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NecroTheReaper

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Everything posted by NecroTheReaper

  1. Ggs to Ctrl's room. If not too much to ask I'd like somw 1v1 after I shake off the rust to get some feedback, its nice to get some input from someone who trashes you lol
  2. Not having a hitbox viewer for CP. Till today, I didn't know I could jump about a character length over tager and still get caught by AC xD
  3. Im curious if the corner combo change to [2]8C made a difference on bad starters like A moves or grabs. Also, is his command grab special cancellable now? Saw someone follow up a 5DB with [2]8C midscreen (only hit once).
  4. I think he was talkin about the B followup to 236A/B is + for that second one. Either way I'm new to this series in general, but even with all these good tools he seems to just stack up as a solid character. Saying he doesn't need any of them when he's not considered super OP A-S tier (at least not now) just sounds masochistic lol. Plus, hes similar to Relius imo, and Relius has his leis which is 30f startup and +1. Don't forget those are multi-hit moves, so if they block the first hit, its practically a free IB.
  5. I'm typically up till 3-ish AM central, but you know I rarely leave my Relius safezone.
  6. Are people coming back yet? It makes me uncomfortable to just go jumpin from room to room to find a hopefully 2+ bar, so I've let the rust turn into a damn castle
  7. We do get a faster way at calling out her swords though, so its more risky for her to throw them out if she'll just get CH'd. At least thats my impression so far since Lanto is faster and causes slide on regular hit. Honestly, Lanto causing slide on CH seems like a great buff to neutral, amd it sounds like iit'd be favorable on trade.
  8. Kune's CA was a techable grab in Ex
  9. For 2C CH's thougb, I'd normally go into fatal loops, but thats not possible anymore. That combo would be what I'd use though in the given situation if I could confirm it. Though, 2C confirms will be a loooot easier seeing as we can do 2C>j.B or 2C CH>9>2C>etc.
  10. But the loops weren't easy, nor did they do stupid absurd damage like other loops in the game -cough-bang6B-cough-. Typically the jump loop doesn't give you 3C oki, which means it cant be ended in a DD either. This means that its always between 3.4-3.8k. Its not a bad nerf, but its one that makes me personally sad Dx. All of my signature combos were stolen from me -cry-. I am curious as to what the jump cancel moved to 2C can do. I'm also curious if 3C really does have reduced recovery or if 6D has increased level.
  11. Since its the charge time on Ignis' fist that was shortened, I'm assuming OD Tedo.is faster too, since she still does the same animation as regular version. I was scrub in Ex, so I wasn't able to do those pro tedo RC corner carry combos. For now, even though it'll only affect cute stuff like jump loops, I hope j.B still jas its usual untech time. I'd be sad if my 6C fatal loops dropped.
  12. Its not so fast that 6DxN is a legit strategy is it? Either block the absurd + on block move or slowly get your hp whittled down from trades after they get the life lead.
  13. At least its non-bitching gameplay related discussions. Its interesting to review first impressions at the very least.
  14. I'm not sure if I agree with throwing relius into B tier since I still see him win most of his matches, but he also ddoesn't have a huge player base. Anyone know if Im missing something, cuz his changes seem like a slight nerf overall, but I didn't think it was enough to really hurt him
  15. So, seems like 100 meter Tedo RC combos might be a lot better in 2.0, cuz that thing is fast now. At least a third if not half of its animation was cut, which means a lot more on the combo timer. Be awesome to get 6C FCs to tedo RC into jump loops, the best trolling.
  16. Thinking about it, has there been any footage of install or state changing DDs being affected by OD?
  17. 2DB doesn't have a terrible amount of recovery on wiff, so it all depends on how early you ley. If you ley too late and they're well versed in the MU, they can charge their dp to go for a risky as fuck frametrap on your punish attempt, so it becomes a guessing game, though sligbtly our favor since our options are much safer. Just know he can do like... 4.5-5k damage off a dp CH in the corner, so if your cornered, be careful. Regardless, I'd still say this is one of our best matchups since we can negate a ton of drive mixups on reaction and our neutral runs circles around his. If you're scared of his DP, just back off. If you're equally skilled (in other words, not better than you) you can still force him to make a mistake coming to you. Drive approach, air dash approach, just running... almost all of its in our ability to punish.
  18. It could also favor those with quick pokes and good combo fodder DDs, especially moves with an N starter rating. Hazama already showed off what he can do
  19. I can be, but I'm beyond rusty
  20. I just go through random ideas for BB and for some reason, it sounds epic in my mind if Tsubaki had a 6th charge that' takes about the same time to charge as 3 charges but if filled put her in Install for free for the same duration as regular install. Charges then sound a lot scarier to me lol. Not sayin its balanced (or even if its really on topic) but its not really suppose to be given Tsubaki's position. Id say she needs somethin to terrify people.
  21. Pretty much. [2]8C seems to have become the new [4]6B for combo extensions. Still sad for oki, cuz while I used A orb oki frequently, I don't quite know what I was actually accomplishing with it lol
  22. People who wait for me to pick my character... then pick my character. I don't do mirrors, especially in a game I'm brand new to like p4au. Only people I do Rel mirrors with are Myoro and that one time with Hard_bread
  23. It saved him from a j.C possibly, but no CH and a standing hit makes me think that if Mu just held j.4C, she could've just blocked it. That's the only bad thing I can tell from 6B atm is its slow startup and lack of gatlings aside from specials and DDs makes it easy to safejump. Still, hopefully 6B has a hitbox good enough to deal with a few crossup gimmicks
  24. The problem with the combo was that 22C>2D doesn't connect on a lot of the cast. This should though (if the link is still there) make it easier on the 10 it does work on.
  25. Its very location dependant though. And omg... double crossup combos. 5B>3C>6D>IAD j.B>442C>6C>41236B>6B>j.B>j.C>66B>sj.B>dj.B>j.C>j.236C>j.214B 3.3k At this point I think the BnB is rock solid with only small tweaks to accomplish different goals. Now we're aimin for style. Also, the IAD path does work, but because its reliant on j.236C's launch power, it doesnt get much more carry.
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