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Anim8rDude

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Everything posted by Anim8rDude

  1. Kinda late to the party, but recently had the chance to watch this. Unfortunately, I don't know the players by their names (forgive me) but any match with the Hilda player & the Yuzuriha player were a joy to watch. Their matches in general were always tactful (certainly the Yuzu ones), so I actually found myself rooting for both players (but mostly Yuzu haha). It goes without saying that some of the other matches were equally great. In particular the Nanase player vs the Vatista match. A lot of respect going on there! Blue & Red Waldstein man fell short. Wish there were more Mika players! ...But I still have trouble appreciating Hilda as a character though. She`s incredibly 50/50 with her moves, as the player has displayed, & also has access to gimmick wakeups. Mind you, it seemed like some people didn`t quite know how to deal with it, & seeing him skillfully pull off everything still put a smile on my face ohohoho- Hey, thanks for sharing man. Definitely some good matches in here, if anybody else is curious. Alright back to Nioh!
  2. Just adding Phonon to the list. Of course, I need to contact someone before it actually happens though.
  3. If there's one thing I noticed, this is it. At this point, it doesn't really matter who you pick because neutral is mostly irrelevant with the big damage that everybody can do. It was a good read; it certainly provides a better understanding of the game now, & hope it moves foward as well. Still fun looking, but I like playing characters, not assists lol. The site is shaping up nicely. Last time I checked there wasn't the forum art on the homepage, but it really brightens things up!
  4. Oh, s-sorry everybody! It appears I mixed up the attack names! But, no matter how you look at it, "Sledgehammer" sounds like the leaping attack & Across the Nightmare sounds like you're moving/spinning. No matter how you look at it lol. The question was pretty much; On confirm, I don't know why people finish off with the hammer leap when the spinning hammer is a more obvious choice for me. However... Ah, so that's the use. Sounds practically like Labrys's 214A/B. Mhmm, good indeed!
  5. Speaking of Ein, yesterday Gameacho released a Nitroplsu Blasters video that I started watching. I'm not maining Ein or anything, b-but it's hard not to be interested when this player is pulling off 7000 damage combos meterless & 16000 with a Level 3 super & assists. Hehe, this was the type of damage I was looking! https://www.youtube.com/watch?v=dG1v-raQM0g Also, stuff regarding Mora. I would like to know the reason why players are using Sledge Hammer over the Accros the Nightmare (spinning hammer attack?). Nightmare seems to do more damage & has an obvious Assist combo opportunity, yet they go with the former attack. Now, I'm all over power type characters & that attack is screaming "Use me~"... but I don't think it's quite that hard to figure out lol. I've seen whiff a few times, so it might be a bit short on range but... Eh... oh! You're right! Just a sliiiight green tint. Fixed her up a couple of days ago. Also fixed some stuff on Al, Anna & a lot for Ruili.
  6. Oh my, did I miss a lot this week. I'm certainly going to indulge myself in these videos tonight! The only one I knew of was the GameAcho one (but who doesn't go there lol). On a side note, I finished all the sprites for Nitro+ Blasters, at least for now. I also reworked Muramasa & Ignis because their quality wasn't up to par with the future ones I made. In a way, it almost feels useless making these because of how niche this game really is. Or conversely, if we can get these approved & put them in our sigs, people will go like "Where does that come from?" then check it out th-then this game w-will totally BLOW UP! haha in your dreams buddy Anyway, here you go! I spent the same amount of time on everyone.
  7. Yesterday was the actually the first time I saw the game in action. I was unaware that there were a few videos before that lol. This game is actually pretty freestyle when it comes to using partners in combos, doesn't it? That, and it doesn't seem execution heavy either, which is always a plus! Ohohoho... it's absolutely terrible I tell ya.
  8. In the end, I missed the stream. Shame on me! Thanks for the downloads SoWL, & I'll definitely keep an eye on that channel Kieofire. The game is out, and it looks great. Cheers! *Raises glass* Oh, I also did a few sprites. Nothing wrong with having them too early! I only started with the fan favorites for now.
