Jump to content
Dustloop Forums

CrimsonDisaster

Members
  • Posts

    1,332
  • Joined

  • Last visited

Everything posted by CrimsonDisaster

  1. Anti-air CH 2S lets you do whatever you feel like. Non-CH means you have to JC jK pretty much.
  2. CH jH! In any case, anti-air CH 2S and max range CH 2D are the best because they don't prorate lololol
  3. seriously he posts more than I did in my prime and it's typically "such and such C rank character is the best ever if you do this combo"
  4. Patience, poke placement, forcing my opponent into situations where they either risk a ground CH (that launches into doom) or have to deal with Slayer's anti-airs (which lead to combos anyhow). Aggressive/defensive depends on the matchup.
  5. I didn't know Final Round was in the Netherlands D: OTG ground projectiles is such a silly mechanic.
  6. lol Terry combos are fun
  7. Yeah that's what I've been doing instead, lose some momentum but it's way easier and it's a knockdown.
  8. Okay so I got this game D: I'm playing Hotaru since I played her in MotW and because she's in the "team up with Kim and win" tier. Quick question- how do I reliably jump cancel her df+C? Maybe it's just my stick but I can't do the df+C JC jD juggle ever, unless I like jump backwards which doesn't help me any.
  9. I GV in combos and also I do it randomly just for the hell of it in casuals! I should see if we can record matches the next time we do an Austin ranbat, thus doubling the potential choking hazard of all matches. I think the last recorded match of my Sol was in that set of intentionally bad games labeled with random DL screen names.
  10. this If Shermie could hyperhop and if her grabs came out in like 2 frames then maybe D:
  11. Grapplers aren't even really grapplers half the time in KoF. They're almost always crazy poking characters or rushdown to phat combo characters, it's just their combos end in moves that are also command grabs so they can pretend to be grapplers when they never really have to deal with the entire grappler vs. anybody else dynamic. Clark is the dumbest "grappler" character ever conceived. His mixup is like, hop to combo ending in grab -> elbow, low to combo ending in grab -> elbow, grab -> elbow, actually any ground hit which is then combo'd to grab -> elbow, or grab to combo ending in grab -> elbow. Elbow then sets that mixup up again. And since uppercuts and the like are so terrible in KoF, as are most supers that aren't grabs, his best bet to bait reversals is wait a split second... super grab -> elbow. He can also wakeup grab -> elbow except it's KoF so people would just be jumping at him anyhow (except it just comes out really fast and beats things anyhow lololol) But that's just the essence of KoF. hmm well grapplers could be balanced out if we didn't let people combo into command throws and if they were actually slow... oh wait no let's give these characters running command throws that they can combo into from further away! Not like it matters because they'll be good but not the best anyhow.
  12. 2H has a weird startup delay that makes them think a dust is coming so that's a mixup too ;( He also has some funky tech traps for people who are silly enough to tech against Raou (though he has those jH bounce loops that are very tempting to try to get out of)
  13. netherlands real to get comp
  14. If your opponent is the type of person who mashes burst as soon as they get hit by CH Mappa, then okay fine. There are plenty of players who won't reflex burst often, if at all. It just takes time to get used to not bursting immediately and seeing what hits you next, really. So I agree, it's nice to do some crappy low damage combo and watch them squirm and burst badly... but it's way better to just condition people to not be so stupid with their bursts anyhow. If they burst every time they eat certain setups, okay bait them and punish, be done with it. But in the cases where people are careful with their bursts and it becomes a mixup situation, then I say go for it more often than not. Sure, it encourages them to burst sometimes... but it also makes them realize that they can't just hold onto their burst all the time, either.
  15. Konoha - K tier in normal AH (aka top 3), loli tier in FULL! (aka pretty much top tier, under uber-loli Lieselotte). Easy-ish combos and stuff, easy easy easy pressure and such, doesn't seem to take damage terribly well (not as bad as Chipp, for reference), doesn't do huge damage very often. Works well with many Arcana. In normal AH she has an AMAZING clash game, in FULL! it's just pretty good. Kamui - K tier in normal AH (aka top 3), sword tier in FULL! (aka top/borderline top). Great normals, good poking/zoning/defensive play in general, good damage output, works well with a lot of Arcana, great supers. Not much to say about her, she has a sword unlike the rest of the cast... except for... Fiona - large bubz tier in normal AH (aka bad, along with Maori and Yoriko) and... still bottom tier in FULL! according to some. Still competitive, has okay-ish pokes as long as they actually have time to come out (and don't whiff), has okay-ish damage (different Arcana can make up for this with either setups or combos), potentially HUGE damage (clean-hit rekkas/super), has some silly things... would be great if other characters weren't so much better at a lot of things, or if a couple of little things went her way.
