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ElegantShadow

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Everything posted by ElegantShadow

  1. (In EX, but I think that the same could apply to CP, since there weren't any HUGE changes made to her Drive) I usually punish the second part of J236236D with 2D. It works quite well if Noel is near the Corner, since it can lead into a pretty good combo and ends in Okizeme
  2. I actually wasn't aware of that tradition (and looking back, I was like "What tradition is s/he talking about???" XD), but even then, I don't see any point in Banning Console characters just for the sake of keeping up tradition when there's nothing particularly wrong with them that would get them Banned under normal circumstances.
  3. She is most certainly overpowered, however, I wouldn't say that she's completely liable for a Ban. She can be dealt with, abet with a lot of patience, practice, and persistence (and luck, in some cases). The only thing about the character that should be Banned is Black Hole set up in the Corner, IMO, since it is nigh inescapable for some characters, and COMPLETELY inescapable for others. Edit: On the subject of Banning Console characters, Kagura and Terumi, as far as I can see, don't have anything that could be considered horribly exploitable or just plain devastating like the above. So no, they shouldn't be Banned either. :I
  4. This has happened to me before. I remember once I was literally at my very best with Lambda. My Zoning was flawless (for the most part), and I was doing high level combos left and right, all while fighting a Hakumen who actually seemed to be a few skill levels ahead of me, in all honesty. Then on the next day, I could hardly even zone a Tager well and I was dropping combos like there was no tomorrow. XD I think it has to do with your mood or mayhaps your hands are just tired? Or, as Wokker said, it might just be "Bad Fighting Game Day Syndrome."
  5. Well, I made the changes I mentioned. If I got any information wrong or missed anything, PLEASE correct it. Edit: Added a few more things.
  6. So, have any of you guys found any interesting OD combos/shenanigans as of yet? I've honestly not seen a single thing mentioned about her OD in quite a while, is it really THAT situational/useless? Oh, also, I noticed that the Nu Wiki has been updated, which is awesome! I actually want to help a bit with it by giving slightly more detailed analysis of her attacks depending on the Forma she's in. My question before doing so is, should I just make a list of the changes that occur throughout her moveset on the part regarding Phase Rift, or should I only list the changes on the moves affected by the different Formas? For example, "5D in Dia Forma has a follow up regardless of whether it hits the opponent on Block; the second hit stuns the opponent in place, and has a projectile level of 2. It can also link into 4D or Act Parser. In Luna Forma the follow up will only occur on hit, does not link into 4D, and has a projectile level of 2."
  7. Oh my goodness, that is so adorable! <333
  8. Tell me, could Supra Rage be used as a means of getting out of pressure in the event that Tao gets careless in a Block-string and starts going for too many Air-Normals? Like, is this even an option, or is there some vastly better means of countering this?
  9. BBCP 12/21/2013 Taito Station Sendai 3on3 Part 4/7: (Minato) Nu Vs. Litchi BBCP 12/21/2013 Taito Station Sendai 3on3 Part 5/7: (Minato) Nu-13 Vs. Litchi. (Minato) Nu-13 Vs. Jin (Minato) Nu-13 Vs. Nu-13 (Minato) Nu-13 Vs. Carl (Minato) Nu-13 Vs. Hazama (Minato) Nu-13 Vs. Bullet (Minato) Nu-13 Vs. Bullet BBCP 12/21/2013 Taito Station Sendai 3on3 Part 6/7: (Minato) Nu-13 Vs. Hakumen (Minato) Nu-13 Vs. Litchi (Minato) Nu-13 Vs. Ragna BBCP 12/21/2013 Taito Station Sendai 3on3 Part 7/7: (Minato) Nu-13 Vs. Hakumen I'm not quite sure of who this Nu is, but if someone could tell me as to whether s/he is notable, I'd be happy to add their name in the links. Edit: Added Gentarou's name to the matches. Edit Edit: ... Changed to Minato. >_>
  10. Well, firstly, congratulations and welcome back! XD Now, about your question. I'm not completely sure on this, so take this with a grain of salt, but the reason most go for Gravity okizeme in the corner is both due to the reasons that you stated, and that if you can get a hit on the opponent while Gravity Seed is still active, you can lead into some fairly powerful combos, that otherwise, would require many more resources to accomplish. That being said, I'm also fairly certain that it comes down to a matter of preference I.E. Trapping the opponent in the corner and having to opportunity to space and plan your next attack, or locking down the opponent and gaining a chance at mix up that could lead into another combo ending in Okizeme. Also, bear in mind that you could potentially use both okizeme options at the same time. Just be sure to lay down Gravity before Sickle Storm.
  11. Hmm... That sounds more than fair, actually.
  12. I honestly wasn't aware that just anyone could do it. Though, I wasn't saying that s/he specifically should do it, I was asking as to whether or not there are plans to update the place any time soon. I couldn't agree more. XP
  13. Well, I've been wondering as to when This will be updated? It's just that some people, myself included, find it very helpful in understanding what each Normal, Special, Drive Move, and DD is used for and when to use them, so it would be nice if it had some information in it, even just the bare minimum would be a vast improvement, honestly.
