise terrible normals not suck. If you wanna find a drive which complements normals then something like Azrael's would be best I think. Like, it fits with the story too, her normals suck cause she never tries to fight seriously and if she just uses the wind to toy with you. This is why I like her a ton and she's been my sub since CT, she's not really ever "fighting", she's more like dancing around doing whatever and you die in the process lol.
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The issue comes mainly from chars who do indeed function as you describe being pitted against chars like Valkenhain and Rachel and Arakune who rise and fall with the strength of their drives. When someone who plays Makoto sees the utility that comes from some of those other drives she'll feel like she got the short end of the stick but of course her other set of normals compensate for this. Still, when you just compare drives and not entire playstyles it's a pretty clear difference and while of course you shouldn't reach any conclusions by merely comparing drives it still can make for a sensical argument to have some of those less drive-reliant people go "man, I wish my drive transformed me into something else or allowed me to fly off-screen for 3 seconds...".
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Second hit of 5H is useful in certain situations where people underestimate its range. It's not as much of a good mixup as it is a move to punish people eager to get up. Also it's pretty safe to eat off of it if they blocked it around max range. Also if they block 5H(1) you can do a little 50-50 with it and jD, though 5H whiffs crouchers so it's not the best thing to use on block. What I mostly tend to use it at is after a pretty far away fS after having gotten my foe to stop trying to do stuff after fS.
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That's what I mean, the idea behind the char creation is so boring that people have to try and do well or make him fun DESPITE it which is a process with too many negatives inherently juxtaposed on it from the first second of using the character. You shouldn't have to make the character fun despite the designer's best efforts but rather, through them. I think the enjoyment we experience when we see good Amane comes by the contrast of how boring the char is and how interesting the inventive players managed to make him despite that which is not a good situation, despite the end result of Amane being fun to watch. It still is the reason why he's bad.
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Dengeki Bunko FIGHTING CLIMAX FT5/FT10 Exhibition Thread
Dreiko replied to Setsuna's topic in Misc Fighter Central
This looks like fun! I should be up for this as a way of getting back more into this game. For connection-purposes, I'm in New England now (some may remember me being in socal) Name: Dreiko PSN ID: Dreikoo Main/Sub: Shana/Akira Availability: Available most weekday nights and all weekends, not this coming Saturday though. Twitter: @dreikosama -
B nail also has this other trait to it, it seems to recover instantly (though it halts your momentum like C nail still) so you can toss it and then toss another nail instantly in a way that makes it seem like you tossed two of em. It's more of a trick than anything but it should help in some situations, especially if someone's trying to run under it expecting it to be at B nail speed.
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Every time a char has been really good it has either been because of their normals being amazing or because of their overall mechanics being super strong in some way. (and with 1.0 Kokonoe and her jB/6A>j2C etc. normals you had both of those things combined thus people be mad) Like, cs2 Makoto wasn't good cause of her drive. It's all her normals being amazing and comboing together really well. Same for CS1 Bang, I remember this one tourney that Tokido came and won without ONCE using the D button, all cause Bang normals were CS1 Bang normals. Extend was more "boring" but it was in THAT game that the top tier chars were more based on their drive being super good (Valk/Hazama, though Hazama has always been nuts) so there's really no connection between more or less drive-intensive char design leading to more fun/interesting match outcomes. I mean, some of the chars who revolve around their drive are the most boring, one trick pony chars ever like Amane and Arakune and both of those are not very strong because the game is evolving in such a way that you need to have more than just one thing that you do while sucking at everything else. You need to be able to have one really good thing while still being decent beyond a certain level at other things or your one thing needs to be like Valk where your opponent doesn't get to play the game at all so your other weaknesses don't come into play. And well...the thing is we already have Valk so making the rest of the weak chars like him is not the way to make the game more fun or interesting by any definition. They need new ways of achieving that. I honestly don't know what they can do with Amane at this point while Arakune sinks or floats based on the broken-ness of his bugs which I guess is fair since he's that type of char. Oh and I don't get what's hype about marvel. It's all unreactable mixups that lead into combos which are safe even if blocked due to super bars/assists making them so. I mean if you don't know fighitng games it's very flashy and stuff but the lack of risk in most approaches makes the drama of a high risk high reward approach...very non-dramatic to me lol. Everything is ultimate reward no risk or so it feels like to watch and when it's all like that then it becomes boring.
