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Keo-bas

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Everything posted by Keo-bas

  1. I;ve yet to see anything suggesting the game needing further balance tweaks. I haven't seen anything busted so far.
  2. I would imagine assist and blast to be the resource be conservative with. Super meter is the one that builds relatively quick.
  3. never occur to me this game had Alpha counter/ Counter Assault and it seem to Soft knockdown. I don't recall player using this. why not?
  4. Its good mind fu## tool if condition your opponent. Outside that i use it to meter build. I be been having hard time finding use for her 236a+b. Follow ups from [4]6x>6x with that super dont seem all that hot when 646x gives knockdown. It an ok air whiff punish i guess.
  5. Aquqa pazza is on sale for 10 on psn until the 22.
  6. I can't say misty is terrible at all. Misty certainly not character who can start match off unless she playing opponent can't catch her. Orb are not that hard to get ging since she can hi jump set orbs backward with minimal risk. LV3 assist allow her to set ground orbs with minimal risk if have fast assist. ( notably assist for this is Rick, Rouna, Roselinda) Orbs and explosion super easily can do 5k and more so. 236A>A+C is pretty strong mid and long range as A+C whiff recovery quickly and it activate orbs pretty fast. Misty 6b is useless until orbs out or counter hit than it her best friend. 6B+C lest her get vortex like game going since she can set orb and activate before knockdown occurs. the fact she can also combo into fully charge 6B+c from 236A>A+C. from any distance ( only do have charge if near corner to conserve DB). Right now I think Xaiomei is Misty best assist. Xai mei the only other assist who has lv2 tracks so Misty can be conservative. her lv 3 assist speed buff is great and the crumble from her assist interrupt good to. Rick and melty is close second with his lv2 being great follow up from Misty 4C a and allow her to set two orbs before explosion super ender for over half health mid screen/ in corner she can set another orb after explosion with 214X
  7. I've been reluctant to call it AQ 2.0/ the game handle them selves really differently. outside of the how momentum driven they are. AP feel more methodical due to how restrictive scenarios are, this doesn't seem the case in NPB. The fact Nitro reset resources back to zero means player have little incentive to be conservative while in game like AQ and Denki you do.
  8. I think we could be gettung ahead of ourselves here. Blade arcus does seem straight foward but not fully explore or optimise imo. Heck the videos I've seen. Whats the verdict on Reflector 95 B+C) and 6B+C usage? i seen them use in grab combos but what about other application? wouldnt those do well agaisnt jump ins? Is 4(A+C) good tool to use to help weak character whiff punish game?
  9. `I use poor wording. What I was trying to say was I've met many people who told me the game was bad because of the mention stuff. (slow, stiff animation, janky) I can count how many times i hear people call game bad base on this stuff that they didn't under stand or just didn't like it, then again my perception on on good and bad seem skew too.
  10. So maybe you guys can help me to understand the "This game is bad mentality" I mean I learned to pay people no mind on subjectitve stuff but the majority seem to say this game is bad. I can admit this game is aesthetically unimpressive but why is the game play bad? I keep hearing stuff like " Its too stiff or too slow". Has ASW game play now become the expectation?
  11. even after redeeming code you still need to download sonia from PSN store. Rejection guard is parry like move that'll allow the user to nullify the opponents attack. A successful rejection guard on non projectile attack forces the opponent into air reset state. The user instantly recover from the guard and can start applying offense from it. Their is no pushblock in blade Arcus, The game has pretty low Guard stun so simply blocking and pokes are strong option. But you also have 4A+C and Assisst interrupt as your option during guard stun. Be mindful the game has very little to no invul frame attack so frame traps are pretty strong too.
  12. Look flashy but doesn't seem all that great. the amount of resource use for 5.k. You can get 5k with just 2 level bar assist into throw. https://youtu.be/JcNcaK4Iejc Edit: But if you need something little easier and confirm into you have these. https://www.youtube.com/watch?v=64UA6Wm4p_E&feature=youtu.be misc* Use A+C late into the throw or ese 6B+C will whiff. In order to command cancel from 6B+C. Players have to tiger klnee the command. This pretty standard technique use in fighter such as Fate unmlimtied codes.
  13. doesn't 1A+B OS now make grabs useless? I can't see a reason to use them now.
  14. well I really like this game and online functionality for me a must. so I be focus this holiday season to getting it. This seem legit as pignuts another fellow Dl member attempted to share play with me but wasn't aware I was on ps3.
