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Gerk

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Everything posted by Gerk

  1. The oil slick can be exploded with bomb bag. I'm not sure if an opponent's Gunflame, etc. will do it, but the bombs in M.O.M. mode certainly don't. That may just be an oversight, however. And Japanese sites are (still) stating no practical use/secret purpose for the Helium tank/balloon/gas other than the obvious use of the gas as visual cover. EDIT: Was also wondering, could Faust also cancel his drill into bomb bag before Xrd? Cause he can totally do it now.
  2. Playing Tager is suffering. (the machine left of center also has a Hazama playing, he's doing the exact same move the center one is.)
  3. I really wish this game would hurry up and come out so you guys can give me valuable gameplay hints. :3 CP is my first game since the original CT and nearly all the new cast since then are threatening to give me an aneurysm. Especially Hazama, who everyone and their mother plays at my semi-local gésen. At least Sledge beats Amane's drills cold.
  4. The ability to throw in the middle of hit/block stun was disorienting at first, I must admit.
  5. I was gonna bring this up but I thought it was common knowledge. :3 I really hate fighting Amane.
  6. Seriously. When I was starting BB (humbly, on the CT arcade version) I nearly ragequit on the second day due to not realizing how magnetism worked and, as such, teching into like 85 Atomic Colliders.
  7. There's two characters I've yet to see played here, and one of them is Arakune. (In case you're wondering, the other is Carl. Izayoi too, I guess.)
  8. A thought occurs: I've never successfully landed a CT on a blocking opponent. They are either training dummies or try to counterattack and eat shit. This explains many a thing.
  9. In case anyone was wondering, LOVEMAX's full name reads Aino Tager (after Aino Heart, an Arcana Heart character. 'LOVE MAX!!' also fits this theme.) That easily-readable subtitle won't be there forever (he changes it off and on), so if nothing else remember the name and the combination of complex kanji, jagged kanji and then ていがぁ/Tager.
  10. If they're not techable, throw attempts from CT still gives you that awkward, long as fuck purple "!!" pause. (also, could they really have come up with a better acronym than CT? I'm gonna be salty if the next system move they add in is abbreviated CS. Or CP.)
  11. Unfortunately, I haven't played since CT and was never too great at the game to begin with (I'm 'officially' learning now, the right way.) So I can't really tell you about 6A compared to how it was in CS. Most of my time in the arcade so far has either been spent in Sparring Mode (10 minutes versus a dummy) or watching people get combo practice against my Tager, so I don't get much practical practice as of yet. Paradoxically, it was only on tournament day, yesterday, that I was able to fight any opponents I could grow and really learn something from. But I digress. Even having barely played it I distinctly remember his 6A being pretty slow in CT, and now I have nearly zero qualms about any slowness it might have. I don't know how old this feature is, but the ability to hold the button and stall the activation, and keep magnetizing folks, is a great feature as well. Pending the ability to recognize enemy patterns I'd definitely use it as an anti-air; that said, the alpha Tager there last night kept using 2C for his go-to anti-air, but then again, that might be an old habit from CSX? That said, I can tell you nearly nothing about Tager's Overdrive. As a new player, I save the mechanic for my defensive bursts, and at said arcade I've literally only seen it used to proc invincibility and win matches (or tournaments, as was the case last night.) OD x GETB's everywhere, from multiple players. In fact, I've not really seen anyone activating Overdrive save for the occasional Ragna. Maybe my arcade's a bit slow to learn/move.
  12. If they're magnetized and he's "free" they are pulled toward him, very slowly/gradually.
  13. The most important thing to know about OD is that it gives Tager a stupid amount of invulnerability when activated, potentially turning the enemy's pressure/blockstrings/assault into a free GETB. ...of course, if this has already been stated, please forgive me.
  14. Dunno how this combo worked in CT, but I tried this today and 2C won't link to 5D. I wasn't able to cancel 5D with Spark either, but that might have just been my clumsy hands messing things up. --- After seeing a whopping zero Tager players since CP's release here, I managed to run into two of them today at the monthly tournament; one fellow who went by ピンクの悪魔 / "Pink Devil" (he uses a pink palette for Tager; get it? aha) ended up winning the tourney, and is apparently considered the best Tager in the prefecture; of course, I was able to osmose some tactics from him. He really got a kick out of this combo versus magnetized opponents: [basic 3C setup] > 3C > AC with 1 or 2 extra held frames (whiff) > 5C > 6B > j.C > j.D > 63214A Versus smaller opponents, he would replace the j.C to D with B to C instead. Against Rachel he seemed to forego all of that in favor of a 6A > AC > Followup (I forgot where exactly it gets switched in there.) Also, greatest combo ever, which he managed to land like 8 times tonight: SB > KOT Apparently you've been able to do this since the Calamity Trigger home version, however.
