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St1ckBuG

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Everything posted by St1ckBuG

  1. You couldn't beat Zidane. It's cool though. Stay free.
  2. Thanks for visiting NY. Alz, I have your headphones. You left them at my house.
  3. Alzarath here: "Never go into a match expecting to win." Wtf, that's the dumbest shit I've ever fucking heard. GTFO.
  4. Nas, just move to Jersey. Deleware is ass. Just sayin...
  5. I'm interested in playing games.
  6. This. Now that I think about it, it's probably why I choose B-config. You should intially use what makes more sense to you and feels more comfortable. No specific button setup will make any inputs easier. Just make sure once you pick a config and you've played on it for a while that you stick with it. If you switch configs after months of playing you'll only be taking a giant leap backward in terms of execution.
  7. No offense but that's a horrible idea, and it makes no sense. As of right now, if you use no barrier the entire game you're adding 2 primers to your total count without guard breaking (assuming there is a delay between the last two). Your way accomplishes the same thing, but you'd go into danger a lot faster if you didn't 'barrier correctly' (on top of not being able to air-block ground normals). If this were the case, Lambda could potentially rape everyone in the cast. If you jumped in the air with less then 50% barrier, I could get a free combo regardless of how many primers you had (if you didn't barrier 236C), or put you in a danger state for a couple seconds (if you decided to use the last of your barrier) as well air make you unable to air-block ground normals/specials. Barrier would become a crutch and make some moves wayyyyyyy too good. This would give rise to too many win-win situations. They wanted your barrier to be a last resort to save primers that you could use freely and intelligently (air blocking ground normals/specials) the whole round with some consequences if you used too much, which only happens if you're an idiot (or in beginner mode--auto barrier). Besides, the mechanics of the game already encourage you to not barrier absolutely everything: -Pushes them farther away which sometimes makes punishing hard(er) or impossible. -Increases block stun which not only enforces the first point, but also makes it harder to escape in some cases. -Using too much barrier can put you in a danger state which causes you to take more damage AND makes it impossible to guard ground normals/specials while in the air. To everyone: If you're arguing against the current primer system (and character primer counts) you need to take a step back and compare base # of primers with the intended (usually optimal) play-style with that character, and then put that along side mobility, space control, and HOW PRIMERS REGENERATE DEPENDING ON THE SITUATION. The new burst system works great combined with the new primer system as well. For the most part primers are balanced... I would say Bang deserves 1 less (%^&! Bang). Everyone else is fine from my playing experience.
  8. You can still backdash out of things, I was just listing your options after a blocked move that puts you at a disadvantage. Overall her backdash is OK, but the bottom line is that she can be chased down/hit out of easily because of the recovery, distance, and your limited options once you recover (since you don't have anything ridiculously scary in terms of normals anymore). Past: stuff > 2C > whatever you want. Present: stuff > 2C > backdash/IAD back. Running at her is no longer a scary option anymore, so more people will be prone to do it. Her life is below average iirc.
  9. Post 236B/C For the record, using 236B/C without a hit-confirm (or guaranteed guard crush) not only puts you at risk of getting hit out of the move, but puts you in an unfavorable situation on block. You're not going to want to stay next to (or close to) them after a blocked pulsar since you're at a disadvantage. With that being said, her options of running away are very ass-backwards in CS: Her forward movement is really good (and fast), so you'll see a lot of players 214D/D~C and then run under/IAD over to get away. The closer to full-screen you are the better. Sometimes people will just run AT the player approaching them without Spike Chaser at all. Her backward movement is only strong when you can cover yourself, which is only ever an option with IAD backward j2DD/jDD. So the only time you can really 'get away' is when you can IAD out of a JC'able move (6A/5B/6B/2C/2D/6D). Note: this won't be the case post 236B/C Backdash has a lot of recovery, and you can be hit out of it quite easily. Also, post backdash, you're at a range where D-normals are very strong risks. Putting yourself in a guessing game is never a good idea, especially when you can avoid the situation all together. Against some characters, a blocked 236B/C gives that character a free "in" or combo because they have a safe option that covers all of yours. TLDR: Don't do 236B/C without hit-confirming first (or at least use it very very very very sparingly), as it puts you at a disadvantage that could've been avoided in the first place EVEN THOUGH it's 'safe' on block for the most part. P.S. - Characters you never want to be close to (excluding Lambda): Bang Litchi Carl Tsubaki Noel Tager Hakumen Tao Ragna Jin Hazama Arakune ============================================================== Post Airthrow Since you all seem to be arguing about her airthrow... If you have meter, you'll always want to RC > 236C. This yields a ton of EASY damage. If you don't have meter you still have a really good option that covers most (if not all) tech options: Dash > 2B. If they do the earliest possible neutral tech you'll cross up under them. If you delay the 2B or they delay their tech slightly you won't crossup. If they forward/back roll or just lay there you'll hit them out of the tech and you'll be able to 2C > jC2C > jC2C > j214D. I'll be honest: I've never tested this against quick get-up, but not many people use this anyway as it's pretty risky. Hell, a lot of people you'll play won't even know this exists. So in the end, you're getting a win/win situation for your airthrow. Poor you. Edit: OMG I FORGOT ARAKUNE. I'M A JERK.
