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iBeK3n

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  1. iBeK3n

    Answer Discord

    Oh, cry me a river. You're acting like an entitled little prince. I've been waiting for Order Sol but I haven't been dumping on everything and anything that isn't him. I'm playing Sin and Raven... And it's entirely fine until I get HOS. Thank god ArcSys doesn't only listen to its fans indiscriminately, because people like you would ruin the GG experience. "Oh, boohoohoo. I want all the original cast that I didn't even play to be added back into the game." "Boohoohoo, I don't like the new characters' designs, therefore they're trash." Look, unless we talking Bridget here, whom no one actually plays, I'm open to creative additions. I'm hype for Answer, I want myself a mobile mixup character that isn't as frail as Chipp or as setup-based as Millia. In terms of returning veterans, Revelator has Johnny, Jam and Dizzy. That's 3, which is *plenty* considering it's basically equal to 50% of new additions. The formula goes like this: 2 brand new characters, 1 from Overture, 3 Vets. I don't see how that is unfair by any means. So yeah, stop crying. The voting had nothing to do with players outside Japan, so what do you care for? It generates hype, reinvigorates the series at the arcades. It's *positive*.
  2. I support this a 100%. Unlike in real life fighting, I feel like I haven't learned the equivalent of footwork in GG. It is, more often than not, what separates a good player from a great player. And a great player from an elite one. I'd say, start with the basics and break it down into intermediate tips and then advanced. Keep it 💯 homie. Sent from my HTC One M9 using Tapatalk
  3. Hurr hurr I c wat u did thurr. On a more serious note, I'm guessing Dizzy, Order Sol and Baiken. Why? Dizzy: She's been hinted at for a minute and has popular demands. *And* has been awakened back in story mode. Order Sol: A *lot* of people like watching Kazunoko/Inoue even if they don't play HOS. I main the character... And he has scored high in japan's test votes. I cannot wait to see what gives. Baiken: She's japanese, meaning plot-relevant, she also has a unique playstyle that nobody really emulates with the emphasis on defense/counters. She also has high demands. I'd be hype if she were to be added in because my friend won't play Xrd til then.
  4. Although I'd like to agree, I can't in the case of OP. OP is used to SFIV and Sin has pretty long recovery (and startups) on his moves compared to Ky. And his anti-airs usually require a certain amount of anticipation (6P's crap hitbox, Bullbash's slow startup and airgrab). He also doesn't have a fullscreen projectile aside from Voltic Deign. Ky, on the other hand, has very fast and reliable AAs (6P and 2HS, and vapor thrust to beat crossups), several different fireballs, 2S and f.S (low recovery) for horizontal control. He's a lot more akin to your conventional SF character. Either way, #Sin4Prez.
  5. I think that BS is a great addition to the system. It successfully addresses the problem of good moves being abused while not being OP itself. You can BS back during the stun and it has recovery frames if it whiffs altogether. Not only that, it's not possible to spam it since it requires meter. Overall, I think it's a fair and useful mechanic. How many times have you had people abusing really obvious yet hard to counter tactics with barely any possibility of doing anything? Those days are over.
  6. Damn, air BD buff didn't stick around? I'm disappointed, thought it'd finally become a worthy move. As it is wuite a bit of risks for little reward at the moment. I'm guessing they're making a bunch of nerfs to the HS moves because they wanna keep the Hawk baker buff?
  7. People actually use 2K > 2HS? I've found that in most cases where this string works as a punish, 2HS > combo works already. I find the link almost useless considering the fact that 2K has so much damage proration. Then again, I mostly employ it on blocked/whiffed unsafe reversals. If anybody would care to enlighten me on this string, I'd appreciate it!
  8. 6P buff is incredible. That means more consistent damage and overall control. Hawk Baker hitting crit at all ranges might be too powerful. That means even better corner carry, lower calories consumption and better damage compared to midscreen elk hunt > beak driver (1) > elk hunt > beak driver (2). As much as I love it, it's too powerful and I doubt it won't stick. I mean, imagine big damage off of random DP reversals... Either way, it this sticks, his combos will become hella stream-lined and boring. About Elk Hunt, I read somewhere that it doesn't have the minimum distance requirements anymore to become active. What do you think about that? Personally, I'm liking it since it most likely means being able to use it to go under opponents that jump while corner pressuring us. Perhaps it's a nerf when it comes to blowing projectiles, I don't know. Air beak driver's air recovery being removed is a big deal to me. It's a pretty minor change, but I've always given it a second thought before using it on neutral. Plus that means a bit more oki control. And thank god for that RTL fix!
