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chzchan

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Everything posted by chzchan

  1. When do you mash during her pressure? I just can't find large enough holes where attacks can reach her because she always seems so damn far away. DP whiffs so often it is unbelievable. Also when she is directly above you in the corner using Swallow Moon pressure with her godly j.B and your AA/DP can't hit her, what do you do? I have tried to air grab before but I get stuffed every single time. Should the DP be hitting her? I should just sit back and work on my defense huh.
  2. I'm hoping that it keeps slide in the corner or that at least some form of 22B has slide because it has its utility, mostly corner-carry and combo-wise. Something like Azrael's spinning knockback would be really really funny, but midscreen wallbounce would be absolutely amazing for maintaining pressure after ending a short combo on the ground. Maybe if they gave it three levels. Uncharged would do what uncharged currently does. Slightly charged gives slide like fully charged does now. Fully charged does the midscreen wallbound but it has much much less untechable time compared to fully charged 22D.
  3. It's been sitting in the back of my head for a while, but of the types of knockdown that exist, what could have fully charged 22B been changed to if it doesn't slide. Will we get wallstick midscreen like Azrael's rekka? Will regular 22B cause the slide that we currently get?
  4. That was pretty neat what Tera Luna did at 41:07 with the midscreen j.214D > 6C that is possible due to the crossup.
  5. Oh I thought that already got fixed in 1.1 like Azrael's follow up dash making him continuously fly with j.A and all that.
  6. Oh so the thing with Makoto was a bug after all. I remember people complaining about the minimum damage adjustment being a stealth nerf by good ol' Arc. I don't even know what Tsubaki's OD super bug is, but I guess it's fixed so whatever. I'm curious about what the Amane bugs are.
  7. Wait so 1.11 is actually an update? Are there some patch notes floating around somewhere or are the changes so minor that they are not even worth mentioning?
  8. What I learned from fighting frost is that I rely way too much on people falling for gimmicks and screwing up when they are aggressive in my gameplan. Then there's also the fact that I suck and like to make the same mistakes multiple times per round. But why is this in 2.0 changes?
  9. I must be fighting some wierd Bullets then. Maybe they are anticipating a DP out of me or something. That does kind of make sense.
  10. Well see sometimes they are just out of the range of being able to be punished even without barrier. For example if Bullet nicks you with the edge of her 6A and you IB it what do you do? You just let her get away right? I have gotten used to just letting her end her pressure there and leave because me pushing buttons doesn't do anything. 5A doesn't have enough reach and if I try to dash up I get CH'd by her 2A. Her 2B low profiles 5B, but 5B is never good to use ever. 5C also doesn't have enough range and I run into the same situation. Just times like these, but with other characters as well. I already know its futile with characters like Azrael, but there has to be something that can be done in other matchups. Places where I should be punishing them go unpunished. Of course. Its funny because even if I think I can use it in any other press buttons in neutral fight 5B's hitbox blows up in my face, the hits trade, and we're back to neutral. I sometimes like to imagine what 5B would be like if it had a hitbox structure like 22B.
  11. Oh yeah just as a general thing what buttons do you use to mash when you know your opponent did something unsafe frame data-wise? I find that 5A is incredibly unreliable because it either whiffs completely due to its lacking range or trades with the opponent's superior-ranged 5A. Do you guys use 2A or even 5C? And these punishable things I am talking about are not the obviously punishable things like conventional DPs where you have years to run up and punish people, but things that are around the -6 to -12 range on block.
  12. Yeah so it makes it so that certain characters have complete trash pressure by default. Then later on along the line they realize that this can be turned on or off in order to make it easier to retaliate or go back to default with making it so that they can always escape certain kinds of pressure.
  13. If Tsubaki goes into mugen she can activate guard bonus on the opponent if she does continuos 421D > 236D. It's pretty funny, but it is a horrible waste of resources especially because she can't do safe mixups if the vortex is to be maintained.
  14. I'm talking about stuff like doing a short combo off a standing confirm but ending with 236B then going for a grab kind of gimmicks because those only work once. Of course the opponent needs to be gauged to first to see if they either mash or jump out of (intentionally) dropped combos. If they are smart they will jump and leave, but if they mash you can do some delayed 22B/214B shenanigans to catch them trying to either jab mash or throw mash in anticipation of your dash in to grab. I guess this only works in low levels though.
  15. See I hate when that happens too, but I don't think GCOD is the way to go. That needs to be addressed on its own or not at all because it just has to do with your knowledge of the opponent's frame data as well as your own feeling of the combo timer.
  16. You mean from where he might be in 2.0 and not where he currently is, right?
  17. Yeah his optimized BnBs are a huge pain to do online with that dashing 5A link for example. I'm fine if he keeps high reward if they make him less annoying in neutral. Pretty sure the new way his meter works will be enough, though. You know only regaining meter passively when you are on the ground and costing 0.5 to pull one chain back in while raising the max stocks to 3.
  18. Ah it is just hard to fight them with how uncommitted they are allowed to be with their actions without any repercussions based on the range they are from you. I'm sort of glad that a resource is spent when the chain is pulled back in even if it is just 1/6 of the entire new Osama meter. That is an example of something that absolutely needed to be done.
  19. You're just talking about balancing around Jin in terms of power neutral, tools, and damage, right? Not options, safety of said options, ease of use, and all that. I'd love if nobody was as annoying to fight as Jin/Hazama/etc. but that will never happen.
  20. You will learn that you definitely cannot rely on frame traps because people will use those gaps in your pressure to outright leave your pressure. What you need to learn is what the either safest or most effective option you have in each matchup is and what you need to do in order to stay on someone. Learn how to play chargeless because you may find yourself without any resources for entire rounds because of how terrible some of her matchups are. I don't know if this is the best thing to do because it really has not been working so far, but I just like to throw out as many gimmicks as possible at the beginning before moving onto Tsubaki's core gameplay (which is also super gimmicky).
  21. So does this confirm that there will be no second location test or what? All I am seeing on JP players' twitters are questions in prep for the event about ODR.
  22. Celica and Lambda have not had their character combo rate adjusted from the default value of 100% yet so both of them deal massive amounts of damage. I am predicting that they will be either 70% or 80%.
  23. You can end with a dashing 3CC after a j.214D ender to an air combo. Nothing really combos into 3CC does it. There are a few CH like 5B that give enough time for you to gatling into 3C but then that's the combo. You need some type of resource or requirement for it to happen. I think maybe just maybe you can do 3CC after an air hit with 6BB in the corner because you are able to do a fully charged 22B after that in the corner so maybe you can do a link there.
  24. What's a Loi? I'm really confused actually.
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