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TITANIUM BEAST!!!

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Everything posted by TITANIUM BEAST!!!

  1. That was fast, I sent them a form request for it and they said it'd take a week to get back to me. EDIT: The link is up on CDJapan for the OST.
  2. https://www.youtube.com/watch?v=k4KlbwW1r8c Max number of Beak Drivers with no RC?
  3. What is up with all the cool stuff being ebten exclusive these days? So whack.
  4. Blitz was most likely added as another way to help out newer/weaker players by giving them a way to deal with the strong offense in GG.
  5. 6HS works really well in that combo, you can JC for an air combo or you can cancel to 623S if you are close enough for a crit.
  6. On the one hand, it's a definite nerf, but with PRC startup being shortened and PRC having a longer slowdown, it's really not all that bad. Just a really expensive OS.
  7. Going back a little, I think the nerf to Fafnir's tumble had less to do with getting full screen confirms and more to do with getting confirms after a trade, even if the move you traded with knocked Sol down. O_O I've had that happen a few times, seen it in matches before, and I just don't see it as fair. It's funny though.
  8. New Sol changes for 2nd loketest: 5P: Initial prorate changed from 80 to 90 5K: Now has initial prorate of 90 5S(f): 90 prorate from first loketest removed/reverted 2HS: Initial prorate removed Gun Flame: Shortened YRC window from first loketest removed/reverted Wild Throw: Will now PRC if RC is used during active frame (so OS is gone/weakened)
  9. Interesting. This is new stuff for me, I'd like to keep talking, but don't want to throw the thread too far off topic either.
  10. Even though I don't play Ky, I found this an incredibly illuminating read. Really makes me want to take a step back and assess my game. I feel like I fall into the trap of overextending and not wanting to return to neutral very often these days. Question, regarding the "negative" style, how would you characterize the opposite? I seem to understand the negative style as being more passive and attempting to do nothing/work off of the other player's mistakes. Is this accurate?
  11. Yeah I agree with the assessment of 2. Reversal safe oki is fine as long as it doesn't form a complete mixup such that you literally have no choice but to hold that shit after getting knocked down. In the case of most characters, they have the option of doing some sort of safe jump option, or of going for a complete mixup, which potentially still leaves them open to reversals. Combined with the generally unsafe nature of reversals, it is relatively easy to condition someone to avoid the reversal as a go-to option, but still leaves the option there.
  12. I have no issues about execution barriers. Again, my reply was squarely aimed at the person who seemed to have a problem with reversal safe oki. I don't care if the reversal window is 10 frames or 3 frames, the general design of the game makes wakeup reversals a risky tool to use and they require careful consideration when being used, which is good IMO. No one is saying they are useless or only for beginners. What I do think is that when beginners start ANY fighting game, they typically want to attack out of disadavantage all the time, so when a game makes that overly effective and/or leaves out avenues for the offensive player to stop this type of abuse without completely halting offensive momentum, it is to the detriment of skillful play.
  13. Maho, I was responding more to Nyaa's post about why reversal safe oki is important. I don't mind reversals being easier in GG because there are still plenty of countermeasures and the risk reward is not good unless you have meter. My problem with BB has nothing to do with the reversals themselves and more to do with the knockdown system as a whole.
  14. A lot of it is just preference, really, but generally speaking, getting knocked down should put you at a disadvantage. If you look at it from the other side, if I can't find a way to safely pressure an opponent that I just knocked down, there's no real point to attacking again. To look at it from the other side, why should the other player be able to wake up safely after making a mistake and getting knocked down? Rather, why is it okay for the offensive player to have to take a risk and make a read, but it's not okay for the defensive player to be in the same situation by having to make a read in order to get out of oki? It's all about what type of environment you want to cultivate for competitive play in your game. Personally, I don't like the idea of making it easy for players who make mistakes to come back, because this just encourages sloppy play. There's no real incentive to avoid bad situations if you can just reversal or OS your way out of them. This is one of the big reasons I disliked BB for a long period of time, because the general flow of the game felt off due to offense in general seeming weak (though it got better in this regard over time). I think certain players prefer that, though. It may come from more of a spectator mindset, where you want to see this wild back-and-forth fight where a comeback could happen at any time, and players are almost slugging it out. From a player perspective, though, someone who wants to play well and see results for their efforts, it's more frustrating when you can't turn good strategic decisions into more advantageous outcomes.
  15. Renegade: is that you, Robin? I didn't know you played GG like that. Supposedly the buffer is larger in the next update, so maybe that will remedy these complaints, and people can learn the hard way not to wakeup DP.
  16. WT change might be to compensate for the ability to OS it with YRC. Seems like a fair trade.
  17. The more I think about it, the less I like it. Ideally I'd like it to be redacted completely, but we'll see.
  18. Yeah the SRK translations are almost opposite of what's posted here. Weird.
  19. I mean it's boring from a combo perspective, but I like that it makes it a little less risky to use in neutral. We'll have to wait and see.
  20. It should be the same, they just shifted frames around. Only difference is if you connect on last active frame.
  21. From what Don Jon Blow was saying, it actually seems like it'll be harder to punish; the hitbox on the actual dive being larger and pushing out more means there are probably more situations where you end up being forced to block the 2nd hit, which would put Sol at advantage.
  22. Yu can fuzzy against the high/low mixup off of her strings. The mixup always comes at the third hit, so pay close attention and you should be fine.
  23. 2D also kinda wrecks him. He can 5K over it (probably), but it beats a lot of his stuff, even his 2P. I don't find him very threatening. Be ready to VV when he tries for something slow and goofy.
  24. I would argue for an S tier existing in GG. S tier I don't necessarily see as leaps and bounds above; rather, there is something that distinguishes them as being set apart, even if it's only by a small amount. In the case of Xrd, there is a telling comment I heard about that was supposedly said by Ogawa, where he stated that the reason Sol was not top tier was because he needed to use meter to be truly threatening. I took that statement and used it as a basis to look at the characters who are usually placed in top (Millia, Zato, Faust, and Ramlethal), and I found that typically these characters are not reliant on meter to carry out their main gameplans. Compare this to characters who you would normally put in A (Sol, Ky, and I-no, for example) and what you would see is that in some aspect, meter usage is a big part of their core strategies. As a Sol player I especially feel this is true, as YRC turns him from a straightforward pressure character into a real monster. But even with zero meter, a good Zato or Millia is perfectly capable of holding their own against the rest of the cast.
  25. Also certain characters do have really easy routes into it. Sol can do it off of several different BnBs for 50% meter only.
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