  10. She got hit with the nerf bat pretty damn good. To put it in perspective, Rachel got hit by the nerf truck.
  11. "Ass" Dan will live forver. HAHAAAAAAAAAAAAA
  12. ... I think you can answer your own question here... but I'll help you get started... Why were you able to rush down Bang (or almost any character) in the first place? What were the changes from Nu to Lambda? How did Bang change between versions?
  13. You answered your own question. Gimmicks. Nope (although I do remember seeing an infinite somewhere, though I think it involved j.P and not j.H). You're better off going into: f.S > TK Ryuujin f.S > 2D > 236SK > Ryuujin f.S > 2D > TK Ryuujin f.S > 2H > Ryuujin These are match/spacing dependent.
  14. I'm 24. I hope I'm allowed to drink.
  15. http://www.dustloop.com/guides/ggac/data/ac/jam.html Faster startup and less recovery. Remember: just because your recovery is faster doesn't mean you'll have frame advantage on block. The onyl way to make j214K safe is to space is correctly. It can be used as a crossup, but when used this way it will be unsafe on block: you won't be pushed far enough away. It's better to use TK Gekirin as a way to punish someone for trying to poke/slide out of the corner. IMHO, you have much better mixup/crossup options such as IAD Choujin FRC, IAD Gekirin, and IAD Kenroukaku.
  16. I'm going to ECT but I'm only staying there until Sunday morning. See you there.
  17. Yo BigE, I should be able to come unless I'm on travel somewhere. Put me down for GG/MBAA/BB. If you need me to run anything let me know.
  18. Except for LK. He straight up switched characters after winning, just for the hell of it. I had to tell him that he wasn't allowed to do that. I couldn't tell whether he was joking or dead serious.
  19. Thanks for the baller t-shirt. You might be gdlk.
  20. I honestly wouldn't be surprised if we couldn't do it again this time. NJ is a salt mine.
  21. Worthless thread. That combo is easy as hell. Litchi is a horribly broken character etc...
  22. Apprently you haven't seen the Yu-Gi-Oh gangsters.
  23. All of the setups I mentioned are good. All of them are lagless displays with good controls (I've played on all of them). The CS cabinet in Dunellen, NJ is the one I listed (The Break is located in Dunellen). Even if you're in the dead center of both Pitt/Dun it's probably a 4 hour drive at most, in which case you're better off going to Pittsburgh. Like I said, if you REALLY want to try the game and get better at the same time I would suggest trying to get in contact with stunedge. You'll get to practice what you want and get bodied in the same weeeknd. What could be better?
  24. You won't get a lot in some matchups. Also, the stuff you're saying is pure mixup... not gimmicks. Tick throws are tick throws, and high/lows are high/lows. Once you play CS you'll realize that her Pulsar's can be stuffed by pretty much anything and are only good to throw out in certain situations: 236C as an AA, 236A as a gap closer > throw if your opponent respects you (into high/low/throw if they REALLY respect you), and 236B if your opponent thinks 4DD is coming or just likes to block your D strings high OR is holding 7/8/9 in an attempt to jump out of 5DD. Wiffing 236D in order to make them jump at you? You're better off doing 214D/214DC since it covers more of the screen. If you're banking on them not to barrier then you're taking a risk by running to them. 214D/DC is an easy hitconfirm and harder to jump over/really safe on block. Also, since you're from PA, have you tried to contact stunedge to play? PA is a large state, but you have cabinets in Pittsburgh PA/Dunellen NJ/Manhattan NY. You should try to make it to one of these locations if you're really itching to play.
  25. Protip: talk DIRECTLY to the people who know the character. Idle #blazblue or something. Asking/giving advice for gameplay on these boards is (almost) meaningless. I wouldn't be too concerned with gimmicks... usually they require something from your opponent that you can't control: tech timing/direction, air "unblockables", RESPECT... D:
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