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Angry Guy of DE

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Everything posted by Angry Guy of DE

  1. People that send hate-mail because you mash Kagura's flash kick. Because one can mash a charge move.
  2. 4D This move will annoy you a great deal if you try to do approaches with Stance 6C and it can beat (though often not result in a FC) with ending strings with Stance 5A. Noel's ground speed can bring her right next to you very quickly as well as optic barrel can check you from sitting full screen to throw a [4]6 B fireball to start your approach. Stance 6C will lose to her 4D and can be low profiled by some of her normals, if the Noel attempts to reflex 4D after blocking any of your C normals you can delay Stance 6C (Risky but it can armor through projectile properties of other D Revolver moves that are projectile or outright CH some of the other moves) or use Stance 2B that will hit low and beat 4D. Her air normals don't have the range so 6C can catch any blatant airdashes as can your flash kick (Though CH 6C can turn into 5K with corner push midscreen). A word of warning is that if Noel does j.D to 2D you're best option to stop her is flash kick since you won't catch her from when you block j.D to when she starts 2D. I don't know what parts of her D strings can be flash kicked on reaction but once you have to block her strings start high and react to the low.
  3. Well the problem is that they made Terumi's CA and CT far worse than the rest of the cast. CA whiffs on crouchers. CT is actually very minus on BLOCK. Terumi can only really do DP B or Messenga on wakeup as a reversal. God that CA is awful.
  4. You don't know bad CA's until you see Terumi's. Who makes a CA whiff on crouchers?
  5. You don't know salt until you are Kagura and get CH'd by Kokonoe when both of you do 5C at almost full screen. I want to see a frame-by-frame hitbox view of that bullshit and have some explain why Kagura's own hitbox is on that sword during 5C.
  6. Well since 1.1 hit and changes were made, some aspects of this match have changed for better and for worse. A zoning Koko is worst Koko as putting down the corridor (Lightning pillar or as I will refer to as her own captain corridor) allows her to stop Stance 6C's for approach. Things to note is that if Koko does an auto-pilot corridor > fireball you can CH her with Stance 6C and both corridor and fireball disappear. Stance 6B can also avoid the corridor during the teleport animation and then either Stance 2D A/B or Stance 5A to catch buttons to get a FC. As far as her normals go, her 5C, j.A, 6A, and 3C will be the biggest problems. Gone is her IOH j.5C that isn't as dangerous but her j.A is more of a concern since 6C lost its head invul. in 1.1 patch. j.A hits overhead on all hits (Whereas Relius' j.A does not) so unless you have a flash kick charge ready you will have to block it and have to react to a 2A or 6B when she lands. Be very mindful of the 6B since you will want to have a charge and you WON'T get to flash kick before 6B hits. Her 5C is disjointed, rather fast in terms of start-up and recovery, and is projectile property. The first two are bad for you, the third can allow Stance 6C to CH her if she likes to throw it out raw too much. Be careful of throwing out your 5C because I have been CH'd almost full screen away by her 5C... Her 6A is still one of the best AA's in the game due to the hitbox that hits behind her. While you shouldn't be attempting airdash j.C or B against her be mindful as cross up j.B's can be beaten by this move. Her 3C has close enough range to your 5C and 2C but is faster (though it does not have a hitbox the whole length) and it can catch Stance 6C's and [4]6 A/B done too close to her. The goal of this fight is to put her in the corner and take advantage of orb oki since with 50 Meter to counter assault or fireball super she can only block or attempt a teleport. use 6B instead of 3C for teleport punishes because your input may get reversed during the teleport and whiffing a 2C POINT BLANK when she teleports is going to suck. Midscreen combos should push for the corner and make sure when you finish a combo with Stance 6C you are charging [4] to then throw a sonic boom once the forward movement ends to allow you continue pushing and bait airdash attempts over the sonic boom with 6C to get that corner push. All in all this match is still not great and it turns into you getting proper reads with Stance 6C so you can get her into the corner and making her respect Stance 5A as eating 4K and being put into your corner orb oki lets most hits lead to 4K and orb oki again. Remember that 6A on hit is +5 so even she can't mash against you and hit confirming 6A rc is where you will want to spend meter offensively. 4-6 Koko's favor. Remember that Kagura doesn't look at his own explosions.
  7. So how much health do you get back from the bento assist from Ryuuji? Also man...some of those color palettes...somebody turn down the brightness on yellow and orange.
