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Dark Ranger88

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Everything posted by Dark Ranger88

  1. Dammit Errol I laughed a little too much at that. People never think about using the same move or doing the same thing twice in a row. They try so hard to be unpredictable, that they end up becoming very predictable.
  2. He's just gotta take a page out of Izayoi's book and start doing double and triple overheads. The first j.2D acts as a pressure reset. The second one is the legit overhead at like 19 frames. Then you mix it up from there. Edit: Nice post Omnix
  3. Waahhhh! Wahhhh! Wahhhhh! Give Makoto a squirrel tail command grab! Goo goo gaa gaa.
  4. GGs to everyone I played today, Solid Legend, SWD, Eevee (sorry our conn was so bad), That frustrating Hakumen, and everyone else who's names I can't remember. If I could be on PSN and my laptop at the same time I would totally write everyone's names down. But I cain't do dat.
  5. Well the startup looks somewhat similar to 236B. If you've conditioned your opponent to expect 236B, then doing the teleport is similar to doing stance cancel > 5B/dash 2A. Plus most people's reactions to a crossup is to switch their blocking first. This can delay their reaction and cause them to get counterhit or hit out of their jump startup. Also, Izayoi's 214B can crossup at different distances, meaning the opponent has to think about which move they have to use to punish the teleport. You could be outside of their 2A range and counterhit them with 5B. And you can get hit after doing 214C. It has the most recovery out of all the teleports, so Ragna can dash > 5B you. Another very weird thing I noticed about the teleports: You can cancel 214C into the 236/623 series very early compared to when it lets you jump or do normals. Has anyone else noticed this?
  6. Does she not deal high damage? Does simply including the word "ass" invalidate all of my points? I can see your point about her pressure and mixup. Unless you're in the corner she's pretty much 1 mixup attempt and done. Still Ragna was top in Extend and (barring the corner) it was hard for him to say in the opponent's face and successfully mix them up. You're right. I haven't played one of the high mobility characters, so I can't speak from those matchups. Neutral vs Mu might be really easy for a Tao/Haz/Valk, thus influencing the matchup. That's why I made my post, to get input from other players on why she isn't considered the best. Edit: Also thanks for all the input from the rest of you guys. You posted while I was writing this lol. Double edit: Also TagerTime, it says the link doesn't exist. I'll try to look for it on my own.
  7. Mu's DP wouldn't be so frustrating if its startup was fixed at 14 frames. As it is now (as far as I can tell) whenever an attack hits the guardpoint Origins becomes active after like 1 or 2 frames. For example, if you hit Origins on its second frame of startup it will go active on frame 3 or 4 instead of frame 14. It beats safejumps, whiff option selects, and anything I can think of. But I guess that's the point of a DP. When fighting Mu I shouldn't have an easy way around her defensive options. I have to make reads. (Except that most people can low-profile Makoto's DP) Also, could someone explain to me why Mu isn't S-Tier or at least ranked higher than Jin. She has: Godlike pokes on the ground and air in the form of j.C and 5C. Reliable anti-airs and 2B low profile. Zoning capabilities, especially when 4 steins are up. One of the best DPs in the game, Origins. Plus a good backdash. High ass damage. A fast overhead that can convert without using meter (and you can rapid 2B after the first hit) Ability to convert air hits into big damage, without using meter. 50-50 mixup off of 5B. Easy approaches after 236D or during Stein zoning. Easy combos. Fast run with good initial speed. Cons: Somewhat low HP This just might be me speaking from the Makoto matchup, but you have to COMPLETELY outplay a Mu in in every aspect in order to win. All of her tools are just good. I'm not saying I hate the character, mind you. I actually like the challenge. I'm just wondering why people don't regard her as one of the best in the game when having the Tao/Valk/Jin/Hazama/Haku discussions. Edit: Also lol. The wiki says she is unforgiving for players without a firm grasp of neutral. MAKOTO is unforgiving to players without a firm grasp on neutral. Mu can hit halfway across the screen from the air and the ground, unforgiving for her opponents maybe.
  8. Why would Makoto be better in stylish? I could see Tager; easy input 360 and 720.
  9. This seems like a weird move to give her. Didn't she already have the Tager Laser super for full screen punishes, or was it not fast enough? A wild guess says that this will combo midscreen after a rocket punch that sends the opponent flying: Stuff > Rocket Punch > *Bomb Detonates* > Crotch Rocket. I have a better question though...If she uses this DD on a female fighter,
  10. Ohhh. It's not an egg. It's a rocket that hits the opponent in the genitals. Also:"We are going to nerf Kokonoe." - *Gives her new distortion*
  11. The good thing about fighting Azrael is that you get multiple chances to block mixup before he can really do any damage. So don't feel tempted to jump out or try to do stuff on wakeup if you don't have any weaknesses applied (this often plays right into his hands and gives you weakpoints). Even if you can't block the mixup on reaction you have a 50/50 chance of him being minus on block and having to end his pressure or get 5/2A'd. Also if you get him in the corner, you can do the 2A > (1)B option select on Growler field. And for the love of Amaterasu...don't let him hit you with Black Hawk Stinger unblockables. If he does BHS when you have both weakpoints it becomes unblockable. Simply inputing Corona Upper, Particle Flare, or Parry during his superflash will counter him. However he may be able to use BHS after one of his normals to hit you while you are still stuck in blockstun. If this is possible then the only way out is to have 50 meter and counter assault before BHS hits you. Edit: Found out that he CAN do BHS while you are in blockstun.
