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crimsonstardust

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Everything posted by crimsonstardust

  1. I wasn't even aware the wiki was updated with combos.
  2. I just tried this off of a regular bnb midscreen, not enough time after a strike fall for it to really work as intended. By the time you hover dash to the peak and go for it, they are already walking back assuming they don't realized its a cross up overhead set up, and if they are crouch blocking its gonna go over your opponent.
  3. Huh really? I might have to try it again, I think I might be thinking of a similar variation I tried before. EDIT: Ok I think I know why I thought it wasn't consistent, I think it's cause off of a raw 623B it doesn't let 623C land as well so I assumed that it wasn't consistent. Funny how stuff like that works.
  4. Problem with that variation is hitting with 623C is not consistent, it works some times and other times it doesn't, I've tried it before but it works great if you are near the corner though.
  5. Its cool to do but its just to many stars for the kind of damage you get off of it, though I think its more practical with overdrive just cause you get stars as you do flashy stuff.
  6. Well I actually messed with that before too cause my friend was telling me Rachel was able to do something like that before, what they did to make sure people don't get away with a gimmick throw set up was have the throw tech exclamation marks show up at the top of the screen around where the character would be. So basically it is possible to still throw tech it on reaction.
  7. I'm confused about this, so basically 22D during backdash? I'm also seeing the ]D[ input for a number of other stuff also, does that mean to negative edge the input?
  8. I'm looking in to trying Carl out, normally I would start with learning a character's bread and butter to help myself to get an understanding of the character's tool set but I feel like I have to take a different approach to learning Carl, so I dunno where a good starting point to learning Carl is and things I should start messing with.
  9. Yeah I agree, its a design choice I still don't understand why they did. I was talking with a friend about this and I guess its possible ASW thought a teleport character would be too cheap or something given the track record of games like Ultimate Marvel Vs Capcom 3 where teleport characters have that strong 50 50 mix up with something covering them. Though that's a very different game where you have tools outside of character's normal tool set with assists and such and Izayoi has to do it herself so I guess they didn't think these things through very well. /: I'd kinda understand if it basically gave her Mu12 steins that shot lasers and such but they just poke people as you attack. It would be nice if it didn't take any stars to be honest, but I can see ASW still making it drain some stars and I'd be fine with it draining 2 (3 is pushing it for me) but we shall see...
  10. Well here are some air throw combos in normal mode I say down and came up with (there might be better ones but this is what I got right now). One thing I want to note for these combos, the timings vary from throw height and character, basically I found aiming for the characters stomach is usually a good way to confirm of an air throw when doing these, Arakune cause he's a blob just aim for around the middle of his body. jB+C 66 5B 5C sj jBAC 236C Damage: 2703 heat 19 stars: 2 Note: doesn't work on Makoto Tao Noel Carl Rachel jB+C 66 5b 5C sj jBAC 5A 623B/C Damage: 2735 heat: 19 stars: 2 Note: doesn't work on Makoto Tao Noel Carl Rachel jB+C 66 5C 623B 214B 623B Damage: 2416 Heat 17 Stars: 4 Notes: universal jB+C 66 5B 5C sj jABC 236C Damage: 2685 Heat: 19 stars 2 Notes: universal
  11. Well that would kinda defeat the purpose of making it available to both modes cause you can build 2 stars back with a clean hit from a special or with 2 block strings using 236A/C in normal mode and not really worry about thinking of using DP, GA you can't build it back unless you overdrive and I'd imagine a lot of Izayoi players would want to be in GA mode as well.
  12. Well I'm not sure how an air straight sonic saber would help her, the diagonal one is fine as it is. If anything I'd like to see 623B speed up to be as fast as Jin's counter part and work as a situational DP at least. If they feel like giving her some sort of DP is cheap I think it could be made up for if she had one in GA mode where it took 2 stars or something, it would make Izayoi players maybe wanna twitch for a DP but that would also mean they have to decide if its work using stars to possibly get out of a situation, may not seem like much but considering how easy it is for to get pressured and how she's designed to build stars, I think that would make sense for her design (though I could be wrong). I'd like to see changes to Slaver Trans-am to maybe use 2 or 3 stars cause 4 is way to much even if it is an install super all I ever see it being used for is flashy combo vids with her in overdrive and I can't make Gundam jokes cause its nowhere near practical either. ):
  13. Ok I'm a little confused (also seeing how I don't have the game yet too). So is it basically extracting the replay save and you just share the file so that someone else could watch the replay from within the game?
  14. That's what I kind of figured after I tried using 5A to pressure instead when I played Noel in casuals with a local today. I dunno I might of not of been spacing my pressure out correctly cause I didn't really feel like I was pressuring as hard when I stagger 2As when I tried to do something similar with 5A.
  15. Well as everyone mentioned, not safe at all to do when I was testing it, my opponent wasn't even mashing 2A or anything and I got hit by stuff, though might be just cause Amane has good range in general that I got bopped by that stuff. I think opting to keep your string safe with 236A or using stance cancel is a much better way to approach Normal mode pressure. So at best it's pretty much a gimmick you can pull if your opponent is respecting you to much.
