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Uncivilized Elk

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Everything posted by Uncivilized Elk

  1. The other thing about 236S being bad at pressure besides what has been mentioned is that at high levels instant blocking is rampant, and would 236S even remain safe from jabs on an IB?
  2. Mid tier at best honestly is my bet. If he moves up it's because somebody find some ridiculous tech that is not immediately obvious, which I really doubt Leo has because he seems quite simple. I think you're severely underestimating how well-made all the other GG characters are. Also -1 on a regular block is not something that allows you to easily transition into pressure. No way no how.
  3. Both moves can lead to backturned stance.
  4. I think people forgot the definition of playable a long time ago...
  5. Considering how short and straight-forward most of his combos are I would think 5 damage would be worth it from a consistent situation? When catching a falling opponent or AAing I'll definitely go for the guaranteed route, but it seems like nobody has worked out what's universal from various combo strings yet either (or at least hasn't posted it), so I'll go with your recommendation and start with jS(2), though I'm fairly sure jK is a little stronger than jS(1) so I'll do djKH afterward. As for the 236H comboing from 5H it really just seems as straight forward as did you combo 5H from anything? If so you can get 236H out without the first part of the rekka. I doubt it would be useful unless the recovery is also different (which it doesn't seem to be) - maybe it will catch one opponent by surprise so you can try to press D or K before they comprehend what happened. Every time I end the rekka with 236H I have always gotten hit first by my opponent thus far and sort of lost faith in using that option. I'm still not even sure how to go about using raw 236H except YRCing it on oki because I always get that stuffed too. (Granted I've only played like 15 Leo matches.)
  6. FAB is amazing and Pot is and should still be low tier.
  7. It links super easily when combo'd into. Just tried it. How does his P link from 6K exactly? I did it without too much trouble in the challenge but now in training mode can't get it at all. Also for what reasons should you alternate your air combos? Im talking about stuff like jS(2) djS(2) jH 236H versus jKS(1) djKS(1) jH 236H versus jK jK jH 236H? Is there one go-to route from combos and otherwise adjust based on the height when AAing?
  8. I play Slayer and Elphelt and to me it does seem like Slayer has to play extra carefully against her. Once you get in and the pressure is on your side it is very difficult for Elphelt to get out though since she lacks reversals outside of super (which isn't that good) and Slayer's normals I would argue are better than El's 1 character-width apart. Without a pinberry as backup Elphelt also can't do much to get in on Slayer, so more likely than not the El will be trying to respond to what you do rather than the other way around. At least that was my experience when I played Slayers with my El. Be more patient, avoid the grenade, and then it's time to rush her down before she can pull another one is the way to go IMO.
  9. No, it's not "really" easy. It's actually pretty damn tricky because it's fine balance between YRCing before the grab even comes out and PRCing because you waited a tiny bit too late. The window is quite tight and I wouldn't label it easy when you have to get it out in the heat of the match, much less really easy. Unless there's some trick input other than inputting 3 buttons after P, but not too early after P (because then you don't even grab).
  10. The PS3 vs. PS4 thing is bullshit. Don't tell people to avoid and entire platform until you have something more substantial than hearsay. As has been mentioned multiple times, some people such as myself on PS3 on average have a better connection with PS4 players. Last thing we need along with unreliable and bad online is people segregating themselves for no reason.
  11. Is assigning an individual IP helpful when the only device I have on that has internet capability is the PS3 itself when I play online? I feel like it wouldn't do anything.
  12. Do we have anyone playing really well at a high level with Elphelt already? I feel like it's way too early to judge where she belongs at the moment.
  13. I'm still convinced the crossplay thing pushed here is totally false, because on average I have better matches with PS4 players.
  14. Honestly I really like this version of Pot, because YRC shenanigans with him are super fun. He's obviously worse than in +R but I enjoy playing him way more. And while it's usually quite unsafe, it feels fantastic when you YRC ICPM (when an opponent is doing a projectile or something), fly across the screen and land behind the opponent and give them a Potemkin Buster. Trishula or whatever his flame pillar is called though... that I still rarely find a decent use for...
  15. It does though. Also, your anger should be on Sony primarily for not having PS4 auto-compatible with PS3 stuff.
  16. Considering how inconsistent the netcode is testing it would be hard. I'll just say I'm in HI and I've found a few PS4 people in ranked with whom I've had 2F super smooth connections, which is incredibly rare for me.
