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NecroTheReaper

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Everything posted by NecroTheReaper

  1. There's worse characters in this game with a more dedicated player base than this, cmon guys -sigh-. Though, I'm a strange player and see counter-picking as a scrub tactic. People keep complaining about mixup this and that, and my only thought is who the hell in this game has good mixup? Everything is so straightforward when it concerns mixup, so I'd say 214A's ability to be CS'd for like... 6 different types of mixup gives her at least decent mixup. People that dont have to respect fireballs you juat adapt you're use of fireballs so they dont punish every time. Not sayin not ro have a sub, but everyone here seems like they got to have a counter pick for every more difficult MU.
  2. If you're not in the corner though, I'd say Nanase has a fairly good backdash. Puts some devent distqnce between you and your opponent and has 9f of invul.
  3. j.236C can be used as an anti-anti air in some cases. Its got a rediculously fast startup compared to our other orbs and can get in some decent damage on people mashing AA's during assault. Not too reliable because it has the strangest pathing and can wiff easily, but its something
  4. Its a delayed air dash for thr first one. You're suppose to make it look like its an empty jump, then go in for a late overhead or two. The 214B doesnt combo, its more for oki. The only time 214A>214B combos is in OD
  5. If you're at slightly less than full screen (in other words, max range 236B) and you through j.236B out, 236B is essentially a free, safe gap closer provided they respect wind enough to stay still. If you catch them doing something with 236B, the wind will combo and you can pick up with 2C. If not, I think you're still plus enough that they have to respect. I tested this a bit today, but the guy I was playin against just got the game so maybe hejust ddidn't know everything about the MU.
  6. I guess I could come out every once in a while, but its a 45 minute drive to where everyone's at Dx why all you guys gotta be way north of me?
  7. What... about... nothing? Can it beat nothing? Like they cant land>backdash/dp or somethin can they?
  8. I could connect 3C>2A(w)>2C, but its too strict to be practical imo. Used Default (Linne) as dummy.
  9. Honestly, the only thing that kills me with 3C is its input. 3C as an AA just feels really unnatural to me, with every character's 3C in BB being a sweep. Anyway, listening to how many things it beats, makes it sound like it has pretty early h-invul. Mabe this will force people to do more predictable grab mixups than high-low stuff since a 3C regular hit leads to really good damage and corner carry.
  10. I guess I'm up for some matches against my namesake, when's good for you?
  11. Can I get some 1v1 rooms sometime soon? I can't get enough experience before gettin wrecked online to even adapt to what a blockstring is in this game, my robo-wife isnt here to win for me.
  12. I've started pickin up Yuzu a bit, and I'm kinda on the fence about mainin her or Nanase lol. Anyway, execution with her doesn't really seem to be an issue, but confirming seems to be difficult. Like I was lookin through the combos for 5A starters, amd all of them required auto-piloting from 5A>5C>236A. Is there a more pressure friendly confirm for a 5A hit? Don't care if the damage is meh, I just wanna confirm properly lol. So far I've only been doin like 5A>2B>2C>4C>j.B>j.2C>j.C>66C>421AD for 2k, but not fitting amy sephiroth action in their makes me sad
  13. Are you forced to air shield if you're in the air? I keep getting hit out of the air by air attacks while holding back, so I'm confused.
  14. If you wanna blow a GRD block, you could do the 3C>BC path for 3.3k (or more with vorpal/veil) Edit: Nanase easy mode trophy combo for over 5k. Veil off+vorpal 236A(w)>6A>3C>BC>j.236A>j.BB>j.2C>2C>5C>j.[C]>j.BB>j.2C>2C>41236D for about 5.4k
  15. Do you know what range would be the best for landing after floating over lasers? As compared to our moveset I mean. Would floating into 2B or 5C range be safer?
  16. Thing is she can charge the lasers during her back charge orbs, and can set up her bombs while putting them out. She never has a reason to charge them raw at neutral. Her orbs easily cancel out our fireballs and all of her projectiles can be used in the air. I didn't think people could be good with her, but I was proven wrong.
  17. That's how I felt, though my matches were more limited than 20 lol. Only good thing I can say is her zoning is easy to shield on reaction, which pretry much ensures you have CS most of the time. I really think its gonna utilize making her use a blocked laser and try to full screen punish with 236B>CS. Still ways for her to hit you, and she can always be charginf that DP. Dp is so stupid, but luckily you can CS 236B before you get close enough for it to hit. Still seems largely a guessing game in her favor
  18. Honestly my complaint had nothing to do with mu lol. As I said I've played a lot of different games lately, this thread just seemed to be open, but if its structly for BB maybe iys a bit out of place xD
  19. I was playing pretty yolo, using 236B from full screen to get in (it actually worked lol), but I'd like to ask how the Vatista MU should be played. Round start seems to kill you regardless of which option you use, cuz lol reactionary charge DP or laser. And if you do nothing, you have to go through a more damaging but slower version of Mu's laser fortress. Seems very heavily reliant on a RPS opener and your ability to bait a charge dp... so I can't help but feel I'm missing something in neutral here.
  20. I can understand valk's wolf mode, but a lot of people can dp during it. Its the fact he can easily use his 4/7D wolf dash to bait, but yeah, I can see.it working more often there. A bigger issue I have with vinum is if I wanna do tus midscreen, if its against a high mobility character and they crossup, I can randomly get vinum to come out in neutral. This is death.
  21. Looks like because you pushed him into the corner comoletely, the game read you as crossing up for those frames and autocorrected. Honestly doesn't seem very practical, since you'd need them to be ever so slightly outside of the corner. Maybe there's an oki path that can place them here, but then they just have to mash a quicker, safer move or dp. Since we discovered that 214A can be + if spaced properly, how plus would it be if only the final hit of it hit meaty? Because it can be CS'd for mixup, seems worth mentioning.
  22. Its a crappy reversal period. Its in our favor on trade, but the nature of dp's follows this rule most of the time. Bad range, terrible on block, OS'd by so.many things because its projectile property, bad damage, short starter... need I go on? It serves its use as Relius' only real reversal though, even if its bad.
  23. But imagine trying to IB fast moves that typically frametrap and try to punish with vinum. When you IB something and end up having a 1-2f gap, 632146 would come out waaaay faster than 23663214. I don't rely too much on wakeup vinum anymore though and instead hope to the heavens that CA will CH them out of something.
  24. It sucks for reversal, but I'll also admit to it being more stable when used in combos. Trying to put the whole input perfectly timed in a 5f window is rediculous when blocking, and I'd honestly prefer the old input as well. I know Myoro said he prefers the new input a while back ago.
  25. Its a combination rant of a few different games I've played, but I agree that the stein cycles are more annoying than the dp. But up until 1.1 her dp was also extremely annoying.
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