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crimsonstardust

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Everything posted by crimsonstardust

  1. Well GGs to everyone I've played so far, I need to step it up more.
  2. I pretty much agree with this, I just started to play Hakumen in this version about a week ago and I'm pretty surprised with how easy he gets damage and I've been doing pretty well with him cause overdrive is just too good not to use. Personally what I'd like to see his overdrive changed so he gains more meter for every hit he makes, the sped up meter build just opens up all sorts of ridiculous comebacks when he's almost dead(almost like I'm watching UMvC3 X factor comebacks). I dunno that's how I feel about his overdrive cause I like this iteration of Hakumen, and maybe tone the damage a little too.
  3. I played this match today and found Izayoi can challenge the charging stab move with 236C or 6A, and I learned I don't like this match. T-T I have no idea how Izayoi can keep pressure on Kagura in this match when she's in GA mode, it feels like flying in is a good idea to let yourself die.
  4. Ugh finally got some games in with Noel, man this match is a tough one to play now that I've had my hands in the match, its so easy for Noel to yolo Izayoi, its pretty hard to play a fireball anti air game plan and as optic barrel just kills Izayoi's mediocre zoning and Noel runs like a maniac. I found the match a lot more easier to play in Normal mode just cause its easier to position yourself I found, of course you have to use GA at some point to get damage. I dunno match is probably more even then I think it is, I got hit by to many overheads cause it was online. >>
  5. Anyone from the west coast gonna be on tonight?
  6. Well for Azrael, most players can growler the projectile on reaction (of course this is spacing dependent also) and during the absorb frames he's invincible and its pretty hard to punish him as he recovers, most Azrael players are probably not gonna do it randomly just cause like you said its easy to punish if they just do it randomly.
  7. This doesn't quite work as well in some matches, Relius/Carl can keep the puppet in front and eat up the projectile and Azrael just beats it clean with Growler and gets a free projectile from that approach. Its really spacing dependent cause if they know its coming they could just mash 2A or something and stop the approach and the sonic sabre will disappear, personally I try to make sure they are in block stun or position it from a hover dash so that even if they are mashing the sonic sabre would hit first before Izayoi comes out of the teleport.
  8. Well 2C isn't as risky if your using it as a meaty against someone's wake up after a strike fall, it can gatling into 6C if you want to keep yourself safe so its not that risk. Indeed, I dunno what I'd call it either... That is true but I personally think when it comes to a neutral situation I personally feel like Normal mode is actually better at it just cause you can dash and stop yourself with barrier runs and its much easier to manage footsies with. I personally have a harder time playing neutral during GA cause its so easy to swat her out of the air if your not careful with your approaches, this is where it feels like problem solving to get in for me, though I usually stay in GA mode when I'm stocked up cause that's where all the easy damage is. I just realized 6A doesn't guard against low attacks... I think that's another thing I'd like to see being changed seeing how its already a tough tool to utilize.
  9. The only ones are 5C (GA) 5A and 3C (normal), so basically 2 but 5A will miss on most crouching opponents. Unless we get footage of what the dashes are gonna be like its hard to say what sort of new mix ups she could potentially do.
  10. Cause noir d teleport combos just look cool? I dunno I did them the first week I was playing till I found more practical things, though off of 623B/C it's not bad to end the round with. For 236D mix ups its not always air tight and some people like to chicken block or jump out of mix ups, I usually will toss in j.B+C into the mix to scare my opponents from jumping. It's kinda expensive but you can probably throw in 214D if you see D sonic sabre catch and go for a high/low/throw mix up. What you mentioned plus some stuff I added is all you really can do, though I normally will use jB+C when I'm going for fake highs and go lows to catch people jumping cause you land fast enough to go low anyway if they didn't jump. If you know your opponent is respecting your pressure you can just do for a hover dash overhead again. Some stuff I do is I might do like hover dash jA tic throw or do a normal sonic sabre and D teleport right away, it doesn't hit the damage scaling hard like a D version would so it is another way to open people up. EDIT: Forgot to mention the one about I mentioned with using jA in to sonic sabre wanna be careful with cause the sonic sabre is what keeps that approach safe, space it wrong and your opponent can mash out of it.
  11. Well that is true that works, doing 623C after 5D to mode change to normal, but it does whiffs on Amane, Relius Platinum and Izayoi. I'll try it again when I get back home cause it jut might be my execution that might be a little off for 3 DP. EDIT: I looked at your previous again and realized I read the combo wrong, my bad. But 623C does whiff on the characters I mentioned in this post.
