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qwerty

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Everything posted by qwerty

  1. so after playing it some more, i've come to the conclusion that while there are much worse games, no other fighting game captures the essence of what it means to be poverty better than this one. everything combos into everything. literally. everyone has a dp, with the motion being down down A/B. clashes = mash throw, regardless of range. yes, it is viable to throw out a move to clash with a fullscreen fireball and punish with a throw (i wish i was kidding). speaking of throws, they're ridiculously good- especially cathy's. i'm gonna start pushing this shit on the norcal stream and hopefully get some hype going for it, even if it's entirely ironic.
  2. http://www.dustloop.com/forums/showpost.php?p=628846&postcount=1705
  3. be careful what you wish for
  4. free unblockable off of return jack? that sounds like it would be pretty dumb, haha. if you ask me, the best solution would be to simply get rid of return jack altogether and make jackhound better. return jack seems like something that was tacked on as an incentive to get people to use jackhound like they used to, only that it didn't really work out like that because jackhound is so easy to stuff/punish in ac. if you were to make jackhound too good (see: slash), it would alter johnny's character design so much that he probably wouldn't play anything like he does now (or perhaps he would, but only situationally). in that regard, i understand why arcsys nerfed jackhound the way they did.
  5. eh, i don't really think it's necessary to be able to combo off of it. as it is, you can just spend your gold burst on return jack rc for a midscreen unblockable. it would be nice if it had less recovery though, that way people couldn't burst through it and punish.
  6. first hit of sweep puts opponent airborne, airborne jackhound floats opponent on hit. ergo, guaranteed return jack (burst notwithstanding).
  7. j.C on the other hand is virtually flawless if you just use it right
  8. that's kinda the point, yeah also corner knockdown is nice oh and it does more damage than forward throw
  9. if blocking in this game didn't consist of jumping and mashing airblock/ib, i'd be more excited about it. hell yeah it is reference: http://dustloop.com/guides/bbcs/frameData/hakumen.html look at backthrow proration nope
  10. woah nice avatar

  11. 5K c.S 2D (1) jackhound *delay* returnjack
  12. the one exception: when your opponent blocks a j.C and you want to do hotaru/tsubaki/nothing.
  13. zerozerozerozero

  14. why you be puttin my boy down like that it's because he's black, isn't it
  15. there isn't much to look at, hahah just lots of braindead zoning and ten minute combos
  16. aaaaaaaaaaaaaaaaa im such a little bitch at least chris got pictures of me puking on his floor, haha
  17. you don't need to get close man, he needs to get close to you. keep him away with j.C, 4C, hotaru and whatnot. cut chains when you can, preferably on reaction. idk man, this is one of the easier matchups if you ask me. hazama is a turtely character by design, and he has to be aggressive against hakumen because you out-turtle him. nothing he has will stuff j.C at it's max range; all he can do is block or get hit if you use it correctly.
  18. i mean if evo was actually about fighting games why wouldn't it be in a place like sj yeah people mostly go to evo as an excuse to get smashed and gamble
  19. vegas nightlife > fighting games
  20. qwerty

    Guilty Gear CPU

    the cpu cheats, i wouldn't bother
  21. link a second 6C, shippu
  22. yeah, hotaru is pretty boss. it has a lot more range than you might think.

  23. okay we've all had our fun but seeing as this may very well be one of the first threads people read here i want to make a serious post outlining the biggest differences. - in bb, jumping is generally good. 4 frame startup, A+B+C option select, and ridiculously bad air throws make the air where you want to be. - in gg, jumping is situationally good. yes, you can block in the air, but that takes from your actual meter, not your airblock meter like in bb. and air throws are really damn good in gg. - bb's okizeme game is almost entirely reactionary; you see how your opponent techs and pressure accordingly. very rarely do people actually guess when applying pressure on their opponent's wakeup. - gg's okizeme game is hard as shit. you have characters with unreactable 50-50's, 3-way unblockable mixups, unblockable setups that follow you, etc. - bb's execution barrier is very lenient as every button press is autofired for 5 frames (this is called advance input). most combos in bb are dropped due to spacing errors rather than missed links or inputs. - gg's execution barrier is generally pretty high. frc's, links, etc. - in bb, instant blocking is rather easy (can you do just defends in garou? if so, ib'ing in this game should be nothing) and incredibly good, putting you at +5 frames on the ground and a whopping +10 in the air. - in gg, instant blocking is hard and rarely guarantees a punish. same goes for slashback, only it's harder. well thats it im done with my post
  24. you're making a custom? how about six face buttons, and then add the shoulder buttons next to select and start?
  25. bb has mixups? not when i play it!
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