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Manta

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Everything posted by Manta

  1. Was actually a typo on my part.
  2. The official stick has the R button off to the right such that you need to reach with your pinky in case you want to use it. K S H R P D But if you're using a capcom 6 button, then this the way you should use it. K S H P R D
  3. You also get a similar thing with hitsun as well, for example, Ky's stun dipper's second hit will only hit as part of the combo if the first hit hits late.
  4. Do remember that FDing in the air takes up tension MUCH quicker than on the ground. Although if you're riding a dark angel, most of your tension loss will still be due to FDing up to 28 hits.
  5. Picking up food items when you have full health will give the message "Maximum" in the same place you see your Counter hit and Recovery messages. It just means you were already at full heath. The background flashes white for a frame whenever you pick up an item. The only time a character should flash white is on instant block or Dead angle attacks.
  6. Mashers generally get killed by poke and turtle counter agression. THis is because mashers generally don't block unless it's incredibly obvious. Basically, don't rush in or go for mixups, instead poke him until he decides to try and rushdown, it's then a simple case of fending off the string until he mashes a punishable move in which case you give him what-for. Also, mashers are suckers for okizime and general pressuring from a distance, so don't hold back when you get your knockdowns.
  7. Is it just me or do some characters (Like Dizzy) not have a face-up on the floor?
  8. Is it just me or do some characters (Like Dizzy) not have a face-up on the floor?
  9. Does untechable time also apply to when a character has fallen over and hit the floor? I ask because moves like Slide head seem to leave my opponnent lying in the dirt for much longer than any sweep.
  10. Does untechable time also apply to when a character has fallen over and hit the floor? I ask because moves like Slide head seem to leave my opponnent lying in the dirt for much longer than any sweep.
  11. Ah, That would change things, When it came to mashing out of things, I've always applied what worked in other games, which was to mash everything. Which did seem to work.
  12. Ah, That would change things, When it came to mashing out of things, I've always applied what worked in other games, which was to mash everything. Which did seem to work.
  13. Not quite what I meant by that question, I meant, how do i mash out of these things so I don't do any move at all after I come out of it (Because, say, I wanted to block an incoming IK).
  14. Not quite what I meant by that question, I meant, how do i mash out of these things so I don't do any move at all after I come out of it (Because, say, I wanted to block an incoming IK).
  15. Another quickie: When mashing out of staggers and stuns, what's the best way not to inadvertently perform a move the moment the stagger/dizzy ends?
  16. Another quickie: When mashing out of staggers and stuns, what's the best way not to inadvertently perform a move the moment the stagger/dizzy ends?
  17. It is for the most part, even comboed off a throw (which doesn't work on everyone). Probably the best time is a point blank 6H, but again that doesn't work on everyone and I really wouldn't advice using 6H when you're toe to toe. The Sword is a universal stuff move, trashes every oncoming attack that isn't eddie's shadow or dizzy's fish. Also comboes in and out of, has an FRC which is an added bonus rather than essential.
  18. It is for the most part, even comboed off a throw (which doesn't work on everyone). Probably the best time is a point blank 6H, but again that doesn't work on everyone and I really wouldn't advice using 6H when you're toe to toe. The Sword is a universal stuff move, trashes every oncoming attack that isn't eddie's shadow or dizzy's fish. Also comboes in and out of, has an FRC which is an added bonus rather than essential.
  19. I know how to play this game, but I'd be the first to admit that I'm nothing like as good as most other players here, due to the lack of human Vs human play, in fact, you could well still call me a scrub. However, this doesn't stop me speaking from my own experience, I'd rather give mine rather than regurgitate anyone else's. Would it be too much to ask for a little politeness? I came here to learn more about the game, not get insulted. From my experience, Justice is very one dimensional and predictable, even when I'm playing as her, I find myself cycling the same few tricks over and over. I've never found her dragon punch to be that effective other than it gives a nice psition to serve an N.B. to give a nice amount of zoning, even if it isn't really that powerful as projectiles go (I only see it is a fear tool, which, a lot of the time, is enough). Her counterattack stance is a nice anti-air, goes active quick and is active for a decent length, but the combo potential is pretty much limited to a micheal blade/sword, or N.B. setup. Her 6P is one of the quickest overheads going. Justice is taller than potemkin when standing, but not as wide, but width rarely comes into it other than being poked at range. She also seems to have a love/hate relatinoship with the opponent's guard guage, when it's at neutral, there are very few massive damage comboes she can work with, no dustloop, in fact, no real tensinoless loops at all apart from the air to air combo. However, with it pumped up, she seems to have a much better ability to inflict stupid amounts of damage in one go (320 max damage from imperial ray, 408 damage against potemkin with gamma ray), probably not the best at doing that much damage, but certainly the simpliest. This little review certainly sounds more positive than you might expect from someone who says that she isn't that great, but that's all I'm saying, she isn't the broken character some make her out to be. she isn't the best due to the fact she can't even approach eddie's or dizzy's rushdown/lockdown, even with N.B. FRC. She is reliant over her overdrives, while good as they may be, still means that she is predictable as to what trick she will try next.