  16. I actually do the super at least once per gathering/meeting/casual session because then people can never think "well he's never going to do the super so I just need to watch out for his other options." I may not do it again for like a month, or I might do it like 2 times in a row just to get the point across, but the fact remains that I can and will do it eventually... so it makes people second guess themselves a little. Not so much that they don't pressure me, but enough that I'll get free outs sometimes. Just think of it like a burst (a bad one, though)- sometimes the thought that you MIGHT do it does more for you than actually doing it. On the topic of Slayer combos: Why do flip RC combos look so cool yet suck so bad?
  17. If you pump the motion really loudly you can scare people into thinking you're going to use it. Works even better if you do it the first chance you get during a gathering because then people will go out of their way to bait a move you never intend to do again. TOP TIER MIXUP?! That said, if you find yourself in the unlikely situation where you are knocked down but your opponent is the one who is cornered and trying to mix you up unsafely (or your opponent is a cornered Sol who will eventually try to Riot Stomp lololol), then uhhh by all means do something phat. Pretty easy to connect 6H into whatever combo you feel like at that point. Also physical violence carried out by fists directed at facial features for the express purpose of punishing a failure to avoid said tactic and to discourage further use of said tactic.
  18. Dizzynecro is all about spreading his seed on little girls.
  19. Random note but on a bunch of characters that you can do 2D RC H JC [jH, K], land, H... on, you can also start off 6K, K > 6P FRC.
  20. If your only option is to uppercut/move with lots of full-body invul (many characters lack this) or to reversal backdash (which gets hit anyway in most situations), I'm failing to see how that makes Eddie pressure this porous, "you're only stuck if you suck at defense" kind of thing. And is it absolutely necessary to pick up those escape options to deal with Eddie at some point? Of course. Does saying "oh I saw kaqn do it against Ogawa this one time" make it any more likely to happen against an Eddie player who mixes up his timings/setups? There are very few absolutely hopeless situations in any given match, there's always some kind of option- but against a good Eddie, it's picking between bad and awful. For every time you guess correctly or execute your escape tactic, there's another time where Eddie baits it, or catches you asleep, or just blows meter to guarantee his setup. And then there's all the qualifiers like "if Eddie doesn't place/time his puddle/drill/etc. correctly" which is just a more nuanced way of saying "if Eddie screws up." What if Eddie doesn't screw up? I will say that even a really technically sound Eddie will make those kinds of mistakes every few rounds or so. But if they're only making that kind of mistake every like... 5-6 rounds or so, and you're in a tournament situation... I realize that the current top Eddies in the States are noted more for smarts or the ability to fix technical mistakes than for their ability to not make technical mistakes (which are probably more important skills in a tournament setting anyhow) but saying "I saw a video of kaqn getting out of Ogawa's setup this one time" is a whole lot different from getting out of Ogawa's setups yourself. It's also great to not mention all the other matches where kaqn got raped for getting touched once, or completely failed to escape an unblockable.
  21. I'm such a scrub, I can't block unblockables, even though I block like 95% of all non-unblockable Eddie mixups! I'm such a scrub that I can't do anything but sit back and block while stuck in perpetual blockstun! I'm such a scrub that dizzy combos actually dizzy me! Man I have severe defense issues! Oh wait I forgot, you're psychic so you apparently also block unblockables every time and also apparently you receive less blockstun and take less damage. Sometimes I forget that you have severe "I don't know wtf I'm talking about because I never play anybody who actually plays their characters correctly" issues.
  22. The problem is that while Chipp has all the tools in the world, everybody needs one "lucky" hit and it's ggpo. And "lucky" hits happen fairly often. Like, say what you want about how Chipp can dominate Eddie, but Eddie needs to make you block once and you probably just lost.
  23. lol Sol has a better command grab and he also has a dust but Robo Ky's mixup is B- and Sol's is C... apparently Robot Ky's dust is amazing ;(
  24. human robo-Ky N.O. is too beastly. When will that man win himself an SBO.
  25. You can parry the ball, but the mixup after it is still kinda hard to block. But IIRC you can parry -> 6P/c.S if they airdash for the overhead/crossup. If they go low... IIRC your parry should take place before he lands so you can probably hit him before it matters either way, but I haven't played against Venom in a long time. Also parry -> burst cancel buys you some time to react.
×
×
  • Create New...