  16. No I haven't before never knew that cause the only time I use 214C is for some corner combo stuff but never noticed before. I'll mess with that also tonight.
  17. I think it might be 214B. I guess depending on the spacing you can make it a little more safe. I think I'm gonna mess with it tonight when I play some casuals locally.
  18. I'm seeing some Japanese players as of late going a little nuts with teleports during pressure, personally I don't like that cause you can use audio cues to tell where she's gonna go and mash her out of it. Any thoughts on using teleports like that?
  19. Pros Over all your footsie tools are better in this match Able to bait DP Cons once she's in good luck getting her off you. her 3C goes under 5B, 236C, 6C(normal) Valkyrie Astraea (236B/C~D) and both sonic sabres strong corner carry game very fast movement options Neutral This is where the match can be tricky to play, playing a fireball footsie based match is tough to play cause of the number of ways she can get in. She's got a really good running speed and a sneaky 3C can just really ruin the footsie aspect. I suggest using 2B and 2A a lot for this match just cause of that move... Though if you can get her to stop doing it more power to you. Defense She has a lot of tricky things she can do with the split into 3 move (asteroid vision) she has one option from the grounded version where she can go low after a lunatic upper its slow so react to this move, the overhead version from this same approach she needs meter to combo off of it so keep an eye out for that. If you don't want to block this you can attempt a 623C and catch the majority of the options with it, though you want to make sure its spaced out so that Makoto is in front of you. Its a little risky to use but if you score a hit it will net you stars and oki (depending on how you end it). She has a number of tricky ways to use asteroid vision to set up throws so watch for those as well. If you see a 3C coming, try not to block this cause its +10 on block and 0 on instant so its a great way to get frame trapped. You can challenge it with 2A, 2B and 236B depending on the distance and score a fatal with 3C in GA mode, she looses that whole being able to go under stuff right before the sweep so its possible to catch her before she actually does sweep. Offence Normally I don't suggest using 236B during a block string but it is a viable tool in this match if you space it at near or at max range. Not much else to say, the usual bait upper cuts and keep an eye out for other wake ups and 3C. Overall I think this match is in Makoto's favor, its so easy for her to go ham on Izayoi and sucks more Izayoi needs meter to get Makoto off. I think I'm missing some other things about the match but this is what I got so far, feel free to chime in guys.
  20. The first thing I noticed is the way your using your boost, you tend to double boost a lot in the same direction which you don't need to do cause A your using more boost like that and B if you want to maximize your boost going that direction you probably should use boost jumping. What I noticed in general also is your a little to focused on one target at times, you want to keep an eye on both. In the 30 second mark for Tallgeese you where boosting into the end of the stage, that's kinda like walking yourself into a corner in fighting game terms, less room to move around and easier to jail some of your movement. Around the 40 second mark for Tallgeese also you want to avoid shooting with your back to the enemy unless you have extra boost, generally you don't want to do that cause you loose your momentum making yourself an easier target. The 1:20 mark for Tallgeese is part of the reason why I mention to keep an eye on both targets, cause you found out at the last second he came in behind you with a melee. The 1:29 mark after you saw the knock down you could of taken a moment to see what your other opponent was doing and make choices based on what you saw. A lot of what I mentioned for Tallgeese applies to the other suit you where playing as well, your doing to bad right now, just take your time with learning the game. (:
  21. The game comes with a replay feature, its saves replays from the matches you played so you probably could just record the replays and post them.
  22. My experience with the last version, (don't have FB yet so take some of the stuff I say with a grain of salt) is you don't want to over heat your boost generally cause your recover just long enough that its much easier to punish your landing or running. Tallegeese if I remember right has a whip which is actually really good to use to smack away people coming at you with melee. Another thing I personally learned the hard way is you don't always have to keep shooting, a lot of it is trying not to get hit and just look for chances to hit them. It's also important to keep track of both opponents cause your more prone to getting hit by something you didn't expect. I haven't tried Epyon yet but I would imagine cause its a pure melee suit its gonna be a lot of being patient and looking for a chance to punish mistakes and I'd imagine a lot of rainbow dash boost jumps also to help with the approaches and trying to lose the guidance on some of the long range attacks coming at you.
  23. When Noel is pressuring with normals, is there a reason why some players prefer using 5A over 2A? I under stand that 5A starts up a frame faster but it look like that 2A has better frame advantage and range, is there something I'm missing here?
  24. You should be able to seeing how d.6D is 25 frames and none of her other drives hits low and would catch chicken block attempts. I think the only other thing to look out for is some players will try to be cute and use muzzle filter once they train you to block high and nail you with some big damage, I do it myself when I play Noel, but you can react to it and avoid getting hit by it. I got hit mostly by by 6B where most of her big damage seems to come from mid screen.
  25. Ah nuts I don't have a Nico account to see these. ):
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