  20. I know how to play this game, but I'd be the first to admit that I'm nothing like as good as most other players here, due to the lack of human Vs human play, in fact, you could well still call me a scrub. However, this doesn't stop me speaking from my own experience, I'd rather give mine rather than regurgitate anyone else's. Would it be too much to ask for a little politeness? I came here to learn more about the game, not get insulted. From my experience, Justice is very one dimensional and predictable, even when I'm playing as her, I find myself cycling the same few tricks over and over. I've never found her dragon punch to be that effective other than it gives a nice psition to serve an N.B. to give a nice amount of zoning, even if it isn't really that powerful as projectiles go (I only see it is a fear tool, which, a lot of the time, is enough). Her counterattack stance is a nice anti-air, goes active quick and is active for a decent length, but the combo potential is pretty much limited to a micheal blade/sword, or N.B. setup. Her 6P is one of the quickest overheads going. Justice is taller than potemkin when standing, but not as wide, but width rarely comes into it other than being poked at range. She also seems to have a love/hate relatinoship with the opponent's guard guage, when it's at neutral, there are very few massive damage comboes she can work with, no dustloop, in fact, no real tensinoless loops at all apart from the air to air combo. However, with it pumped up, she seems to have a much better ability to inflict stupid amounts of damage in one go (320 max damage from imperial ray, 408 damage against potemkin with gamma ray), probably not the best at doing that much damage, but certainly the simpliest. This little review certainly sounds more positive than you might expect from someone who says that she isn't that great, but that's all I'm saying, she isn't the broken character some make her out to be. she isn't the best due to the fact she can't even approach eddie's or dizzy's rushdown/lockdown, even with N.B. FRC. She is reliant over her overdrives, while good as they may be, still means that she is predictable as to what trick she will try next.
  21. She isn't, her attacks are predictable since her RC game is utter shite, her air comboes are always the same and her special move list is short and invaried. This is not to say she isn't without her tricks, N.B. FRC meaty is nice, michael sword does good damage, effective high/low game and her overdrives are so simple even the AI knows how to use them. Most people jsut feel threatened by her because her AI is so much better than any other, because the AI doesn't RC well and never FRCs, since Justice doesn't need that mcuh, she comes out on top.
  22. She isn't, her attacks are predictable since her RC game is utter shite, her air comboes are always the same and her special move list is short and invaried. This is not to say she isn't without her tricks, N.B. FRC meaty is nice, michael sword does good damage, effective high/low game and her overdrives are so simple even the AI knows how to use them. Most people jsut feel threatened by her because her AI is so much better than any other, because the AI doesn't RC well and never FRCs, since Justice doesn't need that mcuh, she comes out on top.
  23. Although she was as broken as hell in Isuka, A.B.A has been brought into line with the other characters and is considered a reasonable foe. Since she is selectable in the arcades, she is considered tournament legal. P.S. Justice and Kliff aren't as powerful as people think, they're just very easy to pick up, but, aside from that, they have very little in the way of advanced play.
  24. Although she was as broken as hell in Isuka, A.B.A has been brought into line with the other characters and is considered a reasonable foe. Since she is selectable in the arcades, she is considered tournament legal. P.S. Justice and Kliff aren't as powerful as people think, they're just very easy to pick up, but, aside from that, they have very little in the way of advanced play.
  25. Well, actually, there is one thing that bares mentioning: Hitting your opponent on the ground (OTG) only inflicts a quarter of normal damage, subject to all normal modifiers.
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