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qwerty

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Everything posted by qwerty

  1. you do realize reversals are absolute garbage in this game right
  2. if you want to escape pressure just ib and jump if you want to mash dp to escape pressure theres this wonderful game called ssf4
  3. also starcraft is gay as hell
  4. cool i sure hope you enjoy ragna/lambda/bang teams over and over again because thats what youre going to get
  5. guys guys guys this game already has an unpunishable dp
  6. what the fuck why do a 3v3 this game only has 14 characters
  7. huh, for whatever reason i ended up typing out the kana for tenchi twice. should be just "てんち".
  8. last i checked, it had vga and dvi-i out, which is what you'd see on any pc. in any case, short of my typex2 cabinet in disguise as a laptop, there's no high res displays at rod's (his monitor is like 13" or someshit so rule that out) so you should definitely bring your own.
  9. Johnny: Suzume - 雀 Satou - さとぅ MK Jonio - じょにお Hakumen: A-92 Suzume - 雀 0 Tenchi - てんちてんち
  10. oh don't worry, we're all familiar with 8wr. especially since the time jaxel stole the info we posted for bbct, plugged that into the 8wr template and called it a "new community". i for one am not a fan of video uploading via forums; keep that shit on youtube. your online matchvids are not worth taking up copious amounts of valuable server storage. as for frame data http://www.dustloop.com/guides/ggac/data/ac/select.html http://dustloop.com/guides/bbcs/
  11. it's joining the install, for real. svgl sucks as a venue anyways.
  12. Edited by NekoNekoXD
  13. the entire matchup is a matter of respect, really. you have to make hakumen afraid to jump, which is really hard; you are going to have to actively prevent him from jumping by predicting when he will and trying to stuff him before he's off the ground. seeing as jumps are so fucking fast in this game + the fact that ib puts you at +5, you're going to have a hard time keeping him on the ground. that, and he can counter-predict your jump stuff attempts with a myriad of things (2D, tk hotaru, 3C, etc.). but, once you do, you'll be able to gain momentum and hopefully maintain it after a knockdown. failing that, beat him at his own game and run to the other side of the screen and charge. sometimes, you may be able to get him to play the aggressor and self-destruct.
  14. it's not as bad as it looks. but it almost is (i may even say 7.5-2.5), so i can't blame you.
  15. i haven't had problems with tsubaki. are you sure you're reading it right? nah, bang and litchi are dead even. if you'd like, i could list the guessing games that go on in those matchups and that may put things into perspective. tao is a bad match because she can easily get into close range regardless of where hakumen is. this used to be the case (in ct) while hakumen was in the air only, since he had aa 6A- which if you ask me, evened the matchup out. now though, his aa is limited to 5A (good, but no ct 6A), j.C (which tao can easily get around so long as she isn't sitting right at max range), hotaru (costs meter), and j.D (lol, really?). the flow of most of hakumen's matchups goes something like this; turtle for a bit, then when you gain 50% meter/a decent life lead, get into close range and finish them off. against tao, however, you are almost always spending the time you should be controlling space with on the defensive. this means faster meter gain (if you can IB), but also several chances to get hit and eat a taunt loop. that, and tao has actual okizeme now (sorta), so you're often put back into the same situation after you ground tech. in summary: it is hard to create space against tao, let alone control it. the one thing that almost makes me want to put the matchup at even is the fact that at close range, hakumen's offense is incredibly scary for her. at the same time, that situation doesn't arise nearly as often as you may think.
  16. 7-3: rachel 6-4: tager, arakune, tsubaki 5.5-4.5: jin, hazama, carl, noel 5-5: ragna, lambda, litchi, bang 4.5-5.5: taokaka
  17. there's a few people still chugging away at the rest of the character framedata, but there's nobody (yet) to translate the system notes. if you're up to it, pm me.
  18. i don't know how many more times this is going to have to be repeated, but here goes nothing. asking us to help you pick a main is like asking us to help pick out your wardrobe, car, occupation and/or diet. we don't know what you like and chances are you are not able to articulate it (mostly because you're new to the game/genre and aren't really able to put such things into words yet). the only way you will be able to pick a main is to try every character and see if any of them "click" with you. and if nobody "clicks" on the first try, give it a second try. failing that, try another game. the problem with asking for a "zoning"/"rushdown"/whatever character is that everyone has all of that to a certain extent. and as said before, unless you've been playing fighting games for awhile, you won't really be able to articulate exactly what it is you want, so any suggestions you get are going to be based on keywords more than actual knowledge of the character/game. that's actually the best way to think of it, too. ever tried searching for something on google and ended up with something else entirely because what you were searching for had a popular keyword? same thing here. i guess a more relevant example would be people asking for "zoning" or "rushdown" characters in blazblue. for example's sake, let's compare hakumen to ragna in cs. by conventional wisdom, hakumen is a "zoning" character, but it's not like he doesn't have "rushdown"; in fact, he has some of the trickiest frametraps in the entire game, so who's a "rushdown" character now? same thing with how people will say ragna is a "rushdown" character without taking into account how well he can create and control space. does this make him a "zoning" character? the answer? like i said before, everyone in this game has at least a little bit of everything; it's all about finding the character you're most comfortable using. and we can only help you so much (read: not much at all) with that.
  19. how else are you supposed to buffer directional inputs without giving up your guard?
  20. you need to be holding (and at your discretion, rhythmically mashing) 1 instead
  21. ps that last one is assuming you're outside of burst range which it seemed like you were then again i don't play this game anymore so *shrug*

  22. okay i only watched the first one - corner throw combo: guren 2C dustloop. don't give up your throw just because it's in the corner. - after you confirm blocking any nu C normal, mash the hell out of ib. you can gain 3-4 bars of meter from a 5C 6C string alone. - 6B guren and then 6D for burst bait? 6C is burst safe! especially if you have the meter for shippu since you can just react to the burst's autoguard.

  23. yes soul calibur the pinnacle of the fighting game genre and according to metacritic the third best game ever is clearly what everyone should strive to make their game like ps i seriously hope nobody is actually looking forward to this i mean mk hasnt even had an arcade release since god knows when
  24. oh yeah, and if this is true, i would like to see if we could get it a regular spot in our ranbats.
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