  9. Sweet, the stream is tommorow. To be honest, I haven't felt this excited for a fighting game for quite a while. It's a very odd... but addicting feeling! Hehe, I'll probably watch gameplay videos t'ill I die know everybody's moves, then import, kinda like what I did with UNI hooray!
  10. I now got Chaos to do a couple of Waldstein damage combos. Here you go! These combos do considerably more damage than the previous ones I posted, so they may be worth checking; the only problem is landing 66C/22B itself. As usual, these are consistent, counterhit-less, & work on beansprout-height people. Highest Anywhere screen Combo (The first hit of "5BB" will/must miss) 22B > 66C > 22B hit,wait > 2C > Slight delay > 5C > 5BB > j.B > j.C > j.2C > 2C > 6C > 236A > 236B > 623B > 623A 3343 dmg [3672 vpl] (meterless) ..... > 623B > 214C 3806 dmg [4180 vpl] (100 meter) ..... > 623B > 214C > 236C 4332 / 4415 dmg [4757 / 4848 vpl] (200 meter)(The latter damage depends on how high "236B" went before "623B") Using the same 66C/22B concept in the corner, you can also do this: Highest Corner Combo ("5B" must hit before the wall-bounce of "623A") 22B > 66C > 22B hit,wait > 2C > Slight delay > 5C > 623A > 5B > j.B > j.C > j.2C > 2C > 236A > 236B > 623B > 214B 3384 dmg [3716 vpl] (meterless) ..... > 623B > 214C 3800 dmg [4173 vpl] (100 meter) ..... > 623B > 214C > 236C 4503 dmg [4943 vpl] (200 meter) Veil Off > ..... > 623B > 214C > Chain Shift > 236C > EXIW 6523 vpl (For bragging rights only lol) Technically, if you have 100 meter outside of the corner, 22C is now our most damaging special! Although, I have no idea if it's nearly as effective as 236C if used as a reversal (Eh, probably not... Guess I'll stick with 236C. I-I did say "technically"!).
  11. Oh boo! Forgive me! I did mistake it for 66C. I almost forgot 6C existed! Then yes, I agree; everybody should probably roll n' mash after 6C. Hehe, you don't really have a choice anyway.
  12. I always thought the best way to confirm 6C was with 236A > 5C > 2C > etc. That way, you can maximize your damage on hit, & on block, it gives you more than enough time to react to it. If you happen to get an anti-air hit, 6C > 236A > 5C will still connect! Rolling after 6C is certainly not a bad idea, but rolling with my opponents usually doesn't work twice (lol) & mashers will get you! And you keep one GRD square~ (Yipee! Hooray!Big deal)
  13. Oh shoot! I played you without noticing lol. We had like 20 Chaos mirros & it was you this whole time, shame on me. I actually liked our matches we had that night. Sure, we dropped more combos than a leaking faucet, but they were enjoyable t'ill the end (at least for me). You helped me patch a couple of problems for my Chaos matchup experience, so I'm glad. I was testing a bunch of random stuff that night in general, so you also helped me figure out what worked and what didn't! Here I was thinking "Maybe I can have some rematches with that Chaos player if he doesn't mind..."
