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Keo-bas

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Everything posted by Keo-bas

  1. Should their be PSN text for BBCP match making like ashenL GGAC+R room?
  2. you guys are brave...i just got the digital version. fuck waiting.
  3. can't find kokonoe dlc
  4. They really need to fix teh new com,er sprite, can;t do cross over tech against them
  5. thing is phatom breaker becomes frantic fast when competent play, and their slew of frame trap stuff so easy of execution really keep things going.
  6. hm so which us was the better host?
  7. I'm about to finish download soon
  8. finally got my self one now. so add me guys PSN ID K-Bas
  9. Yeah I did , even commented but I can't complain when I'm not doing anything myself. I just pointed out some stuff that he felt people could have learned with experimenting. Some thing should just be left for discovery, I can't argue with that logic.
  10. Tutorial by Mikadok http://www.youtube.com/watch?v=Mi1EBZOabBE&list=UU2zrSUVWl-8f-DAJih3GiNA http://www.youtube.com/watch?v=E7RhgNg7FtM&list=UU2zrSUVWl-8f-DAJih3GiNA
  11. HM I was going to wait till I get my hands on Kagure or terumi But the fact Bulleta is reminding of P4a labrys, I may just decide to main her. She sounds simple in theory.
  12. Pardon me I am not good at explaining ( why i never volunteer for wiki). Gaito has really simple one. 3H, Overdrive, 2M>3H (repeat x amount) (much more difficulty but stronger damage) mikoto. 2H>Overdrive> otg 2H> otg 66M> jc> otg air H/2H> land otg 2H. (repeat) *note 66M is is three hit dash attack that start with two low attack and then attack mid. the goal with 66m is to otg with one of the low hitting than jump cancel immediately.l Edit: Ok apparently after 2H into over drive. Its possible to jump and use deep 2H as your first otg.
  13. So its actually possible to do unbreackable combos with hard style overdrive. (damage gets ridiculousness in tension) Hard style over drive have this property where OTG put opponents in juggle state . OTG hit are automatic critical hits (counter hits) which prevents emergency mode and teching. The next attack usually take the opponent out of critical hit, How ever go for another otg,the next hit will be critical hit making a true unbreakable comb (also allowing otg grabs). While simple its actually pretty tricky and becomes execution tight as numerous of cancel will need to be done in short time span as each otg reduce the stun period on the ground. Probably the most simplest way of doing this is to use crouching light as the otg hit which usually allow up to 6 otg hits (minimal damage but corner carry). To get high damage it will take using stronger attacks(usually crouching c) but they would need to be cancel as their recovery is to long to use it with out cancels. Some character may require using a low hitting normal (1st otg) into a dash normal (2nd otg) jump cancel to air normal for another otg (3rd otg/ must be deep) or be daring and attempt to cross over while jumping and due OTG grab after landing. *note that opponent can still emergency mode in the begining unless the initial attack that hard knockdown was a critical hit.
  14. what the impression of the online? don't have live yet.
  15. Ende has just dethrone bridget as the king of trap characters.
  16. How about these? they work anywhere 5MM>5H>2H>66H(hards dash attack) from their you get many combo potential. these are after 66H OTG 4+Lp+SP>5SP>slipshift to dash jump(669)> Air H>land> 66H> Air H. (repeat till corner carry allow tech) or if near corner OTG 5sp>slipshift forward dash>2H>66H> OTG 5SP>slipshift foward dash jump>Air Grab>AirSP *note the first 5sp must hit as soon as opponent lands or else the second 5sp will wiff due to opponent recovery* extra damage and possible positioning for oki 2H+SP (will use up an otg) yeah training mode at times unreliable expecially sense dummy status configuration affect player as well. But slipshift isn't much to fear when use against air attacks with its limited punishers. ALso if they do block than one can attempt to crossover during the guard stun and do untechable grab. Only relfection and GC does it become risky and even then their are counter measure for those. (Hell itsuki game is all about air dominance with her plethora of cross up potential)
  17. If referring to hard mode Blue block than that's not a parry, its still blocking . If referring to Extra reflection than you kind of got something. Dunno what you mean no down time. If try any of style nullify attack (slipshit/blue blocking) and guess wrong you will be vulnerable. Now of course one could just use SP, but they do have their weakness. One of the perks of successful cross up is critical frames if hit, if they block and than you can attempt an untechable grab if they op not to GC. I wont even bother to mention the counter play for gc scenarios so yeah. Cross up have their purpose
  18. forgive me that wording is off. When i mention burst cancel from quick. I really mean counter burst to slipshift cancel. (5SP>backdash/hijump/forward dash)\ edit: Did anybody knew you can hover in the air slightly by holding up while jumping? makes cross up and fake out pretty easy. Edit this is for hard style only.
  19. Ok finally got my hands on the game and actually their more change than expected. Style have more definitive differences as than just overdrive, phantom breaker, and nullify attacks. Quick style Double jump, counter burst cancel (SP) to slipshift, gc slipshift Hard style Critical burst (full charge sp unblockable), protect, tension build Extra burst gaugce capacity 400%, style switch, reflection. General all style is capable of command super from guard cancel. Overview Quick style relatively remains unchanged from vanilla on mechanic aspect and gain buff with the universal guard cancels. how ever it quick has lesser damage output and tension bonus, lost ublockable counter burst, and can only build tension from offset(clashes) and dash crossovers. Hard style was revamped received significant nerfs by the lost of slip shift cancel and double jump, hard style got indirect buff for having the greater damage and tension bonus, counter burst retaining unblockable. Extra is basically vanilla phantom breaker with its signature "reflection" intact and having access to the largest burst gauge available. How ever extra loses phantom breakers and has the weakest power and defense of the other three. Misc The new comers (sophia,ende, gaito, shizuka) sprites seem to act different than the veterans. For example its now much more difficult to crosses over the new comers in the corners after a knockdown. prevented certain tactics from working like Ren's grab loops. While in hard, if proponent is in crouching position, they will not be knockdown unless they were already in hit stun. Crouching fierce seem to be a universal air unblockable.
  20. I really want gash bell but not likley
  21. some one uploader some online match videos. http://www.youtube.com/watch?v=EtLhcExTBH0
  22. I remember making post about it earlier about vanilla but then it was poorly written at the time. Oh here it is.
  23. wait that actually rules in quick style. unless in hitstune n o quick style normal can knockdown unless its in critical frame. Sure your not in hard style?
  24. I'm glade so playing vanilla till I get extra still has some merits.
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