  9. I fully agree with you. I sub Slayer in ACR and completely dropped him in XRD when I realized how crippling gimmicky he has become. I need to have certitude in what's happening when I press a button. 6K feint is gonna be a thing again. 2HS range buff is something else I really like. Oh, baiting lows from farther than 2P range, how I've missed you! 6P (semi) wallbouncing from midscreen is great, also. As it is now it throws the opponent very away and effectively limits Oki. Now, since the opponent will stop being blow far off, that means more control on knockdown! All this is great news!
  10. Hmm.. You must've read wrong. I didn't suggest you should use f.S more, I actually said to use it adequately and not rely on it too much. If we're talking about elk hunt baiting, I only see the move as useful on neutral against projectiles, since it's not upper body invincible, but projectile invincible. The move's so obvious it shouldn't be thrown randomly on neutral. Even Ky's f.S actually beats it. If we're talking about Beak driver range, 2S isn't ever too slow. It's spacing-dependent. Either way, stundipper is unsafe on block unless your opponent has 50%. Meaning that they're barely supposed to use the move. If they do, that's because they don't respect your stagger pressure. I've never said to use j.P off of pole vault, though. So we're using it the same way. It can even beat out Ky's j.K when used as a rising normal, pretty amazing. j.6HS is great as a jump back air-to-air (lots of counterhits) and used with pole vault. I also didn't think of using 3K against slide moves, because I'm still pretty bad at spacing it. So thank you for this tip
  11. Hey guys, what's the ID for MTL's online room already? I forgot to save it. Unless my work schedule changes, I won't make it to meetups for a long time again <_>...
  12. While I can somewhat agree this point is moot when it comes to comparing Sin with other characters of the roster. Jam's specific secondary trait is more similar to Sin's calories than Johnny's coins. Her seals/symbols allow her to cancel specials into specials like Sin does. They're rechargeable, also.
  13. If you don't mind, I'm gonna give you a bit of constructive criticism. First things first, stop special canceling elk hunt when it gets normal blocked. The move is already + on block, except when instant blocked. Not only that, deathblows into deathblows have a multiplier, which is why you often end up with no more calories. Instead, do elk hunt > 2P/2K/2S/3K, that will net you Counterhits all day. If blocked, you can gatling into 5D/2D. And if they respect it, you can run up grab or j.D. Second, you should work on BnBs. Elk hunt > Beak driver > Elk hunt > Beak driver might seem good due to the easy damage, but it's suboptimal when it comes to calories use. Not to mention it doesn't work on the whole cast. Third, your use of meter is a huge waste as it is. I've noticed that you keep RC'ing when your opponent blocks your elk hunt > beak driver > elk hunt > beak driver pressure and you run out of calories. While I understand that your RC is to keep pressure going, it's bad use of it. Instead, use empty YRC > eat to slow them down and screw up their dash/run/airdash motion or eat > YRC to make sure you get to block whatever's coming, if they're already on their way towards you. There's also DAA, RTL (defense), Voltic Deign and damaging RC combos (offense) you can go for. When I first started, I had to cancel hunger recovery like twice a round. Nowadays, it usually doesn't happen to me at all. That allows me optimize my game with better results. It allows me to get out of tight situations easily, and close the show when my meterless combo isn't damaging enough. Fourth and last for now, learn Pole vault setups and overall get acquainted with the move, it is AMAZING. As it is now, you have no Oki game whatsoever. That means little opportunity for comebacks, little control over the pace of the match. Whenever you end your combos, it's back to neutral. You already have your spacing down and you know when there are holes in your opponents' pressure, so I have to give you the props for that.
  14. That's what 2S is here for! If you space it properly, it beats stundipper cleanly. I've been also using it to beat Sol's grandviper. It totally shuts down low-profile dash specials. Not to sound like a dick, but you have a big problem if you allow Ky to throw out YOLO stundipper everytime he has 50%. You need to BAIT moves. Do not let f.S become a crutch. j.S is incredible for safe pole vault setups on oki. I usually use j,HS when I expect my opponent to have too much lenience on AA timing, because it's hella hard to get down. That also often means CH hits, which makes confirming a whole lot easier. I personally like j.P as a air-to-air a lot better. It's more reliable when it comes to beating Ky's j.K and other godly aerial attacks. Not only that, it gives you a lot more lenience on hitconfirm AND I believe it nets you more damage too. j.HS as an air-to-air is pretty poor, it needs to be used preemptively... But there's j.6HS that is honestly better if you're going to do a preemptive strike anyway.
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