  14. Oh, sorry 'bout that. Fixed! What the heck is a 213 lol? I-it's hard to say. Whenever I get a fighting game, I start my characters from scratch without consulting videos or anything. In the end, I usually end up with different combos/playstyle just to feel a sense of accomplishment when learning a character... I guess. I just play Chaos as a rushdown character. I constantly stay close to my opponent & keep zoning to a minimum. I don't use 22A/B whatsoever. I use a lot of 623A/B; it catches people off-guard. It's hard to say if I've had more success playing this way 'cause of my junk internet (most of the time), but when I've heard that some players have trouble playing Chaos & then I see them zoning, I'm like "N-no wonder you're having trouble!". It is a matter of opinion after all, but when I stay close to my opponent, I certainly feel way more comfortable & it`s certainly a heck of a lot more entertaining. Here`s a couple of stuff I use 24/7: 5BB > 623A > 5C > j.B > j.C > j.2C > 2C > 236B > 6C > 214 The combo itself / damage doesn't really matter, but I use this to stay close to my opponent. After 214, I usually do Chaos's roll foward to get himself into position; the combo (or really, just any combo that ends with ...2C > 236B > 6C > 214) puts the opponent at a height where if he air-techs fowards, he'll land directly in back of you. If he air-techs away from you, just dash towards him. My Block string combo: 2AAA > 5BB > 2B > 5C > 236A > 2C > 236B > ...623A > 214A (Completely safe, the 214A fireball will still hit them even if they destroy the lizard. If it's a counter hit, continue your pressure.) ...214C > Continue Pressure (Completely safe, No openings!) ...6C > Chainshift immediately after > Continue pressure (Mostly safe, DPs/EXIW will get you, but they might not know that!) ... Roll foward > Continue Pressure (Yes, there's an opening here, but it's actually hard to see because at this point, you're actually focusing on the lizard's 236 attack that by the time you see him touch the ground, your roll is done.) To be honest, I *always* expect my opponent to block. There's no openings in this combo, & it's also long enough (12 hits!) to make your opponent open up ahead of time. If you have meter to spare, you can use 214C which continues your pressure, & there's also an illusion of an opening between the 2nd & 3rd hit of 214C, so they might open up on the last hit. Once you use this block string enough times, your opponents will start respecting it; they will probably start using Guard thrusts. When they start doing that, you are going to have to drop some moves such as 2B to make your future moves hit. On the other hand, since they're anticipating future moves, I've had a lot of success going in for grabs right after 5BB. ... It's actually hard explaing all this. It would probably be easier if we just had some matches, but with my connection you can expect some dropped combos, delayed blocks & no grab cancels. But still, they could be fun & we could learn a lot of stuff (I-I actually d-don't know much about other Chaos players...)! *Adds Motakshi 'cause you never know*
  15. Disregard my last post, here's Chaos's true maximum damage. There's nothing left for me to discover, as I'm extremely satisfied with the damage these combos deal, & it's unlikely you'll find anything higher. These break the 3000 dmg barrier meterless, and deal 4000 with vorpal & 100 meter. As usual, they work counter-less, on Linne & are way more consistent (almost fail-free) than the previous combos I posted! Highest Anywhere screen Combo: 66C > 236A > 5CC > 623A > 5B (delay) B > j.B > j.C > j.2C > 2C > 236B > 6C > 214 3098 dmg [3400 vpl] 3043 dmg [3340 vpl] (Depending where you are, only one fireball may hit with 214) 3177 dmg [3490 vpl] (If you started this combo with j.2C / Counter-hit Air assault j.2C) Highest Corner Combo: 66C > 236A > 2B > 5CC > 623A > 5B (delay) B > j.B > j.C > j.2C > 2C > 236B > 623B > 214 3206 dmg [3518 vpl] ("5B" must hit before the wall-bounce of "623A") ..... > 623B > 214 > 236C > j.2C > j.C 3910 dmg [4290 vpl] (100 meter) ..... > 623B > 214 > 214C > 236C > j.2C > j.C 4313 dmg [4792 vpl] (200 meter, Chain Shift/Veil off/Infinite Worth-free) Highest Corner Combo (Overhead Version): j.2C > 66C > 236A > 623A > 5B > 5C > j.B > j.C > j.2C > 2C > 236B > 623B > 214 3108 dmg [3414 vpl] ("5B" must hit before the wall-bounce of "623A") ..... > 623B > 214 > 236C > j.2C > j.C 3829 dmg [4204 vpl] (100 meter) *Takes Highest Corner Combo & reinforces bragging rights position what am I doing!?* Veil Off > 66C > 236A > 2B > 5CC > 623A > 5B (delay) B > j.B > j.C > j.2C > 2C > 236B > 623B > 214 > 214C > 236C > EXIW 6365 dmg (Vorpal)
