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Indigo

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  1. Thanks for the information. I've been playing her a bit after I posted here, and I'm starting to understand why I see a lot of the same stuff. She does have to opt a lot of good pressure and damage options to get certain spells, and possibly stock them. But it's so fun to me, as I find I'm someone who ends up thinking a lot more in neutral than on the offensive. So it's great to have a character that can produce so many options and get mileage from it. Really liking Saki's gameplay, pretty inspiring to see to see how well they use some of those less common spells.
  2. This may seem like an obvious question, but it's hard to find much information on Dustloop these days... what are the startup and ending frames for the invincibility on Nine's teleport dashes? And does it extend if she double teleports? Also, is there an 'optimal' way to play Nine? I'm fascinated by this characters' arsenal, yet I don't see a lot of diverse play. Lots of Kunzite, meteors, and fairies... like, this character has so many options, and I understand that those are really strong, but she has so much utility I never see... And I get that she has to use up confirms for utility when she could just go for her strong spells, but I dunno, I just figured she'd be a great strategic character, but all I see is BnB setups and stuff... My first thought on her was "wow, she can really mold to a player's playstyle'. Is this a wrong conception?
  3. Well, yeah, I'm asking to get better at blocking. I'm far from great at blocking, but I am very defensive so I do know how it works, but I think my reaction speed is slightly below average, so I try to really learn the tells. I have looked into dealing with his pressure a bit, but that overhead in particular has been hard to distinguish in an actual match for me, I guess because it starts up similar to a normal standing attack. And all my options I experimented against it get beaten if he goes low instead. Not really sure what I'm looking for as an answer, since I know it's all down to my own skill, maybe something like if it's less damaging if I just take a low hit at a certain point of his strings, or a common move before the overhead in a blockstring, anything to lessen getting totally blown up by it.
  4. Any tips for dealing with Susanoo's pressure? His overhead actually seems very hard to react to for me, so I've just been playing Susanoo's with 50/50 defenses and taking 4k meterless when I guess wrong, then he's right on top of me on wakeup for more pressure. It's a bit frustrating, especially since I know he's supposed to be working for it, but I just can't block him properly. This is netplay, which does make it a little harder, but I get good enough connections that I don't think it should really be making a difference with overheads. He has good frame traps for anything I try to do against the overhead, as well, if I predict wrong... Are there any tips on that axe kick overhead? I know I just need to learn it, but I've been trying and I just can't tell it very well until the kick is already coming down. I mean, I know he's easy to keep out, I play Es, and it's easy to space him out a whole match, but on the other hand, I get tapped once and then I spend the rest of the match failing repeated defenses until I'm KO'd two and a half combos later.
  5. Ah, 6D sounds like it will be a big help for having cleaner inputs, thanks. And yeah, eventually I felt that I was inputting stuff too fast, I think that's why I started having an easier time with 214A since it naturally takes more calm timing, but it was still iffy. Good to have solid confirmation that it just has to be inputted a little more loosely than trying to just rush it out microdashes.
  6. Indigo

    [CF] Es Q&A Thread

    Oh wow, some of those Percival combos take so much work for about as much damage as I get from Gatlings > 623C Rapid j.D 5B 5C 2C (air combo). Yeah, I'm still at a pretty basic level, but I'm really feeling confident in my growth with the character. Thanks for the videos, they'll help a lot, I didn't know she could incorporate 5Ds and 214Bs in combos like that, and I'm glad to find ways to use her OD and install. At first glance, her OD seemed to have a lot of potential for shutting down a lot of space with Crests, but I guess it's just impractical.
  7. Indigo

    [CF] Es Q&A Thread

    Any tips on using Es' Overdrive? Really liking the potential with two Crests, but in practice, it's hard to not do stuff with it without leaving big gaps for the opponent to escape. It's really fun to lay out two j.Ds and stuff, but on top of having a hard time keeping pressure up with Drive moves, how they go away on block, which makes it very hard to actually be threatening in OD. And what about her Percival install? What are some basic combos (or any blockstrings?) to do off its buff? 623C j.D 623C loops are pretty funny, but they don't do as much damage as I'd like for requiring a setup Distortion. I'm very fond of her OD and Percival, and especially how the two interact if you want to dump both together to get ten seconds of double Crests and infinite Bors (yeah, I am one for flashiness, I love going OD and then Percival, I am a Bang main after all)... it's just hard to piece together practically.
  8. Been trying to play Naoto since the English release here. I'm really having a hard time pulling off his basic stuff, though. For example, 5B > 5C > 5D66 > 623C. I can pull it off sometimes, I just can't get it down reliably, especially in netplay and in the heat of working for a confirm... it feels so punishing as either he gets stuck doing 5D or worse, gets a DP blocked, if I'm not on point. And not to mention, though tell me if I'm wrong, he can't even do that off 5A? So I often don't get clean 5Bs or 5Cs to do it (pickup 5A won't connect?). Anyway, my question is... for canceling into en623C, is 214A66 more relaxed on timing, or is it just me? I'm feeling like it buffers easier, but I dunno, I just want to be sure if either one has more room for error than the other, I want to go with the more reliable one to lessen my scrubby blocked 623Cs... And, any tips on what to do after a Guard Crush with his Drive? I know he can get Divine Smasher, but say I land a 5[D] midscreen and don't have the meter? Is it just for show at that point? Do I have the advantage to try and close in with a 6C?
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