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Mascarpone

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Everything posted by Mascarpone

  1. <conversation starter> Can't wait for the Arcade release of Extend. Really eager to see what everyone can do.
  2. .. lol i feel so special now.
  3. I don't think Ignis has an attackable hit box unless she's preforming a move so just assault-through-ing is probably not gonna do much. Her moves are also substantially faster that nirvana's so it will probably be harder to interrupt her and combo her. But she certainly does bleed when she uses moves so she's limited in what she can do at a time. More recent videos however show she recovers really fast when deactivated; almost wolf-gauge speed so as long as u don't let her get killed u shouldn't be having issues with ignis meter imo. I'll be the first to admit I chose carl for the top hat and boy shorts. I have a secret weakness for shotas. don't judge me.
  4. Carl and Relius i think will be very different characters. Relius seems to have more rush down capabilities (certainly not a rush down character, mind you, but he looks like he'll play more offensively.) While carl posses his very own mini-corner. I think they both have/will have deadly set ups and excellent head games but Baring the fact that they both have mega-maid dolls i feel like they will be quite different from one another. Also: lawl at the relius rape-chamber astral finish. good lord c.c At least loc test info is now slowly trickling in again~ lets see what they've tweaked with our dear puppet wielding pedo-bait :D
  5. I still occasionally get issues with Fermata, but not often. Usually if I'm irritated. Yay gamer rage.
  6. which will mean there will be half as many as Tao players? lol Relius just looks like he's easier to control than carl and possibly just as rewarding. Though who knows what they'll change between loctest 1 and his release, since we dont have any info on the boards about his test 2/3 build.
  7. Statistically speaking he is the most uncommonly played charachter
  8. We had a directory thread at one point...
  9. I didn't even mean the throw loop lol. Even the basic ground BnB was [2a 5a 5b 5c 6d j.c] x2 and with his absurdly limited Gatling options and j.B's horibble hit box there wasn't much else you could do on a basic level. summon + IAD resets sure but really, he was a Loop charachter in CT. It just so happened that all but one of his loops sucked xD CT Carl was i think upon original design supposed to be about simple loops. That's my opinion.
  10. Then why did they design carl xD in CT all he was was loops.
  11. I never said the meter was a nerf lol. the 3D and 6C are my biggest concerns, but if 3D leaves them with a decent ground stun it wont be much of an issue. 6C and 6B still bother me though. without the reset his Solo loops aren't -that- broken.
  12. I understand that. I don't see how it will be that big of a problem when it comes to combos. In CS1 the idea was always to use each move once for optimal damage (Except for volante because it had no repeat proration but that's another story). The only thing about CS2 that calls for repeating a move over and over is using the 3D reset which we won't have anyways. I don't take it as an over-all nerf so much as a tweak. Unless you are pressuring with [blah blah 6D]x n but really we shouldn't be doing that anyways. Infact if over-all meter cost is reduced, then optimal damage obtained by using a variety of nirvana's moves will be -less- meter intensive than looping juggles with 8D. the repeat-usage cost is really just Arksys throwing on yet another way to remove the unblockable loop set ups. In fact a very large portion of the changes have been anti-infinite and anti-loop oriented. jc from 6B gone(corner loop) j.2C once per jump (j.2Cj.B loop) 3D no longer forces standing + repeate move cost nerf (BnB unblockable reset loop) 6C no longer forces standing + Stagger (Hakumen-specific unblokcbale reset loop.) If nothing else the meter change is probably over all a buff when you take into account this non-loop play style. As for 2/4D it remains to be seen how that goes. Still can't decide of they are good/bad things. Really need video footage.
  13. Well they said that "over all it's easier to use her in combos" which probably means she retains more HP from preasure/zoning, But I can't imagine they'd work us over that badly on meter. I'm cautiously optimistic that when it comes to using moves in combos it will balance out to roughly the same usage of meter when you take the average meter cost of zoning, catching -> combos. i -DO- however belive it will be nessecary to force them away to allow meter recovery more often, as opposed to trying to keep on top of them. Probably have to resort to hit -> oki -> maybe hit again and run. So maybe in a way it will be good to have to end combos out of CON
  14. That makes more sense. I still think losing CON being undesirable is a fair statement though. Maybe, however, the meter change will make zoning/trapping a less taxing ordeal.
