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Justice7541

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Everything posted by Justice7541

  1. I wonder if the 3C change will prevent him from doing derp stuff midscreen now. Hopefully he can still do 3C > 5DC, especially with the drive startup buff.
  2. Oh, Kagura buffs. Annoying to copy-paste from phone but basically my take is: - C moves are way better now, especially 2C which got like a third of its recovery shaved off. - Universal drive startup buff yay - No more drive cancel gimmicks boo - Command throw nerf boo - No more 6A to 5k, that was too OP I guess - 2DB buff lmao, that move gonna be OP now
  3. Those Kagura buffs, I hope they ban this filth from tourneys.
  4. You are better off trying to reset pressure with 2C, 6D or 2D (it works) IMO. Hazama has good frames on his nromals but they're also pretty short which means Ragna can do a lot of technically unsafe stuff that Hazama has to just sit and eat because even though he's advantageous on block, he can't reach Ragna with anything. Most likely when you are pressuring him he is going to be waiting for a chance to Jayoku, jump/chain out, or airthrow your Blood Scythe. Going back to ID vs. Hazama, since Hazama relies so heavily on stagger pressure and gap-filled mixups, just having a strong DP (even if you never use it) forces him to respect you, which makes a big difference. In general Hazama needs to play against any character with a strong DP differently than, say, Izayoi, who he can just press buttons against randomly until something gets through.
  5. No more IOH j.A is a big deal, especially if doing it costs him meter that he won't get back immediately anymore. He'll still be a good mixup character, just not "lol i got in now try to block 4 50/50s in a row" tier.
  6. Good to know. I'll have to check it out and see what works for the 6C confirm. Incidentally I'm noticing that Kagura's 2C 5C combo is actually a gatling, has anyone tested what the frames are on block? I can't check it now.
  7. Biggest problem for me is that it's hard to see/confirm the CH because the effect for 6C regular hit is already so big. So I see it hit and press 6D and then WHOOPS IT WAS A CH. So now I'm trying to figure out of 6D 5DC or something works.
  8. Xrd is now Brawl. In all seriousness lots of stuff is random in fighters, doesn't necessarily break so long as it doesn't gay you up every time it happens. Look at ST dizzies.
  9. What are people doing off CH 6C? I get this a lot and it screws up my combos really badly because I'm always trying to go into 6DB when I see the 6C connect. Is there a decent followup option that works for both CH and regular 6C?
  10. ID is like the best possible option anyone could have for getting Hazama out of their shit. Of course he can bait it but it makes his stagger pressure much less safe. Same way his Jayoku makes you trying to reset pressure with non-airtight strings unsafe.
  11. He won't be able to un-wolf and regen anymore, that's kind of the point. At least not as much since if I am understanding his changes correctly he regens at a significantly reduced rate for about 3 seconds after un-wolfing. Which means without super ender he's not going to be able to just go right back into wolf mixups at the end of the combo.
  12. Jin's a shoto, he's always going to be good so long as he has a DP and D ICECAR DA GOD. Hakumen I dunno, that air gauge really got really fucked. They should just give him super fast star regen on the ground but make it so each jump actually costs a star, that'd be funny.
  13. Valk got hit pretty hard too, no more hurr instant overhead j.A spam for him. Well, I guess he can still do it, he just won't get anything off it. I'm not really an expert on any of these characters but the nerfs look fairly reasonable except maybe Tao who probably didn't get nerfed enough. I doubt Hazama will be picking up full combos off random AA pokes anymore and Valk rushdown looks to be taking a big hit with the wolf gauge and starter nerfs. Dunno about Litchi, I never understood that character at all.
  14. I don't think she can cancel ground D saber into ground teleport, maybe that's what they mean. Might have been a typo or mistranslation like with the CT thing.
  15. P sure you can't charge DP fast enough to beat out Ragna DP in a clash-mash battle. Fullscreen dash-in DP is easy, no one said anything about that. I was talking about microdash DP, i.e. you dash and DP to make sure it at least connects so it can be RC'd. Not being able to do that means they actually have to stick their hurtbix into your DP for it to hit, which means it's a lot easier to bait out Kagura's DP just by spacing him intelligently. Also let's not forget that Kagura's DP gives him no oki unless it's a CH, unlike ID which gives a free meaty and Origins which pushes the opponent to fullscreen.
  16. Why would you be blocking Relius 236C ever? Also Kagura DP is pretty bad overall, it does a lot of damage and has a pretty decent hitbox but being a charger hurts it a lot. Can't do it after an overhead, can't cancel into itself on clash, can't be done on reaction to superflash, can't microdash DP to poke out of pressure, etc. It's better than not having a DP at all but it's no ID.
  17. Recovery on teleports is cancelable with normals and specials. The frame data isn't super clear on that.
  18. fffff last place, double Relius matchup is not kind to me
  19. Slaver is super flash but pretty situational. If's good if you get, like, 2C fatal and don't need to conserve stocks. Which is pretty rare as you can probably imagine.
  20. GGs to everyone today, except since I lost today I have an excuse to be salty and complain: 1) Where is Kagura. There were like 4 BB setups and none of them had Kagura. There goes my tourney plan. 2) There's a curb right outside Next Level which is totally unlit. I tripped over it and almost broke my face open. Instead I managed to catch myself and came down hard on my elbow instead. Someone needs to bring that shit up with whoever is in charge because that is a legit safety hazard. My terrible stream performance notwithstanding, GGs overall. I guess it's time to netplay to build up them godly blocking reflexes and also learn Relius matchup because I have no idea what's happening. Oh yeah and 3) Lol @ Mahouko going by Ami Mami Futami on stream.
  21. it depends on the distance of the chain. If he does it right at the chain's minimum range a j.A or j.B fly-in is going to be very close to airtight, but if he's doing it from fullscreen you can do it without IB.
  22. If you can react to the chain pull you can usually just DP it. It is possible for Hazama to cancel a pull into j.A or airthrow whiff into barrier but he needs time for that. 6A will generally work too but that is easier for him to barrier out, albeit also safer for you. In terms of neutral poking Ragna really has the advantage anywhere outside chain zoning range. Chains are very fast for projectiles but they're not so good for random pokes, plus they're super unsafe if he whiffs one on you. His 2B is his only poke with any decent range and speed and it's still 11f, and at any rate it'll lose to 5B/5C. Basically as long as you don't let Hazama get to a distance where you can't punish him at least with airdash j.C it really cuts down on his options. The one thing that makes this matchup hard for Ragna is Jayoku which can randomly blow up your pressure for almost 5k on a correct read, which makes rushdown very risky. On the other hand it's also very easy to space your blockstrings so he can't do anything BUT Jayoku which in turn makes it much easier to bait, i.e. ending with max range 2D is unsafe but Hazama doesn't really have anything that will beat a followup 5B/C at that distance so you can just dial it in so long as you're not too predictable about it.
  23. Shoulda told them to at least play Extend.
  24. Who is Vu-Aruken Hein lol
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