  17. I take it back that it's my last post on this argument. The irony here just burned my face off so I have to reply. I haven't even seen this level of irony on GameFAQs. Here you go Mr. Broken Record A.K.A Dude Butts, for the what, fourth time, let me spell it out for you. Please read and comprehend this time: -I'm fine with pretty much all of Xrd's other narrow execution windows. -I may not enjoy the grind of training mode but I'm still willing to do it for many many of the game's aspects, though combos take most of that time. -Badly designed does not necessarily make a game bad or not fun. I would call Melee poorly designed (and accidentally at that) and I love it. But it's nice of you to not only conflate one element having bad design to the whole game being designed badly, but to go father and conflate something being badly designed to the game being intrinsically bad. Congrats, you are the conflation master! I should also give you the biggest strawman award. -I've loved +R, and I love Xrd more. Deal with it. Now I'm out.
  18. Not only that but Xrd was probably finished long before Mike Z even announced the driver. Also the PS3 version captures the feel of 2D just fine. Hell if anything worse resolution makes the characters look more like sprites than less. Music thing sucks; though for me personally (being a person who lacks a speakers system), it doesn't matter.
  19. Fighting games with bad design involved. Good fighting games are difficult because making something easier would have actual implications on gameplay, therefore the window must remain stricter due to those implications. Again (and again, and again, and again), what risk? Trying it and failing because you haven't grinded it enough so therefore you get hit? How is that a risk that even matters when at high level they can be performed just fine 99% of the time? None. Don't make these arguments - I got your point ages ago: "I want it difficult because that's my preference." Stop tacking on these flawed "You want ____!" whines that make no sense. P4A had instant reversals in all situations and with every character and that was the problem. Having reversals in Xrd be like they were in +R isn't suddenly going to make Xrd worse. This will be my last post on this whole argument in this thread, because I've been responding to broken records over and over and I'm exhausted of it, so if you want the shit to end we can just part our ways on this argument now. That or send me a PM if you want to explain how you have an argument beyond "I want it difficult because I want it difficult." According to Butts and others a 2 frame window that is based on a consistent wake-up timing is not difficult - and I agree (in the sense that if you grind it long enough for your character, it should be a thing one rarely messes up). It's a constant, so if they choose to go for it upon starting to wake up high-level players will nail it. Also did you really not like +R because of its reversals? Because Sol annoyed the hell out of me with his DP, but that's not the game being shit, that's just me rushing in too much as if he was a character without a great reversal.
  20. Ah. I personally think that link feels the same as chaining cSfS into itself, and it's waaaaay easier than doing 2K > anything from the jD (which if you mess that up you sacrifice oki). With the RC into CWH I agree it's not worth it unless you're 100% sure in yourself, but as a meterless combo into mappa, I think it tacks on like 15 damage and thus I always try to go for it, especially since the more I practice the better I should be at it.
  21. IMO using 100% tension off 6K is not worth it unless you win the round. I'd second simply doing cS fS cS 2D, or if you don't want knockdown for some reason just end it with cS fS cS fS 5K 236K. By the way, why is it that I rarely see a 5K from cSfS cSfS before the mappa? Does it affect the juggle if you RC into CWH or something? I usually just go or the 5K because juggling beyond jKSHD is too hard for me at the moment anyway, and it doesn't do enough extra damage for me to dedicate that many hours of training mode to it.
  22. So beginners failed to learn fundamentals in +R? K...
  23. Your argument for strict reversal windows is that beginners won't learn other fundamentals if it's slightly easier...? Am I comprehending this right?
  24. What online game that doesn't rollback with GGPO is not night and day out of curiosity? Also it's amazing how different connections displayed with the same frame can be. Don't believe Xrd's lies. Anyway to answer your question I only play friendlies offline with only one person. (For the record, I'd call +R terrible. I'd call Xrd subpar. So technically I don't call Xrd horrible).
  25. OK - I hope I'm just missing some big fundamental picture here because the argument against me keeps simply being "you want everything you think that moment". How, at high levels of play, when people can do wake-up reversals properly pretty much every time (Butts is saying it's easy after all), how does having a strict window make "them avoid wake up reversals" (because you're setting up 1 and 2 as exclusive here)? What's the difference between a "lazy wake-up reversal" in the sense that most people with mild proficiency in fighting games can get the timing, versus a reversal that was timed to the stricter window by somebody who can nail it every time? Please elucidate me if I'm missing something super obvious here. I see zero difference. EDIT: Thought of one if the buffering window is large enough: the only difference I see is that it's still worse for people who don't practice wake-up revs because the input can be buffered earlier and they get locked into their reversal, whereas somebody who waits an extra couple frames may decide not to press the button to execute a DP and decide to block instead. (Think of the horrible Smash Brawl game, it had a 10 frame buffer, so so if you pressed air dodge in attempt to dodge a hit, if you got hit first often your air dodge comes out immediately after you leave hitstun and this could be horribly disadvantageous.) Also, +R wake-up reversals are easy IMO. I don't see people shitting on +R wake-up reversals.
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