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Yohosie

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Everything posted by Yohosie

  1. If there's internal development for a game-plan I might be able to help. Let me know, you got my twitter. I do marketing for a living so I'm pretty well-versed in strategizing, input(work) vs output(viewers/helpfulness/ad revenue), and managing web projects.
  2. If I get a Wordpress dev or some sort of front-end dev that can help out I'm willing to talk to help out the scene. You can't just redesign the site willy-nilly though, it still needs a clear direction and content model/content audit.
  3. Anyways, as a follow-up because editing posts is for losers and smoozers, even on mobile the site looks completely broken. Not really a good sign when most people view sites on mobile nowadays (probably less for Dustloop because it's so forums-based right now). If Dustloop feels "lost", it needs to be "found". Develop a strategy on where you want to go. Develop a revenue model of how you can support that, even if it's only slight compensation for work. (Labors of Love still need to give some cash.) Design & develop content and collateral to match that strategy.
  4. Hi Maybe it's my designer background speaking but a lot of the reason Dustloop is having trouble conveying itself as a news coverage site is because the design is kind of lackluster and fragmented. People only care about 4 real things -- the Wiki, the Forums, the Front Page, and the video archives (which are it's own complicated mess). Whether the site can survive forums dying out in place of facebook groups is another question (IMO, it can), but if you're trying to focus on front-page content then the design of the site needs to change from a forums based model to a front-page, news based model. Right now the front page is just what you skip to get to the forums, and the reason is that the navigation and layout still are based on a forums-first approach. You can write all the content you want, and want to promote community events/etc as much as you want, but without an avenue to view it and a presentation to match you're spinnin in circles. Usability issues (just as examples), You want people to send tips, Anne, but how would people know to do that? You want people to read articles, but articles are presented as forum posts? You want to display community events, but there's no side-bar to do so? Designer's perspective. OK bye
  5. New 360B seems pretty bad so far? Useful as a hard bait on moves difficult to punish (Litchi DP, Bang DP super, etc), technically a DP but a terrible one. Maybe I'm missing something. it's going to be weird getting away from the current 360A/360B/360C Dynamic. 360A reaching extra far and GF putting them extra far sounds like an overall nerf to his command grab game but we'll have to see? 360 Footsies are definitely going to be a thing, and tick throws are just better now. I wonder if it's fast enough to punish magnetized sword character's 5Cs? It's a loketest so they're still playing obviously, but I'm looking forward to a new command grab, even if it has niche uses.
  6. Matchup isn't horrible anymore. You can block all day. Tager's 5D converting on non-CH and an overall damage increase helped a lot. Once you get in it's pretty free. 360A after GF beats wakeup sword super, backdash, mashing, and blocking. You only need 2 solid conversions to take the round and your mixup beats hers clean. Other than that, just block all day and keep walking forward. Once you get spark bolt use it to leverage your advantage. OH: And sledge is really good now
  7. Tager's best anti-air will and always will be blocking. 2C/AC are so slow that they're risky gusses. 2A is his only reliable reactive anti-air and it sucks -- it's a glorified jab. edit: don't take this as sayings "never 2C/AC they are bad anti-airs". But they are guesses and require hard reads, which is what our gameplay is based off of anyways.
  8. Terumi 6a hits us crouching, but 5C on our wakeup hurts a lot too. It's a really good meaty that we can't 720 out of that can be RCed for a really scary mixup. Not to mention it's relatively safe on block (-2). Terumi isn't broken but he's a fuckboy and I hate him conceptually. I have no problem with Crush Triggers, I think the current guard system is perfectly fine. Guard Breaks are dumb anyways. It's not like it's extremely difficult to open people up in Blazblue anyways.
  9. Don't get me wrong, I think Overdrive is by and large a shit mechanic. Unnecessary and added to teh game for no reason. I just think GCOD benefits Tager (and Makoto & Jin, and probably other DP characters) more than other characters. In theory, it makes the worst characters in the game (EXCEPT KAGURA RIP) better. Again. In theory. For the record I still think it's a dumb mechanic. Encourages stupid and unsolid play. I'd rather see his neutral tools get better as opposed to some gimmick on a timer, but I'll take what I can get.