  15. well fuck that means i need ps4....well played sega.....well played.
  16. I made some assumption thank for pointing these things out and questioning them. Wasn;t aware of Rage, Urayukihime lack of reversals. I just have bad habit making assumption. Warning video in spoiler cause long scroll
  17. I can attempt to record few thing but I havent been able to find that one video with strong Altina. Im sure blade Arcus doesnt have alot of strong players, and not willing to deal with Altina learning curve for being a charge characters. . Altina in corner is able to Arror loop her opponent for some strong damage. both juggle and standing. she has sweep that but opponent in juggle state instead of hard knockdown. her oki comes from her 214x command which she launches arrow in the air and have it fall down at certain spots after period of time. her super version is basically Dr. Doom hidden missile Altina C normal are like projectile that travel fairly slow so they work good as meaty and space control on top Altina zoning..
  18. As low tier hero.....its hard for me to say she bad...but...she not easy to play either. your spacing has point like Hilda/yuzuha from UNIElm but execution as strong as Venom or Vatista. Her combos gives great meter build, decent damage, and oki/ set ups. Her faults comes in having no reliable reversal meterless and the fact she needs or be able to convert from grabs/overhead Normal.
  19. Pairon is paired with alot, I think rouna is good fit for Urayukihime. EDIT: I'm personally have Ryuuga and Urayukihime as my squad. I'm not sure if its due to recent ballance changes on console but I feel Ryuuga is been sorely under developed. Ryuuga lv2 assist gives her projectile to work with m it can be good combo fodder from many situation, even grabs. His Lv3 assisst is little tricky to work with in combos, but as inteerupt reversal he does crumble allowing better time for oki, its even pretty good if they bait it since his lv3 assist does 4 hit as decent pressure. his tag team assistt is similar to Pairon but his seem notably faster than making easy to combo for Urayukihime counter super for whooping 4k.
  20. #Essentially Poke and wiff punish is all you want to do with her and wait on opponents to do something that lead to huge punish. She has several AA all with follow up potential. 236a sweet spot for wall bounce, a counter super to protect her from bocked attack or antit assisst/ projectile. She essentially has all she needs to play in footsie game. lack of cross up ( which she should be doing subtly). A freaking command normal that active for days.days.4/6b). She top four for a reason.
  21. some Ryuga Bnb I've found so far. https://www.youtube.com/watch?v=pNWR8eRk9mY&feature=youtu.be
  22. I tried bit of her when experimenting with universal mechanics. Initial impression just seem like she different version of sakuya. Now for Misty I played against the cpu version and she looking potentially strong, Reasonable AA, great space control, her damage doesn't seem strong but oki gonna be challenge to deal with. But for now I've been focusing on Ryuga who doesn't seem all bad outside of normal's. Running him with urayukihime.. Blade arcus mechanics option are surprisingly large but I can see why the current tier list placing. As some else mention, the current strong character can play consistently with minimal risk. Other have to use resources to get their game going. Of course once the top tier start doing the same the rewards get abysmal. Top tier do seem to have set play they can do why other have to be creative. Blade arcus provides the "means" to do so but risk seem really high.
  23. Got the game and been labing it out with Ryuuga. Still trying to wrap my head arond the game but I think I can make sense of few things. For now I'll juts comment on Ryuuga whome seem to be uninspire shoto with some stronge normals.
  24. satsuki doesn't seem like strong fit to me. Boss Ryan haven't tried yet
  25. I still play this regulary, Oroboro seem fun to play, his low damage make it difficult to get high damage but he seem decent on other stuff. I've been using Yu, Rathy, Serika with him and i see some nice synergy. Yu just pretty well balance and helps his pressure game. While tricky its possible to get some raw assists with counter hits and B+C wall bounce. Combining his arrow and YU OTG assists is nice pick up to corner carry or just keep momentum going to get that high emotion or low emotion opponent. Some matc, He'll have to work his way (is that really problem for him?) in but Yu help him stays in once in.. Rathy another stable assists since her guard cancel assisst is way better than oroboros defensive option. She an ok juggle ender and gives decent damage. Rathey 6d simply keep him safe and out of bad position, her 5d not sure it it help since the time for the start up Ororoboroi can usulay run in punish I think. I guess it works as an oki? Serika 6d works great as quick down on standing opponent and combo able. her 5d surprisingly good against wake up and nifty combo fodder, only way to interrupt it is meaty and oroboro can follow up on before the opponent air resets with jb>jb,66C, to make them knockdown or standard juggles.
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