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Loli Bacon

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Everything posted by Loli Bacon

  1. Why is this a bad thing? Not everything in the game needs an answer on reaction. Sometimes the answer is how you play around it and once you get caught in it you're fucked. This seems fine to me.
  2. Honestly, I'm interested in BBCP as much as I'm interested in watching the aftermath of a car crash. I want to see how much damage is done and I want to see how angry the participants are.
  3. That's what Arcsys has BEEN doing, though. Ever since CT. And no, I don't agree with that, because every change that alters balance does exactly that in one way or another. We know only that she has good meterless midscreen damage. She could have trash defense, trash rushdown, trash neutral, trash oki etc.... Don't assume.
  4. What kind of bullshit logic is this? A perfectly balanced game, while it may sound stale and static would not be. There would be checks and counters and tech against certain characters that would evolve based on what is prominent. This is, of course, that the characters are interesting/deep in the first place. You can have deep characters who are balanced at the same time, most balance teams just overcompensate, generally hitting everything at once instead of hitting the things that make them bad. In terms of buffs, they do the same and generally buff too much. Your example of LoL is quite hilarious for this reason: League is extremely poorly balanced. The balance team would rather have a quick fix nerf than fix the bigger issues with the game. See: Evelynn and her prominence with vision changes and Leblanc with her reliance on DFG. A perfectly balanced game can be perfectly fluid in terms of metagame given that it is sufficiently deep.
  5. I have so many ideas. I want to make a Chaos combo vid to this song. https://www.youtube.com/watch?v=5fR2OgGbKds
  6. No. No. Can we get some Uzuki, doe?
  7. Stop trying to play the game like Blaz and her matchups get a lot easier to deal with.
  8. I don't support this thought process in the slightest, but I don't care enough to argue with you guys. In other news, this character's mixup is trash, her pressure is trash, her oki outside of the corner is an RPS (she still gets no mixup off it), her damage is below average. What does she have?
  9. The timing is different by 10f. That's not that big of a difference. This lands all the time as a mixup and is what I think makes her a good character.
  10. I can't wait for Uzuki. He'll be hot fire.
  11. Again, I wouldn't even say that her neutral game, pressure, and defensive options make her hard, they just make her effort. And because I know people here will say "but that's the same thing!". It isn't. Like walking 3 miles: it's not hard, just time consuming and effort. Why walk when you could drive? (picking a less effort character). I saw something like 236B > 421B > 6C > 214A+D and if 6C hit them, the 214A combos. If not, I think 214A is + on block? Looks like it.
  12. Is this a glitch? I'm doing (for lols) Point Blank: 236A > 214A+D > 2C > 4C > stuff For the 214A+D, I have to hit D again because it's just putting her back into stance. Wat. It works with 214B as well. and refreshes all buttons. Wattttttttt This is letting me do stuff like 236A > 214A+D > 236A > 236B > 236A+D
  13. You guys might crucify me for this but I think this character is easy outside of learning how to open people up, how to move in Neutral, and how to get out of pressure. Her confirms and combos aren't even hard, she just can't be braindead with them. >.> Please don't hurt me.
  14. Can't you do 3C > 2A(w) > 2B > 5C > j.BB > j.[C] > j.236A |> j.A > j.B > j.2C > 2C > 214A~A? And you guys can do the Assault/throw option select. Do 3 A+C+D. If they throw, you break. If they assault, you AA. If they just block, you get a 3C on block. It loses to mash, though.
  15. I've found out that all of my confirms that I've been trying to do whiff on Hyde. I can't do assault j.2C > 5A > 5C consistently on him in the corner or midscreen; the 5A whiffs all the time. 236B > 236A combo whiffs on Hyde. Need to do 236B D > 236B D > 236A > 421C > delay 214B to combo him. Also can't do 2C > 236A combos. I'll have to start confirming into 4C.