  16. My Chaos may be fundamentally different, but I think these are some stuff that everybody can appreciate~ Here's some of the stuff I use; don't worry, they're all meterless, consistent, easy to do & work on Linne. Since it's an overhead, you actually have a chance landing these. Works from a normal j.2C or counter hit Air assault (if that's what it's called, beats me!). Highest Anywhere screen Combo: j.2C > 66C > 236A > 5C > 2C > 5BB (first hit misses) > j.B > j.C > j.2C > 2C > 236B > 6C > 623A 3016 dmg [3312 vorpal] "Less useful & debatable" Slightly past midscreen Combo (where the CPU spawns in training for example): j.2C > 66C > 236A > 2C > 5C > 5BB (first hit misses) > j.B > j.C > j.2C > 2C > 236B > 6C > 623B > 623A 3085 dmg [3387 vorpal] (The "2C > 5C > 5BB" part: You may need to "rhythm" yourself in a way) Anti-Air / Mid Jump Combo: 66B > j.B > j.C > j.2C > 236A > 5C > j.B > j.C > j.2C > 2C > 236B > 6C > 623A 2714 dmg [2980 vorpal] (Only works from counter hit 66B; I usally just jump then start from j.B. Sometimes faster too.) Highest Corner Combo (compared to 3038 I beleive): j.2C > 66C > 236A > 2C > 5C > 5BB (first hit misses) > j.B > j.C > j.2C > 2C > 236B > 623B > 214A 3075 dmg [3374 vorpal] Higher Corner Combo (slight variation): j.2C > 66C > 236A > 623A > 5BB > j.B > j.C > j.2C > 2C > 236B > 623B > 214A 3085 dmg [3389 vorpal] (The "623A > 5BB" part: 5BB must hit before the wall-bounce of 623A) As for my 200 meter corner combo, I use this one. It's nothing special, but the advantage of using it is that there's no "veil off hassle" and you get to keep your GRD advantage / chain shift opportunity. Your average combo using these elements end around 4850 vorpal, so it's entirely up to you! j.2C > 66C > 236A > 5B > 2C > 5CC > j.B > j.C > j.2C > 2C > 236B > 623B > 214C > 236C > j.2C > j.5C 4203 [4612 vorpal] For bragging rights lol: Veil off > j.2C > 66C > 236A > 5B > 2C > 5CC > j.B > j.C > j.2C > 2C > 236B > 623B > 213C > 236C >EXIW 6222 vorpal (Beat BrianKyo's 6115 Ohohohoho... forgive me)
  17. Cool! Thanks for making it happen Anne. I suppose other administrators need some credit too for approving them & getting them on the site. The funny thing is I made these sprites for Dustloop but I'm barely an active member; most of the time I just stalk this site without logging in. I'll probably end up disappearing again, but I think I'll hang around the UNI forum more often though. On a side note, I didn't notice Kuu-chan (is that really the dragon's name? lol), the lizard nor the snake balls that accompanied the sub-forum post. Were they simply missed or not approved? D-don't worry! I'll take it like a man!! (Hehe, but what happens if people want to do this: )
  18. Oh my, it looks good beside the forum name! It kind of entices you to click on it... "DEPLETION OF EXS" couldn't fit any better lol. Mhmm. It was a good idea. I didn't think putting in the gauge could make it look that much better.
  19. Alright, I'm sure you guys will like your UNI sub-forum icon! I had to refer to a picture halfway through for the Linne's pose, but everything else went smoothly. I even put the iconic GRD gauge that SoWL mentioned, because it does look great at that size. The entire thing is 64x64 pixels, so I hope I'm not pushing any limits. While Kuu-chan didn't make the cut for the sub-forum art, he was popular enough for me to make his own sprite. Now you can have your Linne ball accompanied with your favorite dragon~ (lol) The same thing can be said for Chaos & his lizard. And, err, Merkava & his snakes. Here you go!