  10. I mean Tager's can always resort to raw 5A/5B/2A (possibly 2B?) tickthrow games instead of 3C>4D or the very unreal 3C>236A game. I really don't think 3C being a free GCOD cancel is that big of a deal, it just means we'll have to slightly adapt our pressure when the opponent has OD. We can adapt. Neutral jump barrier guard. 5A game. We can adapt with very slight alterations to our pressure. I think Tager having OD, on the other hand, causes your opponent to play so differently. They'll already scared of Spark Bolt, imagine how scared they'd be if we had spark bolt AND overdrive. If they're magnetized 720C catches opponents from like 1/3 screen away on the 1st active frame. I dunno. I'm just excited to see changes. I think this is a good thing and an absolutely ridiculous tool. It's such a mindgame.
  11. (Keep in mind: Joketest 1): No. you can literally just GCOD > 720 and it's 22 frames of 100% invulnerability through blockstun into OD 720 damage. It's ridiculously broken and there's no way they're keeping it, almost every button bigger than 5A is punishable with this change if you time it so they whiff their 5B/2B/5C/Whatever follow-up. You can punish extremely plus moves like Jin's 2D, any character's CA, Hakumen 3C, etc. 2C works, honestly. I've almost never seen it clash. If it does, you can always double tap 2C, or do 5C > 5B? j.2C > 3C from Hakumen on clash sounds super not real. Like I said though I've almost always had it beat it. When in doubt you can always just jump forwards and block. A lot of times Tager's best anti-air is to block
  12. Either way super armor 5D sounds ridiculous and I can't wait to basically own neutral game by pressing the overdrive button. Also remember that in a game where everyone's combo tools are nerfed, Tager becomes instantly better since they're not nerfing his command grabs (and even buffing 360B).
  13. You're all crazy, these changes sound insanely good. GCOD is basically 5600 free damage a round and probably makes us jump up 1-2 tiers by itself. Sorry that our BnBs got slightly worse, but superior oki off midscreen AC and voltic charge canceling being a somewhat real option is mad good. 6A change sounds godlike on paper. Some characters when magnetized could stay in the air because their j.A/j.B/j.C hitbox beat AC's surprisingly small hitbox, but now they're forced to stay grounded. Will have to use it in a real match, but when canceled into 4D, sounds like a way to get an opponent from the air into a frametrap or tickthrow situation. I don't really care about 6B changes. That overhead is super bad, the only reason it hit is when your opponent was panicking. Offline play it's by far the worst go-to overhead in the game. I'd rather take the faster startup to incorporate it into my frametrap game. He's going to be a much better character if this loketest 1 sticks. Which it won't. But I like where they're going.
  14. Which links, exactly? the 5C OTG on Rachel, or the 2C > CA? Both should work as long as you do it near the start of the combo
  15. Kokonoe is weird. She controls the neutral game pretty heavily with Gravitons, but now that they nerfed both the meter they use and "Activate" she's much less threatening. A lot of the advantage we have against Kokonoe isn't in the neutral game, but more that she has to be more honest against us. 6B is a free punish, and 3C is a semi-free punish if you IB 360 it, depending on distance and magnetism. Sledge is good, 5C is good, 2D is good. It's a matchup you have to grind, but respect that she basically owns neutral game and you have to find key moments when her neutral game falls flat (like v13, but less bullshit). Tager can pressure her easily. I'm really awful against Arakune. Sledging through things builds curse. Advance quickly and unpredictably as Arakune will catch you with curses if you try to dance midscreen for too long. When you're cursed you basically have to block. If you can sneak in a 5A, you can purple grab and it will clear all the bugs when they tech it. Character forums help too.