  15. Interesting. Many thanks for the help, guys :D
  16. Forgive me if this has been asked before, but is there any practical usage for the followup to Tager's Magnatech Wheel DD other than extra damage to tack on if it hits? Is it even the best thing to do if the Wheel hits, or are there other superior options yet?
  17. I'll be hitting up Tokyo this weekend as well, albeit for a slightly different reason (Auto Salon), maybe we can figure something out this weekend. Right on.
  18. The Going My Way FRC also is fun in that it can send Faust to the ground ridiculously fast, so if your opponent is being canonical and blocking it high you can throw a 2.P and get a nice ridiculously prorated combo going from the crouching punch. Not really Faust related but I'd just like to say "HERE COMES DAREDEVIL" on a J-style cabinet where I can't see the opponent or hear the credit ring, scares the living shit out of me.
  19. Are you holding down the button? As of AC, Faust needs to hold down a button (any button...except Dust---and start of course---but it would be nice if Dust was just old-style random select) to manually assign the angel. Mindgames, son. Unless you're playing on a US-style cabinet, then it's just punching the MF in the face who decided to look at your buttons. Or save your tension for RCs and FBs.
  20. Wait, you're in Gunma? I'm teaching English (on a much more limited basis, I'm also ostensibly learning Japanese at the moment as well) but I'm two coun---er, prefectures---over in Ibaraki. And you're some sort of Faust player. Excellent.
  21. http://www.youtube.com/watch?v=gfR-cOLy5gg Another video. Real fast before I head off to school---any input and/or criticism, constructive or otherwise, would be a big help to me. Alrighty, thanks, later on. I hope I seem to be getting better. :P
  22. Firstly, thank you all for your criticisms---I have taken them to mind and I seem to be improving...well, I hope so anyhow, cause sometimes it's hard to tell. I'm a little confused as to how exactly to link Faust's 2D,2S into an air combo. Whenever I try to get it set up the opponent seems to instantly air recover. When exactly do I mash up to leave the ground? Does it have to be neutral up, or can it be 7/9? Also, is the same general setup possible if I link the 2S into a 5K? Forgive my newbie-ish questions but given the number of factors involved here, I can't be 100% sure about how anything really works...it's like a game of Mastermind or something. heheh. Next is a somewhat related issue and that's Faust's dust/aerial-rave whatever. 9 times out of 10 the Dust will abruptly end after the 2nd HS, as the S will completely whiff (I am referring, of course to the HS,HS,S,K,P,K,etc.) I've noticed my limited successes come from manipulating 8 on the joystick off and on, but the question is when exactly? Aaaand my last question today isn't really Faust-related (er, not even general, so much as meta-game) but I'm curious as to if anyone has any tips for dealing with overheads and/or mix-ups. Today the game center was, dare I say, infested with Sol and Slayer players (one Sol of whom was apparently well-known in Japan, but when I asked who he was I got his real first name, so no help there---but I digress) and I didn't so much get my ass kicked 8 times in a row by Slayer so much as get owned time and time again by his completely untelegraphed overhead kick...very frustrating and only causes me to wonder when the hell this game became Tekken (since the last GG I actually played was GGX. That is to say, one X.) Okay, that was a smidge too long...>_> But seriously, any assistance there would prevent about 94 future headaches---the worst kind. Okay, thank you to everyone who is taking the time to help me improve. Have a good one.
  23. Hey everybody---not too active in here it seems, but I come, like pretty much anyone else here, trying to improve my Faust game. I'm living in Japan and after finding a semi-hidden game center over here, I must confess that the local GG scene is absolutely nuts; four AC machines, almost always occupied, with winstreaks that have approached the triple digits...anyhow, with that said, I would like some feedback, advice, criticism, etc. in regards to this video: http://youtube.com/watch?v=oCZqjSNbSpI I realize I'm not the greatest (or even great), but any/all feedback would be pretty nifty. Thanks, Gerk
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