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AMB Bakery

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Everything posted by AMB Bakery

  1. Raw c.S works depending on distance, 2S or 2D otherwise. I personally use 2S all the time because I don't want to drop the combo.
  2. Even outside of scaling, you're just doing a lot of moves that decrease the guard bar, thereby decreasing further combo damage. You should want to squeeze in as many heavy hits as you can, using P/K moves only when absolutely necessary for height adjustment or otherwise impossible links (like j.P j.S j.D dj.D at the end of a corner throw into dustloop).
  3. So many 5K's.... the scaling.... I'mma just repost what I posted in the combo discussion thread cos I guess people don't want to look there anymore.
  4. After 2D knockdown, you can do dash neutral jump j.S > stuff. Neutral jump is the most important part, as is timing the neutral jump at different dash momentums to do 50/50. You have a long time to decide what to do, can make it a safejump if you just FD whenever they've gotten up, or you can do the j.S early if you think they'll be standing, can gatling into punch or kick depending on what side you're on. If your opponent is in the corner, you can do the same type of dash neutral jump into deep j.S and then jump cancel j.P/K/S. If you really want to, you can do the jump really early as an empty jump and then land 2K (or throw if you've got them really scared). I would recommend doing this only to characters without reversal options or someone who has a reversal respects your setup.
  5. It's hard to press buttons when you're holding down at least four~
  6. >using regular Danzai ever outside of combos As soon as S or H bomb detonates, super jump IAD imoimoimo
  7. TAKE, MY, LIFE TAKE MY LIFE YEAAAAH
  8. I guess if you want something that's close to an official tier list from purely empirical results, yeah that site is the way to go. I think it's misrepresentative of which characters are good though. If what you say is true about the last version's top spot, then that would lead someone to believe that Waldstein and Gordeau were good characters last version. Anyone who saw even one tournament could tell you that wasn't the case, and top player tier lists (at least the arcadia one) even argued that those two were the worst characters in the game. EDIT: Also, if you're just looking at the RIP/Win ranking, that's just for individual players, mind you, and is again not representative of tiers or character strength. EDIT 2: I'm guessing the "diagram" is supposed to be the match-up data so far? That checks out, but what I've said earlier still stands.
  9. The only one I know of was the arcadia version which had Seth at top and Merkava at bottom so... yeah, I don't trust it. After Carmine/Yuzu it was Vatista, then Merkava and Orie, after that I don't know exactly. Might as well have been irrelevant past that. Even though people shit themselves and made a big deal about Linne having forever-combos/infinites, she was one of the worst characters in the game along with Gordeau and Waldstein.
  10. I don't think she can do it at any point like MvC2 sentinel but she can do it more than once in a jump, iirc. If you were watching the day 2 matches with senaru Eltnum, there was a Vatista player who was doing stuff like hover, stop, jump normal, hover, jump normal and different variations of that. Even stuff like shorthop j.B into hover and another jump normal is pretty dumb seeing as it can cross up. Not like having sentinel-like movement would help in this game anyway since most characters have screen-covering normals or ways to get around them and as for mix-up the short-hopping is good enough as it is for high-low, it let Carmine be the best character last iteration (aside from the other obvious reasons he was and still is good).
  11. >Posting on an American forum while you're in Japan You do great dishonor to famiry
  12. *Expecting Marcell to be able to derive context and make sense out of a slightly mistyped sentence* *Expecting Marcell to understand the English language at all*
  13. なぜその呪いを考えてしまった?呪いは現実に成っちゃうかも。。。
  14. I think Exe:Late has ended up somewhere between King of Fighters (shorthopping), BBCP (low damage combos, at least at the start of the game's life), and Marvel (using meter/chain-shift to make shit safe). Initially I was pretty miffed about chain shift still being kinda retarded in that you can just cancel into it on whiff after a projectile, do it after some unsafe special to make it safe, or just during a hole in a blockstring, all the while gaining meter. Then I realized that some if not all characters really need it because they'd be garbage otherwise and eventually someone who's blocking for a long time can reap the reward via the GRD bar, resulting in an exciting change in momentum without being overpowered (even with meter, the damage you get isn't all that high, for now). I was really pleased about that Melty Blood HD answer though. I'd love to see an HD sprite of new-style Arcueid. Hopefully whenever they get around to making that game, they can preserve the fluidity of the animation and gameplay that they've perfected in current code.
  15. For the anime storyfags/people who literally don't play fighting games talking about F/SN chars, don't be ridiculous. Think for just one second, there is no way that French Bread could afford to get a licensed Type-Moon character from any other series. The only reason Eltnum is in there is because she's an original character to Melty Blood, and even then, she's not explicitly named "Sion" nor does she have the vampire thing going on, at least not outwardly. As for this announcement, I don't know what Akatsuki himself brings to UNIB since, correct me if (when) I'm wrong, he's pretty much the shoto(DP, I think)/kusanagi(rekkas that knock down) of his own series. At least Blitzkampf looks like a better game at its core than the unseeable shorthop oki-fest that is UNIB. I'm still hoping it's just a joke. Wasn't Nanase seen on the character select screen in that test build? There's got to be a reason everyone was expecting her.
  16. Watch Japanese Hazama match vids, as they are 1000000000x better than any American player you could ever watch. For general advice, I'll just refer you to the second paragraph of the 4th post on this page. Basically, since BB (and multiple other airdashers) is a momentum-based game, get good at converting off literally any hit you can get, doing mix-up after a knockdown that keeps you in the face of your opponent, and practice mixing up your pressure once you get someone to block. I would also advocate that you get good at neutral, but because it's BB and because Hazama is a stupid character that can change his positioning on a whim while also throwing a fireball, you can take it easy for now. Get good at blocking mix-ups and finding holes in your opponent's pressure cos Hazama lacks good defensive options other than the universal ones and reversal Houtenjin (though, due to very small damage discrepancies in the next game between reversal houtenjin combo and just regular confirm into houtenjin combo, this becomes much more viable/advised). When playing, just think of what you can do to bully, frustrate, and ultimately condition people so you can beat them up and take their lunch money.
