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qwerty

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Everything posted by qwerty

  1. well this changes everything! put it this way; ggac is 2d vf. the amount of knowledge required just to be able to play the game semi-competently, the matchup experience required to play well and the overall depth of the game makes just about every other 2d fighter fucking pale in comparison. much like vf, even the best us gg players lack matchup experience (it comes with having a large, diverse, complex and balanced roster) and drop combos because this shit is fucking hard. you don't get c.short xx c.short super, you don't get a five frame buffer on every input, it's you vs the command interpreter motherfucker; frc's are the sun in your eyes and spacing is the big rig with a blind spot that doesn't see you. bb on the other hand is like tekken i guess. maybe soul calibur, i don't know. i don't play namco games.
  2. bb is pretty low on the food chain. input barrier is beyond lenient, every button press having a five frame buffer makes it nearly impossible to drop an input. jump startup is super fast, especially relative to throw and overhead startup, making the game jumpy and making mixup not a very tempting option. faultless defense guage, no forcebreaks/quarter meter options make meter management durr hurr. eight frame window for instant block, fourteen frame windows for throw break option select, etc etc. look man i can point out all the things WRONG with bbct, but i think at the end of the day it's still a really enjoyable game because it gets just the bare minumum of basics right. but really, there's a reason we're all waiting for cs.
  3. gg is a hardcore game that was killing itself long before bb came along bb is an easy mode game that has potential to grow both are fun, both are shat on by capcom fans and neither will be at evo 10
  4. guard low, ib the bugs and shit, randomly throw out counters when he gets close, look for whatever openings he gives you (think of it as a shmup where you have to crash into the boss to do damage). that's about it, really. i got randomed out at cut by a mediocre kune simply because i was guarding low for too long and got negpen. edit: lol, this has more views than any other matchup thread. wonder why....
  5. .. .
  6. in ct you can 6B guren 6C off of ch 3C
  7. put jin then i guess

  8. if you ask me outside of a select few matchups, the lower tiers in ggac are pretty well equipped to win. of course then we get into the discussion of who's low tier (seeing as the only two characters that have stayed in the same tiers throughout ggac's lifespan are johnny and eddie), but that's for the tier list thread...
  9. if there isn't an official tourney, chances are a side tourney will be ran on someone's cab. i recall that being the case for bb last year at least. oh and hey i'll actually go this year
  10. oh, i didn't know you could do them before the last round now.
  11. with all astrals it's in the last round (meaning you have to be 1-1 in a best of 3 match), when you have 100% meter and your opponent i believe is at 35% health. or whenever your portrait flashes white. that's also a good indicator.
  12. since i'm gonna get my hands on cs at the end of the month, i may just do that.
  13. yo sog we cool for real dawg but you best not be dissin on dustloops one and only story mode champion he'll whip out the metal references all over yo ass if you ain't careful...
  14. something i've noticed is that a lot more than ct, people are doing air combos consisting of j.A and j.B. did they loosen up the timing for those? i remember in ct you had to late gatling them and they didn't give all that much damage (especially considering you could do a dustloop off of just about anything) but i've been seeing a lot of those in every cs hakumen matchvid thus far.
  15. what i can't help but wonder is how they implemented the hitbox invul if what ryoko said is true. is it in conjunction with attribute invul (the way i thought bbct worked for the longest time, no thanks to zetaboard's insistence on listing things as upper or lower body invul) or did they ditch attribute invul entirely? in any case, it's safe to say 6A is mostly to be used as a pressure and frametrap tool, not an anti air.
  16. try 6A'ing through a fireball or something to see if they changed the invul attributes on it. ryoko's been saying it's not head attribute invul anymore and rather is gg-style upper body invul. if you can 6A through a projectile, that solves the mystery once and for all.
  17. he was probably thinking about hotaru, because i've heard from other people that they thought it was an overhead. which is funny because like, i never do it when people are guarding low. if i wanna beat their mashing while they're crouched i'll usually just do 6B instead.
  18. 5DD slowfield x n instant mixups, just add knockdown! this is only half true. yukikaze requires very strict timing against projectiles to be guaranteed, but it can be pulled off. try doing it in training mode against nu's 4D (preferably after 5DD, that way you have time to buffer it). if you can initiate yukikaze on the exact frame 4D connects, the followup is guaranteed.
  19. it's a safe uppercut. so if you wanna punish punks who don't wait their turn to press buttons, you can do that. and if the punk wisens up, you can still punish him for pressing buttons by landing and countering. punk.
  20. qwerty

    CS Mechanics

    only thing that buffers more than bbct is realplayer on a dial up connection
  21. new voice is jawsome he doesn't sound old and constipated anymore also he untoggled capslock butan
  22. well, i even said that's the easiest place for him to bait bursts. though you are entirely right in saying that it's misleading to think of that as a solid burst tactic, when really it's more of a one shot gimmick kind of deal, so i stand corrected. he asked though what's specific against johnny. bursting as you get knocked down is something a lot of people do instinctively anyways, although i'm glad you mentioned bacchus sigh because i forgot to (since if it's frc'd, against slayer at least, it usually means he's anticipating a burst/reversal).
  23. nah, i don't zerp no more brah. i've been clean for weeks, the pipe's just there for show i swear.

  24. i'm for merging/deleting all ct threads right now and updating everything to cs. dustloop is first and foremost for the competitive scene, which always follows the series' latest iteration. people will still be playing ct for quite some time, no doubt, but those will be console and pc players, many of which only play online. they can have a ct megathread per character (like some of the gg threads do for #R, because people still play that online), but that's all they should get. but, as a way to prevent unnecessary (read: bad) info from polluting the cs matchup threads, they need to be locked indefinitely until there's more than just day 1 predictions being thrown around. wait until the game is out for 3 or 4 months, then allow for matchup info to start getting posted. but for combos and this thread for example, keep them open because new shit gets discovered at this stage of the game. which, actually, is also my argument for keeping the matchup threads locked.
  25. mindgam3, trust me when i say that it's a hell of a lot harder for jo to beat your 6P than it is for you to beat his OD. slayer is not the only character that does this and it's a pretty well established tactic against it (may, testament, eddie and a couple others can go through it with their 6P's). but really, you're slayer and you have ways to bait it, so there's no point in risking getting hit by it if you can avoid it. 6K feint and guard if you're that afraid of it. honestly though, johnny players will usually be intimidated if you're knocking them down a lot, and most smart ones would rather block than to risk 50% meter for something that probably isn't going to work. as for his combo potential, it basically comes down to four types of combos: low mist finers for damage (midscreen mostly), mid mist finers for knockdown (corner only), ji killer joker for damage (midscreen mostly) and ji killer joker for knockdown (midscreen and corner). if you wanna burst out his jump install combos, try to do it either as he frc's killer joker (that way he spends meter and gets the tension pulse penalty) or right before it (if you fear he's baiting the burst, as the easiest way to do so is to kjfrc and guard). for his mist finer combos, the safest way is to just burst through the mist finer (though of course, as any burst, it can be baited). when you're knocked down, take comfort in knowing that you can make johnny's life a living hell with, well, any of your reversals really. 2S is a good enough meaty at close range but it's pretty hard to stuff reversals with it. 3HS at a further range is better at it (due to being a level 5 move) but you can still beat it pretty easily. in short, it's a hell of a lot easier for you to get out than it is for him to keep you where he wants you.
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