  14. Oh, I see. With the description you gave in mind, and from the videos I watched a bit earlier, her playstyle seems less air-tight than Yukiko's, however, it also seems to be a bit more free in terms of what you can do with it and just how many ways you can hit the opponent. Thanks for clearing that up for me. Hm... I always thought that the concept of a long-ranged, projectile AA was that it would be a bit more versatile than a non-projectile, close-range AA, since you could cover more distance with it and be relatively safer than someone attacking at close-range with one.
  15. So, I'm not quite sure as to what I think of Yukari so far. When I first saw her in the Loketests, I thought that she'd have zoning more akin to Nu-13 or Mu-12's, but that doesn't quite seem to be the case as she seems that her zoning ability, while looking like it has potential, isn't even on par with Yukiko's. The only truly amazing tool that she seems to have is her Super where she summons a Cyclone, a truly devastating attack, yes, but is that really all that she has? I know that it's still a bit too early to really gauge what Yukari is capable of and all, but if someone could give me an explanation on what exactly Yukari's game-plan is and what she excels at, I'd be very grateful. I mean, I know that she's zoning, but is she pure keep-away? Or something more akin to Naoto in that she can fight effectively(or somewhat effectively) at all/most distances?
  16. I have a small question. Does 3C still make the opponent unable to Emergency Tech long enough for Sickle Storm, Act Parser Zwei: Cavalier, or Spike Chaser to connect on Counter Hit? I know that Dia Forma's 3C causes the opponent to float, but what of Luna Forma's?
  17. I see. She's looking like an overall solid character (a bit early to say that, I know, but she really does just look all around strong.) Also, what statuses are she able to inflict upon the opponent? I've seen Confusion, and Charm, but is there anything else? Poison perhaps?
  18. How strong are Yukari's Okizeme options looking? Is it on the same level as Chie or Yukiko's?
  19. ... So... How is this Match-up looking? About the same as always, or has something changed?
  20. This match-up doesn't look much different from CSEX, save for Makato being a bit stronger, but that's based on pure observation alone. If I were to impart any advice in this match-up based on what I've seen, I would recommend to use Spike Chaser and Gravity to halt/control her movements. In the case that she uses her clone move... I would actually say that a well timed 2C would be a half reliable method of hitting Makato wherever she may try to strike from. Also, Sickle Storm is the shits in in Dia Forma, so whenever you can, use it. Also, also, if you're having trouble against her in the corner, all I can say is to try to get better at blocking. Nu cannot handle pressure very well, so that, along with Bursting, Counter Assault, and Calamity Sword in Luna, are going to be your primary means of escaping pressure. Again, that's only mere observation, so I'd advise to take the word of someone that's played the game over mine. Hope this helps regardless.
  21. Wait. So, Nu can't even Act Parser Zwei out of that set up in Luna Forma? That seems to be the case. Well, at the very least everything should be patched by the time of the American release, hopefully. :I
  22. If I remember correctly, Terumi has two Distortion Drives that can prove to be quite a bother to us: The one you mentioned, Jarin Renshouga, does in fact require 100 heat to use, however, that's a resource that Terumi can gain quickly if given the chance. This move also seems to Guard Break upon the second Ouroboros hitting. The second Distortion Drive, Jakyou Messenga, is similar to Ragna's Carnage Scissors in that it has Prijectile Invulnerability and moves him forward quickly. Another thing to note about this move is that it can be used in mid-air, making it even more of a threat, though, I'm not sure if the Projectile Invulnerability still applies when he uses the air version. Basically, if Terumi has Meter, he's going to get in one way or the other, so it's best to just brace oneself for the inevitable. Know thy enemy and all that. He also possesses a Command Grab that gives him quite a bit of Meter, so that's something else to be wary of.
  23. Oh? Hmm... I was under the impression that since Supra Rage usually, at both neutral and in the Corner, sets the opponent up for Okizemes, Nu would have the better set ups. To my knowledge, Lambda had no such tool that did quite that in Neutral and Corner, or am I mistaken? Agreed. In my opinion, Lambda always felt like she was missing something when it came to her Neutral game, (Low hitting Sickle Storm, and the original Act Parser come to mind), and it always just felt like she was trying to be too many things at once (An offensive/defensive zoner, a somewhat capable close-range combatant, etc) without having enough of the tools to fully realize some of those roles. Nu seems much more... well rounded.
  24. Ah, Thanks for explaining that to me. Nu sounds VERY solid this time around in terms of damage and set up.
  25. Ah. So it's about the same amount of work as with Lambda, but with slightly buffed rewards. Cool. Her Challenges look much more... strict now with her new mode change mechanic and all.
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