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Nah it always was only counterhit-specific from the way I remember it. In any case it definitely didn't work vs chars that 2D>236K works against lol. You can clearly see that after being hit Sol is higher up than he would be in 1.0, they barely get lifted off the ground at all as it is on 1.0.
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Seems they buffed the second hit of 5H making it prop them up higher cause we get to do this stuff now: https://youtu.be/Gl4mbMf3xPU?t=16m44s
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The set was an hour long so it went back and forth. 10-7 or something I believe. Also Bang is high tier in this version so that's not something Makoto has to feel bad about lol. He's pretty unanimously A tier I believe. And I don't know how much of a "hard read" it is to assume Bang will 2B after his close range blocked 5B. I mean, it's not a certainty but if Bang doesn't try to do that out of fear that Makoto can do this to him then he will be sacrificing too much pressure (which is a different sort of win for Makoto) so the wisdom goes with making the read in that situation. I think the reward is worth the risk lol. You can see Dora just yolo wakeup OD and rely on the frkz mixups to make something happen, with mixed results. I think Makoto's approach is much more solid than that.
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I saw her do GCOD>2A into a 5.2k combo so, yes, you're right. :P https://youtu.be/Vaw7ngXoUlM?t=49m36s Enjoy~
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
If you hit with the last few active frames it's pretty good on block, or at least this is the sensation I get when I have it land in that way. It's prolly not + but coupled with Sin's range and people being used to blocking it earlier than that and going to press buttons it can allow for some interesting situations. -
jCC got a significant buff, it cancels into the second hit much faster than before and it is active for ages so it's a pretty amazing jump-in now. Also she gets to cancel j2C into stuff (such as jC) on block/hit which makes the move quite usable now. Beyond those. Cosmic Ray being even means she has a forward dashing move which can sort of allow her to get in better than she used to before, though ultimately not as many changes happened outside of those. Basically her combos being much better and more varied means she gets more rewards for getting in now and they're significant enough rewards to really help her.
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6P is godsent here since Chipp likes to be in the air. Learn the optimal confirm off of it. It can kill him in 2 touches lol. Also backdash is very important here since you wanna take advantage of your superior range. Just don't be within his 2D range cause that move is insanely good. Don't overuse beak driver cause he can call it out with Alpha Blade from nearly anywhere though.
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236H is gold in this MU. It blows through drills and still hits him. It's one of the few MU's where the drill being out doesn't mean now Zato gets to do whatever he wants and just rush in with no care. Sadly, once he does get in, it's really bad since Sin's DP is very small and his poking capacity is terrible. You wanna do all your damage as quickly as possible and not give him too many chances.
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Very good ft10 with Dora and Goro: https://www.youtube.com/watch?v=Vaw7ngXoUlM&feature=youtu.be They go back and forth a lot. Also Dora spams 2D like it's nobody's business around the middle. Also we have an epic 30 second long staredown lol.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
Sin will be the king of the wasteland and control the entire world's food supply. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
I mentioned it in the other topic when I posted the video with it. I wonder if you can do basketball combos with it if your foe has high guard bar. Sin already had those 100% life combos but now with basketball combos we really HnK in here lol. -
While I do think it is easily possible for a char to be fun and not as good as they used to be (not bad, just not as good) the issue comes with trying to design for that since what is fun varies from person to person and is nebulous as hell so it's not really something worth just gutting a char for. Like, for example, take CS1 and CS2 Ragna, CS2 Ragna was the first time I enjoyed using the character but significantly worse than his CS1 self in practically every way. What I enjoyed about him in CS2 is having different things you had to know with him depending on the situation or he couldn't do much of anything combo/confirm-wise. The limitations he had compared to his cs1 self gave you a more varied set of options that you had to utilize to be successful and that is fun...to me at least. Same case with CP Bang. He's weaker than his CSE self but he has so many more things he can do now that even with FRKZ being only an OD he still ended up being more fun...but a lot of people found him too difficult or too different so they dropped him. For me he was more fun while also being weaker somewhat but I never thought he was fun because he was weaker. He just happened to be fun for me and he would have been fun even if he was not B tier.