  16. Playing with Rachel Specifics. If anyone knows anything better post 'em Rachel Specific DM: 4467 6B > 2C > CA > 5C > [6A] > A Sledge > 3C > AC (whiff) > 5C > 6C > j.C > j.D > GP DM: 5297 5C > 6A > 2C > CA > 5C > [6A] > A Sledge > 3C > AC (whiff) > 5C > 6C > j.C > j.D > GP WiP Combo: (cornered), like 4600 (2C) > AC > 6C > j.2C > 5C > 6A > A Sledge > 5C > 6B > j.C > j.D > 6B > 5D > B Sledge (whiff). Can probably do more off this. Might be able to get more off this. Either way spending CA on rachel seems super worth it
  17. Tiku used grabs exclusively as a punish mechanic and played almost entirely in Neutral.. He took no risks on wakeup with 5A/5B/Grab midscreen because he knows Azrael backdash is too strong against Tager. Jump-forward Barrier was his go-to option because it advanced some ground if Azrael backdashed, and beat Growler. He basically lived and died in his neutral. Also worth mentioning that he beat forward dash with j.A which is smart because forward dash forces standing (and instant jump j.A hits Azrael) and if he jump cancels his dash it still pressures him. Smart
  18. Fuckshit combo I've been playing with. Don't use this in a real match, but looks really cool and still does respectable damage. Tager Cornered on magnetized opponent 2C > AC > 6C > 2D > RC > Spark Bolt > AC (whiff) > walk forward 5B > 4D > 5C > 6B > j.C > j.D > GP (like 4.2k damage, almost a real combo) 2C > AC > 6C > 2D > RC > Spark Bolt > AC (whiff) > 3C > AC (Whiff) > AC > RC > AC (like 3.8k damage) 2C > ODC > AC > 6C > 2D > Spark Bolt > etc etc etc (bhaven't tested this fully, but OD 2D has longer slide, so you don't need to RC for 50 meter) You can change any of the 2C starters into Counterhit 2C > 3C (whiff) > AC to be an extra jerk. Hard to see how weird it looks unless you look at it in a real match, but looks super silly and the situation happens often enough. EDIT: Something else that is surprisingly legitimate is Midscreen Magnetized CH 2C > A Sledge (whiff) > Hammer > 5C > slight charge 6A > A Sledge > 3C > AC (whiff) > 5C > 6B > sj.B > j.C > j.D > GP [4265|31] CH 2C > A Sledge (whiff) > Hammer > Astral It does like 4.3k, can definitely be optimized more. Will be hard to compete with the 5C punish into 4.3k GF oki but if someone plays with it more, maybe? Also looks super cool. The spacing is kind-of specific (anywhere between "very close" and "max distance", but it looks like an optimal mid-screen punish against baited reversal DD's and DPs.that are too fast on recovery to punish with 6C. Works against things like Ragna ID (which is difficult to punish correctly with 6C), Kagura's flash kick, Makoto's DP, Tsubaki's DP
  19. You really shouldn't RC 4D for damage unless you're getting a 2C > AC or raw AC starter on a magnetized opponent. or when it will kill the opponent when GF > RC > TK DP won't kill (very rare). My go-to is: Corner Carry/Unmagnetized 5B > 5C > 6A > 3C > A Sledge > 5A > j.A > j.B > j.C > j.A > j.B > j.C > j.A > j.C > j.D > GP [3431|24] Far-range 5B (anything farther than GF Oki range) 5B > 5C > 6A > 3C > AC whiff > 5B > 5C > slight charge 6A > 2C > GF whiff > 5A > 5B > sj.A > j.C > j.D > GP [3399|25] GF Oki: (if A sledge makes opponent go behind) 5B > 5C > 6A > 3C > AC whiff > 5C > slight charge 6A > A sledge > 5C > 6A > AC > GF [3146|26] (if A sledge makes opponent go in front) 5B > 5C > 6A > 3C > AC whiff > 5C > slight charge 6A > A sledge > 5C > 6A > 2C > AC > GF [3307|28] There are more optimal combos, namely 5B > 5C > 6A > 2C > A Sledge route, but it's distance dependent. There are also more optimal confirms if after AC whiff float the opponent goes floating away from you as opposed to towards you. If you can recognize the distance and hit confirm, good! But 100 damage isn't worth an addition "distance confirm". Don't be greedy