  15. That's just the thing tho, can we combo them off the roll? if they are forced to stand they can get hit with anything, but if they are bouncing off the ground, that limits our options of what we can hit them with, if anything at all. Furthermore How soon can they tech after the final hit of 3D? If they can emergency tech that gives us a very small window of opportunity to combo if they roll away. We also still need to give nirvana time to recover from 3D, and if they roll away, even if we pick them up into an air combo, we'll be comboing them away from nirvanna, making the timing on a volante combo (if even posibble) tricky, and pushing them out of CON positioning. While you may need to go into cantabile to continue combos with forced standing, it's quite simple to force them back into CON off of cantabile combos. This is why I question the God-like status. I'm not saying it isn't good, just i'm not sure it will be as amazingly powerful as it is now. I'm also still up in the air on this 6C thing. I think the most important question is how long must it be charged to proc a ground bounce instead of an emergency tech KD
  16. the god-like-ness of 3D oki remains to be tested, as it no longer forces standing. I think the ground bounce will be useful still since it will trap them but in all likelihoods they'll be otg after 3D and able to tech which puts us in a reversal-vulnerable state. Strong Oki? yes, but probably not god-like anymore. I also wonder if the 2D change will see a resurgence of using j.2C allegretto 8D(2hit) set ups. Which i was always terrible at... lol. As far as 4D is concerned, does it expressly state that it's 'harder to combo after?' because my memory is fuzzy at the moment. Higher trajectory is fine as long as they remain unable to tech until they are near the ground and 5C pick ups still are possible. Even better would be the posibility of j.2C alle~can sj.B pick ups because yay! no more whiffing basic BnB on makoto's hit box! but that's me dreaming and not double checking notes. because i'm lazy.
  17. the carl forums are always a waste land unless its loc-test or new-release time. Because carl players are a myth. we don't actually exist.
  18. 5A? what it sounds like is no-charge 6C is KD with Emergency Teching, slight charge is ground bounce -> Combo fully charged is unblockable still but idk if it's ground bounce or stagger. But yeah no more 5A/B after 6C if the stagger is gone because they'll be OTG and able to tech so no real combo potential off of 6C without charging it. If it remains as-is in this loctest Also cap i'm not talking about using it as a solo-preasure string move. I meant in combos after 6B 6D 6C or Fuoco confirm -> 6C which allows for resetting off the stagger or continuing combos. If it knocks down + emergency tech without substantial charge, then it just means instead of a combo we get a reset situation that they can DP out of. not so ideal imo.
  19. You are not taking into account a.) mash teching and b.) people who know the match up.
  20. I really wish there was some leak footage for carl. It's much easier to play theory-fighter when u can see the trajectories and stun times on things. If i had to play the theory game though, Right now i can fore see 2D-> Charged 6C ground bounce working and that's cool but i have to say that losing the stagger on it makes it much more annoyign to confirm in sandwhich and resets off of Fuoco. granted i dont manage to trick people with that ofte, but when i do it was always nice to know 6C lead to ground bnb and reset potential. Emergency teching i supposes gives a reset, yes but laa-dee-daah its easier to throw out a reversal there then from getting hit with say 6D. Who knows maybe we can play games with it like we can with 3C jump cancles and 3D for nasty as all hell wake up traps. I do really want to see how this 3D otg bounce functions and if it will allow for re-lauch into combos when it catches someone teching. I really really enjoy having great wake up games right now. Maybe with any luck they'll slow down the spin o 3D so it's actualy more like lambda's current 236D and it ca be otg combo fodder. maybe add a 4th hit. or idk let us keep the god-tier force-standing.
  21. Dearest Kyle, We're not crying we're being paranoid. Don't forget how worked up you got in CT > CS loc testing when they took away 5b's jump cancel on block <3
  22. Also Idk why you like knock down + emergency teching on 6C more than a stagger. Unless the charge-time for the ground-bounce is pretty quick, it's Gonna make 6C pretty meh. Atleast for the ways i use it.
  23. my hope is that it bounces them higher but they are uable to tech till almost hitting the groud so we have more time to follow up
  24. IDK i just dont see the justification for the 6B thing. I'm hoping that some of those things are like 5.b not being jump canclabble -on block whe we wet from CT -> CS Don't really see the 6C thing either. the stagger and force-standing isn't so amazing.
  25. ... what the nerf stick? the 4D thing means that when you jump up ito the opponent as they fly away after 4D's 2nd hit you no longer get carried to the back of the screen with them. I think it was an odd bug. But wow this sounds like allot of nerfs, aside from the 2/4D thing looking like they are easier to follow up. Unless their untech-time is the same but they fly higher from 4D meaning they are harder to hit with 5C... and we cant jump cancle 6B hits??? good lord why ...
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