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Speakeasy

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Everything posted by Speakeasy

  1. Not sure I'll play Elphelt just yet, but add kansasfielder, please.
  2. I play Skullgirls. It might end up being my main game on account of it's the only one the people in my scene don't drop after a couple months. :c
  3. Margaret may not have problems with rolls, but I do. At least the evernote shared in the Skype group has some tips.
  4. It feels like I've gotten more mileage out of not even challenging her in the air. Doesn't seem like there's really much we can do air-to-air, but on the ground, seems like we win at mid-range where our pokes are faster than hers. If you manage to tag her with something, bring her to the ground and don't ever let her out of your pressure again. You give her space to do anything and she'll get away and you'll be back to square one. On the defensive, she doesn't seem to be able to really do much, and if she DPs a persona attack, the persona will usually take the hit for us and let us punish. This feels to me like one of our more difficult matchups, but it's not unwinnable by any means and I hesitate to really say it's out of our favor. Also, what do we do about Magarula? You jump and it's guaranteed massive damage, if you're on the ground, really high chance of pretty good damage. Can we guard cancel roll out?
  5. Did we get to see/hear about how the moving detonations on notes work? It sounds like it'll be either really terrific or really useless for controlling space and such. I'm really happy about projectile invul on the -rakarns. Now it'll be really easy to set up makarakarn and shut down zoning to get a free way in.
  6. In the corner, I'm usually backed up so I can't get hit by wakeup reversals. I really should be safejumping, but it's just easy to bait by being far enough away to make reversals whiff when we have the range to punish with out good pokes immediately. I'm still having trouble baiting rolls; what little mileage I do have, I get out of throwing out a persona attack in pressure and waiting for them to hang themselves. I never really hit someone out of their rolls, but regular old punishing works just as well, I guess. Also, when will somebody be made mod so we can have someone to pester about everything? It doesn't look like we have one yet.
  7. I'm looking for more sane uses for Dia parsers. It's been a year but I can't let the dream die! They seem handy for free extra corner carry by way of something like 4B>2DD>6C~66 into corner stuff, as well as the occasional out if you get stuck in the corner but the opponent blocks 6D or something in the air. Thoughts? I'm also going to go ahead and say that there's a Nu/Lambda Skype chat if anybody wants in. I don't remember if I said anything about it before. PM me if you want in.
  8. I'm not seeing a lot of gravity use in the matches I've seen. Is that just a feature of these players' playstyles, or is it looking like gravity is less useful overall? She's looking a lot more agressive than 1.1 Nu in my opinion, so maybe players are saving it for gravity or don't find it as useful because they aren't necessarily keeping the enemy out with it?
  9. Mitsuru's poking game makes this a funky matchup. I'm going to preface this with saying I still do pretty bad Margaret pressure, but it seems like she can 5A/Coup through pretty much every persona attack if we try to use it in pressure at less than fullscreen. Looks to me like we'll get our best hits in by waiting for Mitsuru to bite off more than she can chew and whiff something/do something unsafe. Thoughts on this matchup?
  10. I have no idea where to even start in this matchup. Oh my goodness. It's really hard to play around his 5B and item setups, and his pressure seems really, really good. My pressure is ass and a half but it seems like he can get out pretty easily. And we can't commit to spears and such fullscreen if he has 25 meter unless we want to risk getting TV'd. So yeah, where do I even start?
  11. How do we punish your DP? It seems like by the time you've whiffed it, you're DPing again. EDIT: Derp
  12. Why do you bother pinging me in ranked of you're just going to sit there and think about life for 30 seconds before declining? All that does is waste both of our time.
  13. GGs to Venussail91 from our set tonight. At some point we'll both simultaneously be at the top of our games, and the ensuing battle will be biblical. Also shout-out to my first real Overdrive Finish and yolo run up grabs.
  14. I may have just not been blocking, but I was definitely getting hit by the DP shot after Naoto reflected a spear. I have actually nothing good about my Margaret play at all so odds are good it's just me, and I don't remember ever getting counterhit, but I was getting shot. I'll have to test it out the next chance I get.
  15. This matchup feels tricky. It's harder to play the "I'm going to sweep/spear/j.D you until you submit" game because Naoto can shoot our stuff back at us in most situations. I have trouble keeping her out as well. If she gets in, it's hard to worm my way back out. Any tips for this matchup would be appreciated.
  16. What things should I keep in mind when searching for a venue? So far I'm trying to be mindful of how many people can/will show up, whether there will be a cost to rent out/use the venue, internet (if we want to run a stream), how long we would be able to stay, ease of access, and parking, but I'm sure I'm missing something really stupid and obvious? Does anybody have any tips on choosing a venue?
  17. I think it's because they're mostly there to let JP and non-JP players communicate at a basic level despite a language barrier, which is why they're simple things like "Bathroom!" or "Good game!" or "BRB". Doesn't really explain why there isn't a "Hey you big numpty quit skipping the intros." though.
  18. This. This so much. It doesn't help a lot, but it helps a hell of a lot more than if you skipped the intros. Why there isn't a "Don't skip intros." quick message is beyond me.
  19. GGs to Dante and his room, although I joined at the tail end. GGs to Dante himself in that set we had afterwards. We should play more often.
  20. Is this the thread where I say how much I love her new combo routes, especially for throw? Never in all my days did I think I'd see throw>236D>236C>stuff as an actual combo.
  21. I was holding out some slim hope of getting another astral, but if hers is as easy to combo into as Nu's current one, I guess I can't complain.
  22. You can try setting a button to A+B and see if that helps.
  23. I usually have j.B flat-out lose, so I stopped using it. And I mean that I can knock them down and bait their DP then punish three times and they'll wake up and DP anyway. When my Lizzy combos aren't butt, it won't really matter, but...
  24. I'm having some serious problems with this matchup. It feels like her attacks are too big for us to do anything about, like she can hit us for big girl damage way before we can hit her. Her j.B is massively huge. If she gets off the ground, it feels like I'm instantly on defense because any attempt to challenge her will be met with j.B. I think it's big enough that it beats 2B as well. Her mixup is easy enough to block once you know where she can put her highs and lows in, but it's also really big and feels hard to properly punish because of that. I may just be ass and a half at punishing, though. Any tips you can provide would help. Also Labrys players refuse to not DP and I quit baiting after a while because surely they've learned their lesson by now but nope
  25. Can you cancel a dash into blocking a la Blazblue? If so, are you locked into blocking only high for a few frames? I've done dash block low and been hit high before.
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