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TITANIUM BEAST!!!

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Everything posted by TITANIUM BEAST!!!

  1. Um, dunno if this deserves its own thread... I actually like this change, btw. :3
  2. So far I played one match with a 2 bar connection that felt almost perfect, then I created a room and restricted it to good connections, then proceeded to have long sets with one player that were incredibly laggy. Not sure what went wrong there...
  3. I've been on and off on BB since CT came out, I'm originally a GG player and probably always will be. The game never really took off around here, though I used to play with Zoogstin a fair bit when he still lived around here. I think it pretty much died in NC during CS2 era.I don't remember ever saying I was interested in Bullet, she seems like my style of play, but she also looks pretty boring. Current plans are main Ragna and maybe Azrael will be my secondary character. He just looks too fun to play.
  4. A powerful situational combo off of a particular setup doesn't make a character broken, and I don't think anyone here is trying to say that. Stuff like this always gets blown out of proportion. It's just interesting. The fact that it's situational is what makes it even more hype, since people are probably already anticipating that they won't get to see it often, so it'll be awesome when it does happen.
  5. I'm honestly not that surprised, from what I've been seeing in match vids this seems like a pretty typical kusoge. The characters are interesting, and I like the open endedness of the combo system, but that same open endedness is probably what hurts the game, along with the wacky meter system. Maybe with some more patching it will work out, but I'd hate for them to take away the character of the game in their attempt to balance it.
  6. Saw some Sanma matches where he did some interesting combos, hitting lvl2 BRP on airborne opponents allows for different followups in the corner like 2D > lvl2 Rock It, or Fafnir.
  7. Everyone felt "normal" compared to those two, they were the best characters in the game for a reason.
  8. Phalanx recovery is really fast, like everything else about the move, so I don't think someone IADing over it is a problem unless you are really close when using it. This speed also makes it harder to predict when you're using it, whereas Growler can be used on reaction to most of your opponent's projectiles, so I don't think you can compare those two situations equally. I don't think Phalanx itself is the main use of Growler, though, just a nice bonus you get that can change the matchup a little bit. I also don't think dashing through a projectile will always give you the upper hand, especially versus projectiles that recover quickly. Even projectiles that don't have great recovery can be used fullscreen and usually the opponent will still recover faster than you if you dash through a projectile. You won't always be in range for 5C > Buster afterwards, and 5C isn't exactly super fast either. In that case, you're probably better off using Growler. Theory fighter, meh.
  9. Not after absorbing a projectile, apparently. Either that or it's a very short recovery. http://www.youtube.com/watch?v=MxaU1baquHo&t=5m50s Probably the third time this particular vid has been posted, but I guess not everyone has had a chance to look at it.
  10. There's video evidence that if you absorb a projectile, you are invincible/have guard point against all attacks for the duration of the absorption animation. This would make it safe versus these types of chaseable projectiles, provided the projectile makes it to Azrael first. Read back a page or two for the posts where this is discussed.
  11. I don't think that combo (or other combos like it) is super unlikely to happen, either. Just that it may not always lead to some insane life-ending combo. If it does, well, be sure that ASW will probably patch it out in short order. Unless EVERYONE has stuff like that...
  12. Well, if he's invincible while absorbing, then it's not that big of a deal, since they're coming into your desired range, which is probably what you wanted them to do in the first place. They're coming in on their terms, though. It's not something you should do carelessly.
  13. RESURRECTION Anybody watching CP matches? Game looks super hype. For those of you with a PS3, hope you'll be getting GG tonight. I'm gonna bring my setup to WNB tomorrow, otherwise maybe I'll see y'all online?
  14. More than likely players are still trying to figure out Azrael, which is why they haven't tried to break down matchups more and use specials to their utmost. I can imagine Growler being really useful against some characters and not so much on others. Give it time. I really enjoy watching this character fight. Senchou had one of my favorite strats in using weakpoint combos to set up Scud Punishment enders. That move seems way too strong. Applies both weaknesses and they stay active as long as he's glowing? Awesome. Only problem I can see so far is that he's probably going to struggle somewhat against legit zoning characters like Nu. That and I dunno how reliable his offense will be at a high level, since some of his mixup options are kinda slow.
  15. Just goes to show that people haven't really tapped OD yet. I personally really like what it does for Hakumen. It's pretty versatile in that you can use it mid combo (as shown in video) or you can use it at the start of a match to get an early boost of meter (Tsubaki can also do this for free charge at round start), or (for the truly gimmicky and hilarious) use it during Mugen to prevent the meter from draining and get basically free supers. IIRC, CS1 Hakumen wasn't really mid tier. More of high mid.
  16. Yeah I read about the time-based changes as well. Guess it would take a while for people to get used to. I just see so much potential with Ragna's new tools, I would hate for them to end up being heavily restricted by the new combo system.
  17. It's hard to say right now because the general quality of footage available to us has such variance. It seems like the good players are sticking to basic stuff in terms of combos/mixups and are either not really willing to experiment or have not come to terms with the fact that old stuff doesn't work anymore. It seems like most of the time when one of the established players attempts a new combo that ends up dropping, it's something that would have made sense and worked in older versions of the game; guess the new combo rate really makes a difference? Meanwhile the players who attempt new stuff don't necessarily fare well all the time, and there's a nice chunk of players who just don't seem very good. All it does is just make me want to play the game myself. I really wish the players would mess with Overdrive a little more, it seems to have so much potential with Ragna. I was just watching a match where a player ended a combo in the last round with 5D > CS and it left a sliver of life on the opponent's bar. I'm sitting there thinking "If he just activated OD on the 5D and did dash 5D > YnK, the other guy would have died instead!" But eh, won't know until either someone releases a combo compilation (maybe Tetsu!) or we get our hands on the console version. I'm surprised at how often players get away with spamming Blood Scythe, it's really slow and stronger players have already demonstrated it can be interrupted easily. TK Blood Scythe is another story though, if anything that move should be abused more, assuming it has the same tiny recovery. Faster, jumps forward more so it crosses up more easily, etc etc etc. I also like when short air combos end with BS, I like the way it drags the opponent back to the ground and leaves you in prime position to tech catch. New throw combos with HF are sick too, they have absurd corner carry.
  18. Which stream? There's a couple in the video thread.
  19. Links? Can't find these.
  20. Yeah, I always saw atemi translated as "catch", which is what a reversal generally does (catch attack then counter).
  21. First Overdrive combo I've seen in any match: j.C > 5B > 5C > OD > 5B > 5C > 2D > 66 > 3C > 22C > 214214D Damage: 4680? or 4689, hard to read due to video quality Heat: 50
  22. I don't really care if she's easymode or not, she's just boring to watch. Just, the way her moves animate, the way the character comes together, is very bland. Her DD moves are cool, but that's about it. It doesn't help when you see vids of people doing the same stuff, there seems to be literally no variation between different players. I just hope that will change over time.
  23. She is not fun to watch, IMO. Something about the way her moves animate just makes her seem less interesting in general, combined with the fact that all of the Bullet players are doing the exact same thing over and over. Maybe over time, as she gets figured out, her playstyle will evolve into something more interesting, but right now it really just seems like wash-rinse-repeat when you watch any Bullet player.
  24. That's his Crush Trigger.
  25. It's not really HD, but since the original game was in 480p, it doesn't look as bad as other older non-HD fighters that have been ported to this gen's consoles (like 3rd Strike). The filters make it perfectly acceptable IMO.
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