  16. Off max range 5C I do 236B > 6C > j.[C] > j.BB > j.2C |> 2C > 3C > j.C > j.2C |> 2C > 214A~A for 2831 damage (3106 in vorpal). I'm sure you can get more damage, but I just go with this because it's consistent damage. Does 4.1k with IW and vorpal. It's also a really strong punish combo with IW. Nanase's damage doesn't really spike much and it isn't super high unless you add in IW, but it's consistent and every single hit you land leads into the same bnb with the lowest damage I've netted being 2030 damage hitting with five A moves (2A x4 5A 5B 5C 236B 6C j.[C] j.BB j.2C land 2C 214A~A). She's all about dat knockdown and wind pressure. You have to hit them a bunch, but thankfully that's easy thanks to her range.
  17. I'm going into the lab now to find hit confirms off random hits. I'll post my results in this post as I come up with them. Keep an eye out for updates. Note: Any combo ending in 66B > stuff can probably be ended in 66C instead for better oki. Midscreen: 6C > 236B D > 236A > 421C > j.214B D > 2C > 4C > j.B > j.2C > j.C > 66B > 236B > 236A > 214C j.236A (Hold A or C) > j.236B > delay j.214B+D > 2C > 4C > j.B > j.2C > j.C > 66B > 236B > 236A > 214C Assault j.2C (non-CH) > 5A > 5C > 4C > 2C > 236A > 421C > j.214B D > 66C > j.236A > 214C (if going for damage) 4B(not activated) > 236A > 9 D > j.2[C] > 4C > 2C > 236A> 214B D > 66B > 236B > 236A > 214C 4B(activated) > 2C > 4C > j.B > j.2C > j.C > 66B > 236A > 214B D > 66B > 236B > 236A > 214C 236B > 421C > j.236A > j.214A+D > 5C > j.B > j.2C > j.C > 66B > 236B > 236A > 214C j.2[C] > j.A |> 5A > 5C > 236A > 9 D > j.2[C] > 4C > 2C > 236A > 214B D > 66C > j.236A > 214C Anyone have any good j.214A oki hit confirms? The best I have right now is: j.421B > j.214A D > 2C > 4C > j.B > 2C > j.C > 66C > j.421B oki
  18. For corner combos, depending on the starter, I just do basic 236B > 6C > j.[C] > j.BB > j.2C > 2C > 3C > j.C/2C > j.236B for meaty oki. I don't mind having lower damage, it's an easy confirm that leads into meaty oki which allows her to run her insane vortex. For j.236B hit confirms, both corner and midscreen I do 2C > 5C > j.BB > j.[C] > j.236A |> j.A > j.B > j.2C and either end in |> 2C > 214A~A or if I want oki, just end in fireball. If you can get them to block fireball, you can 66B, 66C, 66D, or 66A+D for mixups, and if they respect you enough you can go for j.B > B+C > j.BB, j.[C} > j.B > j.2C mixups.
  19. c-roa was fun. I don't mind blocking forever, MB taught me to do that. What I mind in this game with Yuzu is the mixups that Merk, Gord etc.... have AS WELL as their oppressive normals and crazy pressure. If it was all just lows like C-Roa, I wouldn't care at all. :v
  20. For Nanase, if you can get Vorpal and C Kocchi CS, you can punish her j.236B on reaction with a combo of your choice if she's near full screen away or midscreen. At full screen, you'll teleport into the fireball.
  21. I don't know if this has been answered yet, but instead of 5B you do 66B. Thanks for checking for me!
  22. I can't test this right now but does this do more damage than this combo: 6D j.2C > 5A > 5C > 236A > 9jc D > j.C > 66B > 236B > 421A D > 66C> j.236A > j.6C > j.214B (D) > 66C > 421C (D) And for midscreen, I was doing this: 236B D > 236B D > 236A > 421C > j.214B D > 5C > j.B > j.2C > j.C > 66B > 236B > 236A > 214C
  23. I'm learning Yuzuriha for funsies. She's pretty easy so far. Landing 3.4k bnbs midscreen. I think her difficulty is going to lie in hit confirming in matches.
  24. That last combo is actually REALLY solid. I'll be taking that. Thanks SKD. For notation: 5B > 5C > 2C > 2B > 214A > 3C > JC > j.[C] > j.8C > j.B > j.2C > land > 2C > 236B~6C > IW Good stuff.
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