  12. I've tried what you mentioned before myself just to see what happened but with the combo I listed the portation is already pretty up there so getting the 623C actually is pretty tight or may not work in the version you mentioned. The reason why I cross under is its just easier to hit jC at that point cause its hitting the opponent at the back tip of the attack which is pretty high. Though I usually find 4 stocks just enough to get the job done cause I rather not lose the positioning, though that's a personal preference really.
  13. So can someone explain to me what the difference between Heero Wing Zero and Quatre Wing Zero are besides the cost differences?
  14. That is true, I usually cover my 5B with a 236A/C but I can see what you mean by that, I know characters that have good 5Bs can convert off of it in some way so that would be nice to be able to do something with it aside from a simple special cancel. On the note of 5B, I always found it a pretty odd it can't gatling into 2B when a good number of characters can, its a minor thing but it would be nice to have that option for a little more variety, I know you can do 2B > 5B though.
  15. Well based on that, that would means people would still do 236D(D Sonic Sabre) on block and just waste even more stocks, if an Izayoi player is doing that then their opponent isn't doing a good job of swatting her out of the air cause she is so vulnerable when she does GA dash jC, you practically can tap almost any normal and its a free combo during a neutral situation. The only use I see 236D even having is really for oki or more technical mode change combos in the corner, though my opinion on this may change once I see how her movement is changed in this new version, I'd imagine if its going to cost 2 GA meters to use that might mean her mix up options are going to be just that much better.
  16. Yeah I just saw that new bit. Still not liking the sonic sabre change cause she doesn't have to many other ways to start air up without it, it's to easy to hit her out of a raw GA dash into jB/C but if the movement options make up for it then I'd be fine with that. I'm not sure how a 5B jump cancel would help but I'm open to hear thoughts on that.
  17. Here's one I've seen used in the corner. (jC) 5B 5C 236C~D 2C 5C 2C(1) 236B RC~D 2/3C 623B 214B 623C jC D. When I've tired this combo personally I haven't been able to land the last jC on some occasions.
  18. It's seems a little vague what combos are harder means to me, I'm hoping it doesn't mess with jBAC loops to much. Hover dash changes sounds interesting, though I wish they had a little more info on how the movement will work now, cause the way I'm interpreting it sounds kinda how Aigis moves in P4A. I'm not sure if I like the sonic sabre change, if it had better durability it would make sense cause I feel like its not even worth using as a zoning tool and its more like a lockdown tool and sets up mix up opportunities, but that might be why they made that change, I do like the mirage thrust change cause I used it sparingly for mix ups and punishes. Personally I was hoping they would make minor gattling changes like being able to do 5B > 2B. The one other thing I'd like to see is addressing anti airing with her, if 623B is quick like Jin's counter part I wouldn't mind as much.
  19. Does anyone know if its possible to have two people play online with one console or anything like that? I'd hate to have to get more then 2 copies just to play with people locally.
  20. I personally would like to see them do some arcade tests before the balances are set in stone but I get why that may not work out. Someone remind me what the time frame was from CS2 hitting psp was before CS on console got the updated patch. Man I might have to borrow my friends psv just to try some of the changes, any confirmation on a possible digital release for the vita version?
  21. Ok thanks for your help.
  22. I got one more question to ask cause I forgot to ask it earlier. I know that Enma can be used after a drive, do I have to hold A down or do something different? I sometimes got it by mashing A but I wanna know for sure what the correct way is.
  23. I got a question for the Ragna experts, I'm not sure if its character specific or maybe even height specific, when I use like 6A or 6C in some combos I sometimes cross under my opponent during a TK blood scythe and can't keep the combo going. I dunno if its the way I do my TK motion for it either, the way I do it (and probably the most consistent for me) is 6~9632147D, I haven't been able to do the more common way of doing 2147D consistently for it. If I had to give an example combo, 5B 6B 214A 5B 5D(1) 214B 214D 6A TK-BS (and from here it usually crosses under and I can never finish the combo cause they are way to far).
  24. Alright I have some questions for you Hakumen vets. I've been using 5A alot for anti airing and have had some pretty good success with it by being able to convert it into a small combo. I know 5B and 2C can be used in a similar manner but is 6A the only one that upper body invisibility for anti airing? And my second question is when would a TK hotaru be used for anti airing or just in general? I got the TK hotaru basic bnb down but never found myself using it in a match.
  25. Well let me ask this, what kind of grip are you using? That can change quite a bit also, I know some people have a tendency to grasp it from the top which is harder to do precise motions with. This link has some info on adjusting and such. http://www.eventhubs.com/guides/2009/jul/08/tips-switching-pad-joystick/ And GGs to anyone I played in the East coast arcade room, no one is ever in the west coast ones.
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