  20. I feel great today, so I think I'll take a jab at some of the stuff. Thanks for mentioning it. Sometimes I forget that thing even exists. I'll definitely take that into account when making it! I was actually pretty worried. I thought you had already started working on them, & I was pretty afraid you'd hate me for it. Heck, the reason I saw this thread was because of your post! I suppose I can, but I honestly don't see them being used all that much (well, maybe just the baby snakes lol).
  21. That's great to hear! I can also contribute sprites for other games, but for now I'm just filling in the lack of icons for UNI. With the balls out of the way, I suppose I could tackle the subforum icon. You guys seem to be leaning towards Hyde, Linne or Gordeau, which I totally agree on. But if I pick Linne with an idea already in mind, you guys wouldn't mind, would you? Really, I could do something else if you guys favor another character!
  22. Well, I really do hope my UNI sprites make it to the smiley list! I was just hoping I could post them here & someone would take care of the rest lol. That was just me being lazy. What should the next step be? I'm guessing I need to contact an administrator or someone of that caliber. Then the next next step would be spreading the word around, because I don't think much UNI players are looking in this part of the forum, let alone knowing they exist. \(',' )
  23. Alright all UNIEL players (and sprite lovers)! Here are your UNIEL balls you've always wanted~ Don't worry. These are quality-made sprites; every one of them have had an equal amount of effort & detail put into them. I also made them slightly more colorful & dynamic than your average balls to make them more appealing. They are all named correctly, and follow a 30x30 pixel format; all ready to go! Needless to say, but I made sure all the art captures the characters well. I'll also be glad to make any more pixel art, such as the subforum icon. Forgive me Khalin! It looks like I beat you to it (although I never meant to)! Enjoy~ [Edit: Had to re-upload the icons because I made the somewhat fatal mistake of not turning on the alpha when exporting.]
  24. There's really not much to say about the orb; At long range, it's good at closing in on your opponent. For oki purposes, it can be used for pressure during your next combo. However, I do find myself using it a lot for mid-air resets. Maybe other players can add what they use the orb for; you never know! \('.' ) You're not really missing out on her other persona moves. Using Standing C as a poke is good, but using Standing C as pressure is great. Doing 5A > 5B > 5C shouldn't be too bothersome if you're not too predictable with it, but when you do manage it, you can easily continue your offence. After Standing C, you can use Crouching C, which then can be dash-canceled; this pressure is good because you can start your combos it all over again (Hehe, if it succeeds). But realisticly, after 5C, you can do whatever you want; go for low, high, a chain knuckle, Sword, Orb... You could experiment a bit; the trick is to be unpredictable. Unpredictable enough that even during a Labrys mirror, the oppoent can't see what's coming. Crouching C, apart from it's purpose used in pressure, doesn't have much of an other purpose. It's too slow to be used as an anti-air, so I wouldn't really bother. Standing D is very similar to Standing C in way; they're both used to continue your offence. The only difference is that 5D is probably better when your opponent is in the corner. And you can be more cocky with moves because you can throw out Brutal Impact & All-out Attacks safely lol. Just take this with a grain of salt, it is all personal opinion after all!
  25. If I'm not too late~ Labrys didn't change that much. You can pretty much transfer all your combos from Arena to Ultimax & still do them. Some may need optimising though. Her oki is still the same, but you can choose between 22A or Orb now depending on the situation. Neutral is roughly the same; just learn the range of your attacks & use each one accordingly. A nifty addition though is that you can backdash after 5B; on block, you backdash way out of anyone's reach! Hmm, what you should really practice though is her red axe combos. Those are the only ones which are different enough to practice, but even then they are simple enough to learn & execute. While you're at it, you can learn a couple of red axe Fatal combos & a couple of Chain Arm Fatal combos (because 2 is all you really need!). And that's pretty much it. If you plan on playing Labrys (S), I could help you some more.
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