  20. My hands aren't nimble enough to do this, but - lmao
  21. Yeah, input 1A+B > 4A+B > 7 > 1A+B with specific timing. Timing varies if you're getting pressured or if you're on wakeup. Beats lows and jumps. I've been incorporating it into my offline play and it helps a lot. (Online it's basically pointless). Americans don't do it, so Tiku had to change his normal "5B tickthrow grab" into "5A tickthrow grab" to compensate for America, since 5A and command grab are option selected by top Japanese players with fuzzy jumps. It works on every member of the cast against every member of the cast. Super useful, though admitting that it's slightly less useful as Tager as people are less likely to risk a throw
  22. I think he more showed that Tager has a decent matchup against Kokonoe and it's most likely that the better player will win (which was Tiku, who is incredible). It shows that someone of equalish skill took him down with a horrible matchup. Tiku also made a claim that American players don't use Fuzzy Jumps, so his Tager didn't have to do nearly as much work to open people up on offense which helped a lot. Not discrediting him, but Japan is absolutely better than America at BBCP. Especially against Tager. We don't really have any great Tagers here that travel and practice.
  23. Abuse Sledge> Hammer. Play very patiently. You can poke the doll relatively safely by canceling into Sledge if he does Con Terezza. Carl can punish Sledge with Cantabile but if you vary your Sledge>Hammer timings enough he'll have difficulties. Don't be afraid to super jump in once the doll is running low on Meter. You'll probably eat doll mixup but if you block it but the doll is low so it won't last forever. If you don't pressure when the doll is low Carl will just back off and let it regenerate anyways. Save your spark bolt for when (if...) you kill the doll or for combos where you wouldn't normally get magnetism. Carl can negate it on reaction by just pressing D. It's a tough, shitty matchup.
  24. Found a true Tager fuzzy against tall characters The Setup: Shortened Combo, ie 5A > 5B > 3C > 6A > GF > RC > CT > GF (whiff) Azrael j.A > j.B > (slight delay) j.C > 5B > 3C > AC (whiff) > 5C > 6B > j.A > j.B > j.C > GP (2893 | 20 meter) j.A > j.B > (slight delay) j.C > 5B > 3C > AC (whiff) > 5C > 6A > 2C > AC > GF (2596 | 22 meter) Hakumen, Amane j.B > j.C > j.B > 5C > 6A > 2C > A Sledge > 3C > AC whiff > 5C > 6B > j.2C > 5B > 5C > AC > GF (3720 | 31 meter) Tager j.B > j.C > j.B > 5C > 6A > 2C > A Sledge > 3C > AC whiff > 5C > 6B > j.2C > 5B > 5C > AC > GF (3720 | 31 meter) j.B > j.C > j.B > 5B > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sj.A > j.C > j.D >GP (3821 | 27 meter) Everyone Else CH j.B > j.C > 5B > combo j.B > nothing, cry Short video: https://vine.co/v/MPFI7Mrr0F5 The "shortened Combo" is basically anything not pushed to it's absolute limits. Most Tager BnBs into GF work, it seems that 5A combos are the only thing that has to be shortened If they tech late, you get a j.B safejump crossup. If they don't tech at all, you get standard "neutral tech/quick getup/roll" oki, which is good. The amount of dumb stuff you can do off of this is super high, not just fuzzies. Some examples: j.GP crossup (works on Litchi, Hakumen, Tager, some others I'm sure, haven't tested. Whoever has a tall crouching hitbox) Delayed j.B crossup 5A/2B/2A > tickthrow 6B overhead 5B low j.B Safejump regular command grab
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