  12. YOU were Stylezama Henjin? Nice. Anyways GGs to everyone in the pjs winning room, including you and takanub. I hadn't really got any good Azrael experience until now. Pretty fun trying to figure out how to not get kicked around the screen. Takanub I think our playstyles are a lot similar: Stay on ground > Space horizontally > Anti-air them when they come through the air. + Be aggressive in pressure I have a newfound hate for Azrael's backdash...and Gustav Buster. Edit: Also this is the first time I've pulled a BB all-nighter since college. It feels good man.
  13. Here is a list of all reversals in the game that can be beaten by using the 2A > (1)B option select. Amane: Drill Reversal Super Azrael: Growler Field(DP), Scud Punishment(DD), Patriot Apocalypse(AH) Bullet: Cutting Shear(DP), Hard Kill Bringer(AH) Jin: C DP, D DP, Ice Arrows(DD), - Note: LOSES to Yukikaze(DD) Kokonoe: Teleport, SuperBall, Tager Laser Litchi: Tsubame Gaeshi(DP), Thirteen Orphans(DD), All Terminals(DD) Platinum: Magical Bat(Both versions), Cure Dot Typhoon(DD) Relius: Req Vinum(Gear DD), Altar of the Puppet(AH) Tsubaki: Benedictus Rex(DP, both versions), Confutatis Maledictis(DD), Requiem Aeternam(AH) Valkenhayn: Sturm Wolf(DD), Blut Vollmond(AH) v-13: Calamity Sword(DD) Note: Some of these are harder to pull the OS off. Generally the faster reversals require more precise timing from your meaty 2A. Let me know if I got anything wrong plz.
  14. Updated the thread to take out all of the stuff that doesn't work in CP. Also I added a list of reversals that the 2A > 2B option select will work on in the new game.
  15. GGs to DubDragon and Omtaga. Izayoi v Izayoi = Spam Sonic Sabres
  16. In GA the A sonic sabre > 214D teleport is so threatening that most people will just jump on reaction to anything you do. When I get into GA I just do a jumping Sonic sabre to see how they react. If they are jumpy then you can 66 > airthrow, or 623B them out of the air. If they sit on the ground and block Sonic Saber then just teleport in and start pressure. Also her backdash is so hard to catch in Gain Art. It's much easier to run away in GA, so I feel more comfortable than in Normal Mode.
  17. They should take the current tier list and flip it upside down. Just leave Makoto Mid tier though; I kind of like the way she is now.
  18. Normal mode can do a surprising amount of damage because her combo rate is higher in normal mode. Lol I don't really try to mix up in normal mode really. I just try to pressure them into blocking as many sonic sabres and specials as I can.
  19. They said they would be changing her revolver action table. That could mean we might get something else to be jump cancelable on block. Cross your fingers and send the devs bribe money.
  20. Good call. This is when the mods would usually come in and start stabbing people in the face. I can't wait for the DP input change either. I swear even with Makoto the air DPs won't come out with a 6236C input half the time. And she doesn't even have a 236C special.
  21. You might want to edit that post. It's like a broken record.
  22. Because the Noir D teleport loops look rad. Whenever I hit someone with IOH Noir and start carrying them to the top of the screen with teleports my brother and friends start acting like idiots in the background. That feeling you get when a spectator says, "Woah" during one of your combos...It can't be beaten. Also one mixup I do is: 236D > 66 > Airdash > j.B > j.C > j.236C (try to get Noir as low to the ground as possible) 236D > 66 > Airdash > j.B > j.C > (land) 2B/2A Edit: Also you have to try this mixup, it looks so badass: 236D > 66 > j.214D > throw or low
  23. Haha I was just joking. That's why I spelled lose "looz." I'm definitely not intimidated by pinks, or anyone really. I'm just trying to improve and think about what I do when I'm playing. I only made that remark because I lost to some freak accidents when I should have won. *Start a combo that would kill* -lag- *Get hit and die* ...Also I have to disagree with you. Color does have SOME implication of skill. Although it isn't 100% Edit: Also lol at Winty
  24. GGs Scrimgore, DawnHikari, Seiyara (sp?), and all the other people I played the past couple of days. I get so close to beating pinks but then I always looz, why?
  25. Do you mean in combos or when you get hit with the reversal raw. This could be a useful technique, especially with Makoto's dash speed. "Oh you ID'd me huh. Great! Now it's time for you to eat 3.5K." Edit: NVM they still recover before you do. And even invincible distortions still get hit by the burst. Double Edit: Actually it works against Makoto and Litchi if you are near the ground when you burst. If a Makoto likes to end her combos with 6C > DP you can burst when the 6C hits you. You'll recover in time to 5C counter hit her. If you know when a Litchi will do her DP during a combo you can burst the hit before the DP. You'll recover before she does, but the staff will frame trap you on the way down. To get around this you can DP rapid after you recover from burst (the staff will go through your invuln frames). You'll either hit her with the DP leading to a combo, or you can start pressuring her if she blocked it. OR you can parry the staff and if she was pressing any buttons you can lvl3 Space Counter > Rapid into a corner combo of your choice. The first option is safer, but the second option has way more reward and style.
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