Jump to content
Dustloop Forums

Primiera

Members
  • Posts

    249
  • Joined

  • Last visited

Everything posted by Primiera

  1. I think it's legit. I hate how they keep enforcing the 3 males - 1 female ratio they've got going on, for whatever reason. I'm actually fine with MK characters, as long as they're cool characters. The only one I'm not fond of is ... Scorpion, the one coming out soonest supposedly. FML. On one hand, I'm glad we're getting so many DLC characters because it gives more diversity to the cast and it allows for frequent patches to update glitches and bugs and if need be, balance changes. On the other hand, I don't want to buy three more season passes and spend a total of $100+ to play IJ in its entirety.
  2. Regardless of its morality with the donations, a large % of people watching EVO, if not the overwhelming majority of people, want Injustice as a main game. It's the big "in game" only Capcom FGs can surpass right now.
  3. Was Makoto's jab game significantly better when she could gatling 5X? I've only used CSE Makoto, I've never tasted her old tools
  4. I don't think so; her 2A is 6F, and dashing up would take at least a frame if not a few, so it's far from infinite pressure, especially with insta-blocking.
  5. Good stuff, Mo!
  6. Do you guys feel she would be too good with a +1 or better 2A on block? It seems like her pressure is made for having frame advantage to get respect for her mix-ups, alas, she has to play a little more guess-y or on the other end of the spectrum, extra safe.
  7. I think late air tech blows this setup up, compared to grounded unreactable stuff.
  8. 236AB right before landing. Do it late enough and you can still have the 236 charged for your 236B or 236AB.
  9. Is that just with Black Adam's trait? Interesting! It is my understanding that in normal cases you literally cannot link in this game, even if you're +9,001 frames and your move has 1 frame start-up. Something to do with preventing infinites without a hit-stun deterioration system (only gravity scaling) or real push-back on normals. AFAIK everything unrelated to traits is all a juggle in this game, though technically they are links if you go into semantics. The only other ground links I can think of are those related to traits, and those are rare indeed. Killer Frost's trait can force combos due to freezing, and Grundy has an undodgeable trait grab after one of his overheads that's a guaranteed 31% reset, no jumping or reversals allowed - yes, that's as dumb as it sounds, and I'm sure it will get patched eventually. So stupid ... he gets near 60% off of most things due to that reset.
  10. I think just having her old CH JB back, meterless air throw, farther corner combos from mid-screen, and more proper oki in the corner are enough for her to be a major improvement from CSE.
  11. Just thought everyone should know, it's on sale at Toys R Us for $35 this week, starting today. If anyone cares what I think about it if you're on the fence: - Pretty zone-heavy, something like 21/24 characters have a projectile of sorts, but there are a lot of anti-zoning tactics and specials. The flow of the match is dictated mostly by meter and zoning, jumping, or some dirty character specific ways in on the opponent like full screen dive kick, safe slide into juggle on hit, etc. - Decent/sub-par net-code, there aren't traditional links for most characters so it's not a big deal but sometimes this game's input delay is terrible. Usually quite fine. - Lots of character diversity, and most characters are dirty in their own way. You will probably be able to find a character you like even if you're someone who's in perpetual character crisis mode. - Good community for the game at www.testyourmight.com, it's basically the www.shoryuken.com for MK/IJ. Even though it's zone-heavy and the lag can twist your pride like a knife, it's very fun and should have lots of longevity.
  12. Nah, A Skull Cracker is worse. B Skull Cracker does decent damage if you end in a super; if you want good damage you'll probably just want to AoA.
  13. Those are optimal or near optimal. B Skull Cracker is a bad starter, most of her combo paths fail after it.
  14. Strange to me that he opted for Corona Upper enders to his combos over oki. Can Azrael blow through it like Hakumen?
  15. Stick. Any advice would be great. I tried doing LK + LP + MP + HP, drumming from left to right, but I usually don't get an AG that way, and often get a DF from LK + LP. As of now I do LP + MP + HP right to left to right, 5 presses. It works but I usually require about two hits or so to AG. Also, I know you from the SaGa Frontier forums way back in the day. You still play that from time to time?
  16. Thanks for the advice. You're right that Squatch's AA isn't supreme, but against about half the cast he can simply AA their standard jump-ins for free, and against some of the remaining cast he has options in his normals. My only problem is right now I can't AG off of one hit - I'd love to but outside of using Turbo I require two/three hits. Gotta level up or use a different technique I suppose. I'm going to try being smarter about my ES BT, and also, it seems his j.LK > j.MK OS j.HK is pretty great if I know they're gonna jump due to j.LK's range and speed. I see Haitani spam that in some match-ups.
  17. I feel like a lot of Sasquatch's supremacy is from his ability to AA the cast easily, allowing him to hop in and jump in a bit easier. That being said, how do you stop Hsien-Ko's j.MP? cr.HP trades at best. j.MP beats hops of all sorts, too. I know the damage/health factor in this match-up makes it pretty bad for Ko, but I don't know how to properly deal with her in the footsie game and feel like Sasquatch's chicken block game to stop j.MP isn't that great, but then again I don't really know.
  18. I find long hop j.LP > j.MP an acceptable way in, and it even gets people who aren't ready for it. j.LP > j.HK seems to be better at catching chicken guarders, though not guaranteed depending on timing. My question is, are there better strings than these? Should I use something other than j.LP as my starter ever?
  19. If you wanna go the pre-236236A route, you can just do 236236A > 236236A > 236236A > 236B (FC) > 236B > 236D > Burst > 236D. 11056 damage in four attacks.
  20. You could fiddle around with 5B (CH) > 2DD > 236236A > 236236A > 236236A into stuff, like the challenge mode combo. https://www.youtube.com/watch?feature=player_detailpage&v=SljTZDXQLZ8#t=175s I doubt that's completely optimal. Maybe going for JBB (possibly JBBC if you time it near the end of 2DD) or something after the 2DD would beef up the combo enough to kill Kanji, not sure.
  21. That's a fantastic way of playing.
  22. More of an arcade stick problem than a Q-Bee question, but it's pretty specific to her core style so I'll ask it here: how do you guys consistently IAD on the right? I find it very easy to do on the left because the thumb has such great leverage, but I feel like I just don't have the strength to go even 959 fast enough facing right. Here's how I hold my stick, pretty standard way if you ask me: https://www.youtube.com/watch?v=SljTZDXQLZ8 It's gotten to the point where I just go for jump past > cross up AD instead. Works in low level play, but blown up by good players and chicken guarding. On the right facing left, I'm a decent Q-Bee, I get how to mix people up, going for double, triple overheads, knowing when to stay low, empty triangle jumps for command grab. On the left facing right, I've got st.MP ...
  23. You can react to B Asteroid Vision, but I doubt the Litchi reacted to Lightning Arrow. Probably just a good educated guess based on the B AV.
  24. Ah, I said that on the basis of thinking JBB > 2A wasn't air tight. I actually always get mashed out between air dash JBB > 2A on block if they try it, so I thought it wasn't me. Guess I gotta time it better then. In that light, yeah, JBB all the way.
  25. Is Felicia not really a high/low character like Sasquatch and Q-Bee? It seems like holding down-back and mashing buttons blows up her hop game more so than other hoppers. Is she more about frame traps and grabs? Gah, sometimes I wish I were Japanese so I could hit-confirm off of one jab in turbo mode. Also, how do you combo off her hop? It seems really difficult - should I delay it? I find short hop -> anything but her light jumping attacks is really, really inconsistent in coming out.
×
×
  • Create New...