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Celerity

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Everything posted by Celerity

  1. You guys think this is legit? http://www.testyourmight.com/threads/rumor-second-injustice-dlc-season-pass-leaked.32302/ According to a new leak (the same source that leaked Lobo/Batgirl/Zod/Scorpion), data on the 2nd seasonDLC was found to include Martian Manhunter, Red Hood, Power Girl, and Sub-Zero. Personally I'm not a huge fan of any of them, though I know Martian Manhunter is popular. I'll be very, very disappointed if any MK characters make it into the game, because NRS should be distancing Injustice from MK as much as possible. I have a sinking feeling all of the leaks are accurate, though, considering how easily this kind of data gets found nowadays.
  2. Are you sure? Well, in P4A there is some minor effect on hitstun/untech time for the entire combo, so I assumed it worked the same way in BB, but maybe I'm wrong.
  3. Just to clarify the last point a bit: Any time you hit an opponent while they're attacking, you'll counterhit (CH) them, which adds more hitstun/untechable time to any attacks you follow up with in a combo. Certain attacks, instead of normal CH, will always Fatal Counter, which adds even more hitstun and allows for even bigger combos. Oh, and if you play with the D-Pad, I always recommend PS2 pad + adapter over the 360 pad.
  4. ~100-200 less damage depending on the starter. Also when I tried it just now with my regular timing from a 2A starter, the 236A wasn't always working, so I would assume the timing is just different and not necessarily easier. IMO getting used to doing it with 236B would serve you better.
  5. Chie = condensed rushdown character with oppressive okizeme and good reversal options. Naoto = hybrid character who needs to work hard and get the most from her confirms, but can get huge damage from a single combo. Yukiko = zoning character who can deal decent damage from counterhits, and uses her momentum to get some pretty good situational pressure.
  6. Litchi confirmed as P4A DLC?
  7. Try and delay the 5B and 5C (or 2C, whichever) as much as possible to hit them lower to the ground.
  8. Can't speak to the others, but it's a travesty Poison Ivy isn't in the game. She could have such interesting zoning options.
  9. Yeah I mean, she's just more focused. She has a simple gameplan: get in their face, knock them down, call TOMOE!! Yu is just a jack-of-all trades. He has decent oki, average mixup, but it's not that oppressive once you're playing against decent players. It will seem really godlike though for the first week or so (lol Europe).
  10. I think the music in this game is pretty good, actually.
  11. Chie has better pressure and oki, by far. Yu has better normals and tools. I find it kind of strange that you're asking for a character with easy execution but high skill ceiling, I'm not sure what that means, but Chie fits your description almost perfectly.
  12. I would basically agree with what qwerty said. The characters in GG are wildly unique, there's a character (or two, or three...) that suits every individual's playstyle. If you can't spot the differences, it's because you're not familiar enough with the game. It seems like you're just trying to spot cosmetic stuff, but instead you should be spending time learning a character's options and maybe reading their guide/wiki page before you understand what they're all about.
  13. Honestly if you already have experience with BB/GG, transitioning won't give you any problems. P4A is a much simpler game. The matchups are dynamic, but there aren't as many of them, and a few of the characters have fairly linear playstyles. Character also have fewer options, as was mentioned. Additionally, it's probably the least neutral-heavy of the three games, with one side or the other under pressure for most of the round. Think GG momentum with BB speed. A few other things that are different: -Bursts refill fairly quickly and can be used as a combo tool. -If your persona gets hit, you'll lose a card. If you lose all of your cards, you lose access to most of your moveset for awhile. So you can't just throw out C/D attacks blindly. -Awakening mode, when your health gets to 1/3 you take less damage and get access to 50 meter + a new super move. You're going to have a lot of meter in this game, so you can RC and use EX moves quite often.
  14. You can also use Open Broadcaster Software.
  15. The input for I-No's dash is 6666. Personally I do 66666 and it tends to come out a little more consistently that way. There's no trick other than raw speed. I think the wiki just says it's one of the best OD's in the game, I don't think it's referencing another OD specifically. It's somewhat silly anyway to compare OD's independent of the character's complete moveset, every character uses tension differently.
  16. I guess this is where we disagree. Firstly, I don't think they broke any rules or promises. They promised that the winning game would get in, and it did. Secondly, I could give a shit which game has more players with disposable income. It's a terrible way to measure which games deserve to be on the main stage. All of us on Dustloop play games which aren't as popular as the main games, and all of us probably believe they should be, but at the end of the day, the games with the most players should always be supported. Injustice was an unreleased wild card at the time of the announcement, but now it's clearly the 3rd or 4th most popular game. The people want it at Evo, so it should be there, and now it is. ST and Skullgirls players lost nothing. The TO's got paid, whatever. Everybody wins.
  17. Here we go: 2B > 5C > 214A > 5B > 2C(3) > 214C~B > j.B > (land) > j.6A(2) > j.B > JC > j.A > j.B > j.C > j.D >214A - 2531, corner to corner carry 2B > 5C(FC) > 5D > 214A > 5B > 2C(3) > 214C~B > j.B > (land) > j.6A(2) > j.B > JC > j.A > j.B > j.C > j.D > 214A - 3554 1bar, corner to corner carry I can't figure out what to do in the corner yet, her gatlings aren't great and she doesn't have many ways to get them into the air.
  18. Holy shit this character is lol. I just found out the air version of A-Serena's 214A is jump cancellable on block, so you can TK it during pressure and it's a completely safe instant overhead. JC it then 2D to fastfall into j.D / 2B mixup, or airdash away, or airdash forward, or both! Also, 214B is seriously the best move in the game. I have to believe it's either bugged or the designer is on drugs. Unfortunately, Uri, I haven't found a midscreen combo that utilizes the kara trick you mentioned because it looks like you don't retain your air movement options after kara canceling it that way. 214C~B > 214A > D does work, but it costs meter and ends the combo I think. Have you found a way to use it?
  19. Personally I don't mind that an exception was made for Injustice (I guess partially because I'm entering :P), it would've been silly to not have the 3rd-4th most popular game in the lineup. Frankly, when the original lineup was announced, nobody knew whether this game would turn out to be trash or not. The verdict is in, the game is good, even the Capcom players want to play it, so why not? If Evo is getting money from WB and fans are getting their game, it's a win-win for everyone.
  20. Reo is a good player, but that doesn't make the character good. Flash has better pressure, Green Arrow has better mixup, Catwoman has better space control and punishes, Killer Frost has a truly broken moveset and resets. Batman is a good all-around character, but he can be zoned easily and he doesn't get much reward for getting in. He also has a horrible matchup against power characters like Solomon Grundy, Black Adam, and probably Lobo, because he can't zone them or fight them up close.
  21. Well Chris G and Tom Brady are probably the favorites, and those are the characters they play. As far as "tiers" go, Superman is decent but I don't even think Batman is top 10.
  22. You mean Black Adam and Aquaman, right?
  23. By the way, this might be already known but I don't think it's been posted yet, many moves deal different damage depending on whether the opponent is crouching/standing/jumping. Good luck finding all of those values if you're a perfectionist.
  24. I still have no idea how combos work in this game, to be honest. You apparently keep your combo count through all of the recovery frames of the opponent's tech, so I was finding crazy combos where I could keep picking them up OTG in the corner regardless of whether they teched or not. Starter doesn't appear to affect hitstun decay at all, nor does counterhit status. The main limitation appears to be the SMP system, and the fact that burst gauge builds pretty rapidly while you're getting hit, so at some point it's better to end the combo for 300 less damage and not give them the meter.
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