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Aloci

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Everything posted by Aloci

  1. I'm not surprised. Fabhop invul would be a bit much :3
  2. I really liked how aggressive the Amane was being vs Hakuman in that first video. It almost feels like Amane is a rushdown character that just happens to rushdown from midscreen lol He's looking to get fairly solid damage off of every random hit. I love it. Hey I have an Amane avatar too D: It's just cropped in a way that no one can tell lol. Of course you could also just cancel the stance and go for a CH 5C/2C. That could lead to some huge damage for making them guess <3 Of course I don't know how the Haku/Makoto counters react to a full screen C normal... Oh good :D I'll focus on my button pushing practice then :D
  3. I come from Marvel, so sorry if this is a noob question but... What's this term "Bl-ock-ing" mean? You could drill stance too. You could just sit there charging your gauge for however long it lasts, and be threatening the opponent with either a drill summon or a cancel into a C normal.
  4. Sadfaec. As long as he wrecks 'Kune, I'll be happy. Fuck 'Kune.
  5. I think it's because she can move around the stage quickly. Amane will have a hard time landing C normals or tossing down Drills in neutral. Plus she can stay on him pretty well and that hurts since he lacks a good reversal. I personally don't think it'll be too hard for him. His AA 6A seems pretty godlike. Backdash into fabhop + j.B/j.C might work pretty well if he has good invincibility on his backdash (It'd be amaaaazing if fabhop had invul. frames). It's still early, so we'll just have to wait and see how he handles the other characters once more players start to get more solid/proficient with him. The only character I see Amane really having trouble with is V-13 or whatever her name is in this version. I don't know enough about Mu to judge that match-up though.
  6. The best part about this is the totally realistic starter instead of the situational low j.2B. Also, Toasty, that 6B Fatal combo was the sex.
  7. I was pretty much assuming something like 6B x 236A, j.B/j.2B into Stuff. His jump B seems to have a good hitbox so maybe it'd cross up and we'd still get a combo? I'm assuming that crouching still adds a few +frames so maybe we can get something off of j.2B? I don't really know how that move works when hitting an opponent.
  8. A fatal counter overhead? Yes please.
  9. He can't move because because the air Top Drill only lasts as long as you hold it. So if you RC it, then that drill stops and you'd have to start another one. It looks like, if you hit, your 236D~A/B/C and 6D are safe. I'm interested in the amount of blockstun that 2D and j.2D cause + Chip damage. Like, get the opponent in the corner and make them block 2D, Fabhop forward j.2D, land 5D, fabhop away and toss out a j.C normal to keep them there blocking? I'm personally hoping that 5A/2A, 2D is some kind of frametrap lol. But yeah, that'd be a nice corner blockstring. I wonder if the framedata on his drills change depending on the level that the drill gauge is at. Besides, you know, blockstun and chip damage lol. I also wonder what his fatal counter move is. Anyone know yet?
  10. I am super tempted to sig that ._. Edit: Back on topic, I wonder if it's possible to RC a Drill and call another one? That'd be a heck of a lot of chip and barrier damage from 2 Drills and a 6D. Or maybe 1 Drill, 6D, RC 5D? Potential chip deaths everywhere.
  11. LK isn't fabulous enough.
  12. That made me excited in all the wrong right ways.
  13. Gekiran is the hand DP right? I have a feeling that's just going to be a combo ender unless we spend meter for a RC.
  14. I saw that too actually. It's basically what I was hoping for :D Stance canceling normals for longer combos. Hopefully there's some midscreen potential as well. God I love this character <3
  15. So I was watching this video again, and I noticed that when he RC's his super at: http://www.youtube.com/watch?v=Aeucx-Q8I_M&feature=player_detailpage#t=232s He doesn't overheat the drive. So... that's something. EDIT: Actually, further along in the vid, he whiffs the super, and his drill gauge stays the same.
  16. That was actually a Counter Hit. You might be able to summon a drill on a Counter Hit like that.
  17. Thank goodness. I would have been thoroughly depressed if his C normals weren't cancelable. Edit: Oh my god... Amane Ball. <3 :AM: :AM: <3
  18. Drill stance should charge the Drill Gauge. Then you can empty cancel it into nothing, or summon a drill.
  19. Actually about 30 seconds later (http://www.youtube.com/watch?feature=player_detailpage&v=hLY2BRMrLNE#t=631s), Amane hits Carl with a 2C, then fabhops over and hits him with a j.B (I'm assuming). The counter keeps going up and there isn't a blue beat. So they're either cancelable or they put you in enough hitstun that it doesn't matter lol. Of course it could just be 2C having that crazy hitstun. How sick is that?
  20. Do you remember off the top of your head about empty canceling Drill Stance? Is there an animation when you exit the stance without summoning a drill? The length of summoning a drill is making my hopes of a corner Drill loop diminish I'm hoping that his ground C moves are special cancelable. Make them block a max range 5C and then here comes drills. Then maybe fabhop on over to them for a mixup? I need this game aaaaaaaaa Amane wants the D(rill)?
  21. I'm personally hoping for some kind of Drill loop. But I don't know if we'd be able to get drills out fast enough.
  22. I'm fairly certain that you can't control it. It's just that it won't leave the screen when you do it in the corner. So even if Amane took a few steps back and did it, it would still come out at the same spot.
  23. He is the best character to be added to any game ever.
  24. Hey do you think you could test how quickly you can cancel Drill Stance? Either cancel it into a drill or out of it. I'm curious how fast we can get drills out on the screen.
  25. http://www.youtube.com/watch?v=g_Woqwm6xAw&feature=player_detailpage#t=187s Is it just me, or did that move look safe on block?
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