  17. Small note: visual cues will be different for everybody, depending on the individual's set-up. Visual cue timing will be different between a CRT or monitor versus a 41 inch Samsung LCD HDTV or whatever.
  18. No seriously, there's actually no use in getting down the TK loop, it's completely impossible in the next game. The things you should actually be focusing on are chain movement and chain zoning, (i.e., transferable skills). Know what spacings for which chains yield 'far' hit/block stun. Know what trajectory you will be launched off immediate D or full extend D follow-up for chains like j.6D, j.4D, j.5D, 5D, and 6D. Knowing the B follow-up trajectory is also good but tends to amount to pretty much the same thing each time unless it's 4D or 2D (mix-ups!... or run-away in certain cases). Practice in matches with chain aiming, make sure to bully your opponent, get them to approach the way you want them too, or better yet, keep them in check so that you can approach. Outside of matches, practice in arcade mode (hard, at the very least) and try to get to the point where you don't drop confirms off any chain-in. I'm the guy who wrote the TK loop guide, and I am happy to see it be gone in the next game, so really, don't even think about it. It just so happens that the TK loop was Hazama's only option for really big damage and meter gain in EX and also happened to be really the only way you could combo and get decent oki, though really corner oki in EX for Hazama just depended on whether or not you fit 5C 2C 214D~B in your combo. Luckily in CP, damage and heat gain during combos was universally lowered, meaning that other combo routes are much more diverse and seen as viable (though, again, Hazama got the short end of the diversity stick thanks to j.C x N). Also, don't listen to Lich, don't play Terumi, Hazama has already been confirmed as top tier in CP, has been for almost a year now~
  19. People's questions are why I am here. Ideally the only time you should be doing 6D~A > 4D~A is midscreen after doing some combo into 214D~C (whether that be from CH 6B, CH 3C, air throw, or some combo into Houtenjin) or air-hit 6C (especially off gold burst, huehue). Even off CH 214D~B, your best bet is just to do 6D~A > 623D or 6D~A > j.7D~A > 623D (in some cases). Indeed, the only time you should really be doing 6D~A > 4D~A is after OTG 5C(2), 2C. However, for the most part 6D~A > 4D~A is absent from pretty much every single optimal combo as it's either just better to go for OTG 5C into j.C corner carry or just go into the TK loop (you are forgiven if execution prevents you, we've only got two months left on this game anyway). Though, I will say that sometimes you just need to combo into something, and 6D~A > 4D~A isn't the absolute worst thing you could do, especially if you can't make a combo decision (>Hazama >combo decisions, again it just kinda comes down to whether you're confident in looping or not) and need to finish out a round. The places where 6D~A > 4D~A doesn't work is either if you're too close during 5C OTG or if, similarly, you are deep in the corner and are comboing to get your opponent back into the corner, or finally if your opponent is in the corner and you're too close, the 6D will either be a weak hit or maybe even just hit the wall.
  20. If you're going to be playing Slayer, first I'd suggest that you really really get your ground links down. 5P into 5K, 2P into 2K, 5K into 5K, 5K into 2K, 6K into 5K, 2K's late gatlings (2S, 2H, and 2D). That, and work on you anti-air (namely AA 5P or 2S) confirms, as Slayer air combos lead to big damage and good knockdown from j.D. Getting knocked down by Slayer is pretty scary, so be sure to embody that by adopting mix-ups you see from match videos. A basic high-low would be 214P~S and you could either opt to press H for an overhead or wait until after the recovery to do 2K. Another version of this high-low is just to do dandy step to threaten with ~H as an overhead, but you can just empty dandy step into 2K. Similarly, you can choose between meaty 6K or 2K or doing 6K feint into either 2K or perhaps a throw. Utilizing his forward dash is also good to keep them guessing for left-right as well as high-low. Be sure to utilize his feints off mappa and 6K for low/throw mix-ups or just to get closer (don't do it too often of course, you don't want to be predictable). Hope this helps you to level up, though the best thing for that honestly is to play and grind. Make sure you ask both yourself and your peers what you can do to improve. This will probably be things that have nothing to do with combos, but rather your psychology or understanding of spacing or match-flow.
  21. if you OTG with 5C at a really close range, then 6D~A > 4D~A becomes impossible on many characters. As for the level 1 hit, again, always make sure that 5C is 2 hits. The issue can literally be nothing else but distance or SMP, unless you did like 2A 2A 2A 2B xx 236236B as your starter in which case it would just drop due to shitty proration.
  22. j.S hits multiple times, so the (1) means cancel after the first hit. The dash is used in place of "xx" or ">" or "," or whatever other symbol to express a special-cancel/gatling. The "/" does indeed imply or, as both c.S and 5P are both jump-cancellable and allow j.K/j.P/whatever to be linked afterward.
  23. Buppa was (and still is, to my knowledge) a believer in j.6D and only j.6D
  24. If it's a loop and the game is CSE, assume it's the TK loop, because he has no other loops. Dashing loop basically refers to doing the TK loop midscreen. But you can really insert dashes whenever you feel like it/whenever it's appropriate.
  25. There is absolutely nothing wrong with only copying one player, just make sure it's the right one. Xcopy is one of the best things you can do to improve how you play your character, because they know better than you do.
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