  8. Miyuki looks a tad bit overpowered with her range and movement options...but then again the person playing Miyuki knew what she was doing compared to the Taiga player. Taiga...nothing really stood out about her...was the Ryuuji assist even working properly or does he continue the animation without a hitbox if you are hit?
  9. I'm really annoyed with myself to have only realized now that you can throw the [4]6 A fireball after CH flashkick. I don't know if characters with dp's can hit you but at least oki is still possible on CH... Although the Nerf to the flash kick or 6A>6B gatling sucked I find that I miss 6C's head invul. in 1.1 most of all. Now it feels like flash kick is the only anti-air option and it unfortunately doesn't lead to what CH 6C used to lead to as an anti-air.
  10. Those days when you are convinced that everyone online was dead-set to counter pick you all day. It's just not natural to run into five different Amanes one right after the other, and of course I'm being Kagura. Thanks Mori, I didn't need the head invul. on my 6C as all these birds are just shitting on me.
  11. The 6A nerf kind of sucks, but the faster C normal really helps as well as the jB > j.A reverse gatling. His combo changes feel like his midscreen damage has gone down, but that may be due to just not adjusting and learning the new combos. At least his OD is more useful with being able to add 1.7K to any combo with his 28 D super. I just wish the changes to his flash kick on counter hit didn't make it feel awkward to try and convert from it.
  12. What? Almost everyone uses that in their combos. The only person that won't care is...Hakumen...okay I know who you play now.
  13. It seems like the recovery on the Stance 28 D super was increased. It didn't seem to matter if it was OD or non-OD version. This was tested in the most basic form: 6C > Stance 28 D.
  14. Moreover implying to have a parry that works as intended mostly... Also anytime you are about to win and somehow the game stutters and you're inputs get eaten, but then the game goes back to normal when they throw you...Haku-Lag.
  15. Because I'm old enough to remember that in a different series, when Makoto parries an attack you actually punish them. ... But yeah I died a little on the inside.
  16. Land Makoto's Parry against Ragna's spamming 5B, only for his 5C to hit you because the catch hitbox sucks. Yup...this great.
  17. This fight feels like Kagura is on a boat...hoping to catch something out there. Amane can check you attempting full screen sonic booms and Stance 6C as well. Having poor air normals combined with a bad mobility lets Amane harass you easily. On the plus side Amane has no overheads aside from j.A so you can keep your charge while blocking. 6C is your only hope to catch him out of the air but Amane's command jump can bait it and then punish with his j.C's. Your Fireball super is a good reversal if he tries to pressure with the command jump. I don't like this match-up. Honestly any fight where Kagura has to try and catch the opponent who can keep to the air is only trouble.
  18. But...6C is super punishable on block, just stop barrier blocking it. He ends up right next you if you don't barrier block, it only looks safe when barrier pushblock makes it so only the tip of the attack reaches you.
  19. Try to punish Heart Car, Plat is considered airborne for some of the recovery...FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
  20. You know what B tier is considered now? Makoto.
  21. Before practicing combos you should first spend time learning hit-confirms into combos. Start with basic combos starting from different situations: Ground confirm : Air to Air: Anti Air: Throw (Both ground and air throw): Counter hit , Fatal Counter, and hits on opponent crouching: Also learn what moves can gatling into each other and whether something can be jump canceled on hit or block. You shouldn't have to think about what you have to do when you do a combo since it will be muscle memory.
  22. Tiers that are based on match-up advantage tend to be the most accurate. Yeah it would be good if the cast was balanced and viable, but only if it doesn't take away from what makes a character unique. A matchup can be 3-7 for a character but so long as they can still use their tools or be able to use combos without issues. It also has to be said that a character that zones versus a grappler is rarely if ever 5-5 unless a character's tools are weakened for some reason. Having it balanced but then everyone having 4-6 or 3-7 match-ups would only promote counter picking to some degree. Top Tiers are top because they have more advantageous match-ups than problem match-ups, people may not like that but that is why Tiers exist. I would not want a fighting game that turns into Rock Paper Scissors counter pick mostly because that means that characters do not have tools do deal with match-ups. I feel like this was said many times over for some reason...
  23. I dunno...Relius with Ignis out is you just gotta block. Side note : People picking the CS stage where its raining. Why? Why do you do that?
  24. Any match where a person can do the same strings over and over and you can't press buttons because of input lag...Looking at you Jin, Azrael, Terumi.
  25. I'm missing what is being referred to as PF being fixed. Does the OD version still do 1050 min. damage with the finisher or is it still reduced to the same as non-OD with 700 min. damage with the finisher?
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