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greatfernman

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Everything posted by greatfernman

  1. I don't have a link. It was a while back, probably when the game first came out in arcades, I don't remember where I saw the video (either here or twitter). IIRC there wasn't even an RC flash, just somebody getting hit mid-move and not getting counter hit. It was apparently because the person got hit before he lost his meter, but enough so that he was in neutral? idk, maybe i'm remembering incorrectly. If it's the case that you still lose meter then it doesn't really matter i guess.
  2. I recall seeing a video where someone got hit out of yrc startup and didn't lose meter. Did they change that in a patch?
  3. You can still use homerun, it delays access to shadow rampage or whatever it's called but it might be so bad. I also believe shadow characters get access to awakening supers from the beginning that might be good for junpei. Probably not though.
  4. Shadow junpei has 2000 more health that goes into more survivability to get more runs though. And while 20% less damage is not good at least it also carries the "benefit" of allowing shadow junpei to score more rounds in a round he wins (more hits required). You lose the omb 10 run combos though Whether or not it's worth it... Idk I don't really have enough knowledge to come to a definite conclusion.
  5. Not liking the game and certain factors is fine. It's just that your reasons are mostly stupid. And its your opinion, which is totally fine, but people can have opinions about your opinion. And I think it's pretty much agreed that you're finding flaws where there is none.
  6. A smaller character pool has the plus point of being easier to pick up, as you have to learn fewer matchups. More characters and large command lists do not equate to higher game quality. Also bb and p4 are team blue, gg is team red.
  7. It is really fun, soku has super fun neutral just because of the mobility. More on topic: The thing about bedmans forward dash I found really weird is that not only does it go really far for a step type dash, it has a guard point that, when triggered, activates the teleport dash. It's cool though.
  8. It's not a double airdash, he just has an eight way jump thing instead of an airdash or double jump. If you want double eight way air movement go play soku
  9. I've played some bedman in the arcade and I also found him really weird. It's mainly his mobility which feels strange. His eight way double jump/airdash and his guard point forward dash are initially extremely weird, I'm sure with more play it'll feel normal, it's just nothing like any other character in gg.
  10. Are you saying 1.1 Tager is better than 1.0 Tager? Because you sure don't make it seem that way. You're justifying the nerfs saying they're not so bad, but the bottom line is they're still nerfs. The only thing I can see that is positive for Tager is that the top tiers were brought down, but that doesn't make 1.1 Tager stronger than 1.0 Tager. So how is Tager at his strongest right now?? Maybe if his buffs outweighed his nerfs but you didn't even mention a single buff in your post.
  11. When I tried her out in sparring she gained meter from moving forward. I'm not sure if it was slower than other characters because I wasn't really looking out for it, but I definitely remember her gaining meter from forward movement. I don't think she got meter from landing non sword normals though, but then again I wasn't looking out for it so I don't know for sure.
  12. Thanks, I honestly have 0 experience playing against the SEA crowd, so I have no idea how well I'm going to do. :s
  13. i played tochigin the other day and he's pretty good. he was 16th dan when i fought him, but i have no idea how much footage there is of him, since he mained valk iirc.
  14. Hi, so I just tried ram out today, and it seems that neither super comes out when you have only one sword set. I remember people asking about that, though I'm not sure if it has been answered yet. Sent from my GT-I9505 using Tapatalk
  15. 6A goes through 5D btw, so if they're not at 5D's maximum range 6A beats them out. j.D isn't as much a problem as 5D imo. I generally get by just calling out 5D and IADing over it. That or 6A. I'm sure there's a better way to deal with it though (you can also growler it but meh)
  16. http://youtu.be/H_2NPJ-TV2o?t=4m22s how did that wild throw whiff? faust wasn't in blockstun and they were right next to each other.
  17. it may be that you're buffering tiger early enough that if you do cobra with the regular timing it doesn't come out because tiger isn't in the follow-up input frames yet. try delaying tiger (or cobra, but i feel like delaying tiger would be more comfortable so you can do the cobra follow-up with regular timing.) EDIT: i don't mean so that tiger actually comes out delayed, i mean delay the input. also note that i may be spewing nonsense and be completely incorrect about tiger follow-up input frames and whatnot
  18. Has anybody noticed CH 3D's hitstun being slightly less than before? All the old combos still work I think, but every now and then if I delay the followup normal too much the opponent can tech earlier than I remember. Though I may be remembering incorrectly. Nor does it actually make much of a difference.
  19. that is actually an extremely valid point. i'll have to reconsider my gamer tag over the summer
  20. SHOUT OUTS TO DAIANDOH FOR ADDING AN UNNECESSARY 'THE' TO MY NAME AND DENYING MY TAG BECAUSE I WASN'T PLAYING KOF. see you all in september :c
  21. That's weird, I tested it on Jin and could get C and D DP to consistently beat sentinel but Ice Arrow also traded. Was my sentinel input just a few frames late or something? We were probably just doing it too slow, I tested it again and Ice Arrow doesn't trade. TK Sentinel safe-jumps DPs. EDIT: the opponent has to block on delayed tech too, but not on delayed roll. delayed roll gets out of sentinel oki for free it seems. But if they start delay rolling you can just dash 2A.
  22. I tested what beats TCL>Dash TK Sentinel. It catches all forms of wakeup (including not waking up), except for a slightly delayed neutral tech. however, from my cursory testing, the opponent recovers after azrael, so 5A blows up any attempt to mash and azrael still has the pressure. Also I tested Ragna, Jin (both C and D) and Mu's DPs and immediate tech DP beats tk sentinel clean, I tested Litchi's as well but couldn't get it to beat sentinel. Hazama's Jayoku clashes with sentinel. Kokonoe's fireball also beats it. I was going to test terumi's soutenjin but I forgot. It'd probably beat sentinel though. Tech yukikaze will activate on sentinel, but since sentinel is a projectile azrael can jump out of the way. I only did some brief tests, since I have a paper to write, so I may have made mistakes. If anybody could do more extensive tests that'd be great, I would do it after my essay but finals week :c. Also what are the new OD combos like? I tried doing 5BB>ODc>5B>2C>6D>Sentinel>5D>Sentinel>3D>etc but it doesnt seem optimal Edit: oh yeah and if you are in OD and have one weakpoint, 2/5D>BHS is an instant unblockable setup. I stupidly forgot to test 3/6D>BHS but that would probably work as well. However, if the opponent does not block, you have to change the timing on BHS, so you have to confirm it hit on block. I didn't test counter hit.
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