Jump to content
Dustloop Forums

StylisH

Members
  • Posts

    1,154
  • Joined

  • Last visited

Everything posted by StylisH

  1. Drive mashing Hakumens.......*sigh*
  2. This is true of a lot of characters. A lot of people went nuts because of damage nerfs, but that doesn't mean characters weren't viable any more.....
  3. I was speaking in terms of subs. And yes, tiers shouldn`t matter especially if people believe they`re so good btw, I mentioned Relius because I subbed him in Extend :P
  4. I believe that skill makes you better. Play against the player, not the character. Oh yeah, another peeve: Players who never try to help newer players out. This is why games like GG have such a small playerbase......
  5. Kinda sad. A lot of my movement in neutral was based off of Zekuso's style.........
  6. And those reasons are partially why I started using Izayoi (plus Relius was getting boring). If I'm in a player match lobby and people start the tier whoring routine, I just start winning with her. I play my stable based on technical difficulty, not "cheapness"
  7. Well, I feel a bit foolish LOL Unfortunately, the only character I played in #R was Dizzy
  8. 214 HS summons what I call the Reload Shadow. To be completely honest, it's been forever since I've used Eddie and while I know how this shadow's normals work, I haven't had much practice with them... P pushes the shadow forward for a short ranged jab type move. I've only ever seen this as a combo tool. K creates a buzzsaw along the ground. This is pretty good for blockstrings or for if you want to use Exhaustion to get more Eddie meter, though you have to be rather quick about it. Can be used in combos. S is a better (IMO) version of the uppercut shadow, and is key to doing grown man damage in corner combos, though it has less range. HS trasforms the shadow into a 'bomb', which after a set period turns into a version of 22D. I've only ever seen this used in corner UBs. D is the infamous shark. Makes the shadow leap forward a pretty good distance. Again, used mostly in corner combos, though it can be used in UB in sync with 22HS for UBs
  9. Those characters are pretty good choices due to their smooth and 'all around' gameplay. With Eddie's heavy emphasis on negative edge (and his nerfs/buffs), he can be fun, but challenging. As for shadow normals: Using 236HS summons what I call the AC Shadow due to the moves it utilizes. P makes the shadow slide forward using a bite attack. while not used in most combos, it has other uses; locking an opponent down in sync with 22HS into shadow S etc. K is your main blockstring/combo/mixup normal with the shadow. It acts as a sort of 2 hitting hook (saw?) that pulls the opponent towards you. Great for setting up overheads and command throw. S is a sort of uppercut attack. It used to be AWESOME before the nerf LOL Mainly used as a combo tool or to call out players trying to jump out of your pressure. HS is the infamous shadow hole. Was key in AC to creating unblockables (and IMO one of the things that made Eddie ridiculous in AC). Now it acts as an otg tool to extend combos. You can still create UB's with it, it's just more difficult now. Also uses up all Eddie meter. Take care not to do this in blockstrings. D creates a sort of short range fireball that must be blocked high. Great for UB setups while used in sync with drills. Uses a hell of a lot of meter though.
  10. I don't see how tier placement equals unfair. Some characters have better tools than others to deal with certain situations. I simply use mine.
  11. Spamming drills is never, I repeat, NEVER a good idea. You WILL get read and punished if you get happy doing this. That being said, Eddie is not a character I would recommend for newer players (this should not discourage you from learning him however) mostly due to his steep learning curve and momentum based gameplay. As for normals? His aren't great for much, however, 6P and 2HS are your main anti airs, but they can be unreliable. 6HS can be used as well, but that is even more unreliable. His farthest ranged ground normal is 5HS although it's unsafe as all hell. A basic blockstring (w/o the shadow) would be: 2P, 5S, 2S, 22S. You can however opt for another 5S into 22HS. BnB's are a bit more difficult however. Are you familiar with how the shadow works?
  12. I don't play Makoto, but I agree. For God's sake, buff the squirrel
  13. Mostly by level of technical difficulty/learning curve (Dizzy is the exception). l always figured, high execution, high reward. That and character personality (which is why I don't use Carl or Eddie....) P.S. Strong okizeme plays a MAJOR part as well. What use is getting a knockdown if you can't take advantage? (And a nice percentage of their life bar)
  14. Valkenhayn was one of the reasons I got the game in the 1st place....
  15. Players who get hung up on tiers. God forbid I play a match with a character I enjoy and put the time in to learn......
×
×
  • Create New...