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Dark Ranger88

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Everything posted by Dark Ranger88

  1. I'm just glad we have a reversal. It makes people play you differently on wakeup. Yes people can just 2B under it on our wakeup. People starting their pressure strings with 2B is good though. Wakeup throw, wakeup overhead, 2A into high/low/throw mixup, jumping attacks (as long as they aren't safejumps), wakeup CT, and wakeup command grab all lose to Corona upper. Plus it's hitbox isn't THAT bad guys. If you use it during an opponent's blockstring you'll usually catch a part of their hurtbox that sticks out when they are attacking.
  2. Bring them back to Extend status, BUT make them vulnerable for the first frame. That way you can't just mash counters on wakeup all day, you'd need 50% meter for Yukikaze like Tager does for 720. To use his meterless counters you would have to react to something or know the gaps in your opponent's blockstrings.
  3. Thanks for the videos guys they gave me some ideas. I'll experiment the next time I feel a Koko is gonna super ball lol. Doesn't look like it has that much hitstun judging from the Azrael video.
  4. Hmm...If 214D has been reduced to 1 stock in neutral...does that mean that it costs zero stocks during combos? Also I can't wait to play around with the new GA dashes. I read that her airdash in gain art would be replaced by the hover dash (going at a downward angle rather than an upward one). Did you guys gather the same thing from reading the translations? If so does that mean that an instant air dash in GA would turn into a quick downwards hoverdash?
  5. Lol I don't even have Kokonoe. I can't really test anything except in real matches. Izayoi can probably back throw her out of the corner, but Makoto...
  6. How are you supposed to beat this move. Even if I know it's coming the ball still comes down on me while I'm comboing Koko. That ish should go away when she gets hit.
  7. Oh for whenever you hit someone with a random 5B when they were trying to jump or were already in the air. both of your 5Cs tend to miss and it can be difficult to react with 623B in time. Having a 5B jump cancel on hit at least would make it easier to setup oki and get into GA mixup because you could do 5B > JC > j.BAC > j.D.
  8. Wait does this mean that if you forward ground dash with Izayoi (while in gain art) then attempt to IAD backwards you will get the hover backdash instead?
  9. Umm I think it's been retranslated. It now says that her combos are too difficult pre-patch. So after the patch they will be easier. Hopefully they make it so that GA5C doesn't whiff every time you use it. Also 5B jump cancel *fingers crossed*
  10. Hehe yeah. I'm tryyyiinngg to win more with Izayoi but it's tougher. People need to stop jumping lol. You have to jump after doing j.B, then do j.D. But yeah even if you jump cancel the j.B it can be hard to connect the j.D sometimes. After a long combo or a combo off a jab the j.D can whiff if you don't do it quickly. Let me know if this helped
  11. GGs to Venussail and the couple of randoms that joined his room. @Venussail: I was in the middle of watching an anime when you invited me. It was an anime oriented on mostly the *ahem* female cast members. That's right...I gave up my Ecchi to play with you. Anyways you're the first Rachel I've played in CP. Her zoning seems a lot harder to get out of now lol. Those lobelias always had me pinned down. Those were some tense Izayoi v Rachel matches too. One thing I noticed though is that whenever I blocked George or Tempest Dahlia you wouldn't run up and pressure me as much as you would in Extend. You would instead opt for more pumkin/lobelia zoning. Why is that? Those two moments seem like a prime time to throw a mixup at me.
  12. They should make Makoto's 5B startup faster or at least equal to Ragna's 5B. I mean c'mon. How does Ragna do a roundhouse kick faster than Makoto's straight punch. Common sense says that punches should be faster than kicks. AND it has significantly more range than Makoto's 5B. It's just...Ragna's 5B vs Makoto's 5B has always bothered me.
  13. Yo mAc. I told you. You owe me 5 magatamas.
  14. I friggin hate her DP man...ugh. Anyways I definitely see your point, but Mu is vulnerable while setting up stiens. You can approach her if you are quick about it. At least in my experience it is easier to get in on a Mu because they'll start using j.C/5C to poke instead of trying to zone all the time.
  15. Woah woah woah there SWD. Nu does NOT need a DP. Us rushdown characters work really hard to get in on her after getting stabbed half to death by a bunch of swords. The saddest thing would be to get wakeup DP'd back into neutral and lose. Maybe if her zoning sucked like Izayoi's she would warrant a DP, but you have all the tools to keep someone out. IAD back j.2D still gives me nightmares. She'd probably be S tier with a decent DP. Not broken...but S tier. I could see giving her a really quick move to poke out with or something with body or foot invuln though. Except nothing with frame 1 foot invuln, because muh 2As.
  16. Yo! Make people feel bad for losing to Makoto. That is the only stipulation of the Makoto boards.
  17. GGs Drekko Arumatsu
  18. I'm all for Celia being playable as long as they buff her thighs to BBCP LE cover levels. Also, isn't Ragna grouped with them too and he isn't a new character.
  19. Sooooo...with the upcoming balance patch and all... What kind of buffs would you like to see Makoto get? Personally I'd want j.C to have a crossup hitbox where the knee sticks out (kinda like Ragna's j.B). And the old dash acceleration. And to remove Asteroid Vision/Lightning Arrow landing recovery.
  20. If Lander's damage weren't so bad it'd definitely be worth it. It's just that most other lvl3 D moves and drives do 1000 but for some reason lander only does 500. Also 5a links are probably killing your damage. Right now I'm experimenting using OD to go through people's overheads on reaction, but unless you OD a few frames early 5C won't hit fast enough and they can either block or DP you. If you do pull it off though, full OD gives you an unburstable 6K+ from anywhere on the screen. You can even side swap if your back is in the corner. Here are the two combos I came up with (before you guys go in on me...I know they're not optimal). Your back in the corner: OD > 5C > 2D > 66 (dash under) > 5C > JC > j.623C D > 623C D > 214A~D > 236D > j.D > 66 > 5D > 66 > 6C > 236236D DMG: 6209 Midscreen: OD > 5C > 623CD > 66 > j.B > j.623CD > 214A~D > 236D > j.D > 5D > 2D > 632146D > 236236D DMG: 6846
  21. Yeahhhhhh pad users!!! Also is it possible to have a stick with more than 4 buttons? Then just bind one of the extra buttons to be A+B+C+D. BTW I've never had a stick or examined one before lol.
  22. I don't know if this has been discussed already, but did they change the way buffered inputs work during superflash? Sometimes when my opponent activates a super I'll use barrier to cancel whatever I was doing then either block/parry/dp. However if I accidentally hit my throw tech option during the superflash (1A+B+C) a throw will come out. Even if I even if I press (1A+B) afterwards to attempt to do a normal barrier the throw will always come out. It doesn't seem to let me use barrier to cancel into another attack. My only option if I input a throw tech during superflash is to hold back and barrier the entire time, because it lets me block. However I can't use the superflash to take advantage of whatever my opponent is doing.
  23. I think this is a better question to ask the Tager boards. From what I can tell though, he was expecting the Bang to tech automatically. The Bang player didn't tech, so the throw was purple. Tager just yomi'd wrong in this instance. Tager players would know what to do against someone who doesn't tech if you haven't asked them already.
  24. An interesting suggestion, but it could create some really tragic situations. At this point Kokonoe mains have been grinding that stuff out for months now. In a tense tournament it could be really easy for someone to accidentally input one of the banned moves and get disqualified, even if they were trying to play "fair and square." Now that would cause one hell of a controversy. Especially if they are about to win when they get DQ'd.
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