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Darkside937

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Everything posted by Darkside937

  1. GGs to OddSine, Kite, and the other people who joined.
  2. Gonna start a lobby once I'm done eating, probably in 30min or so. Edit: Room up, "No0BarsPlease." I'm down for long sets, anyone can just drop in whenever.
  3. Holy shit, Tsubu is a fucking steamroller. Things I noticed: - Rekka loops look godlike. Good damage and fullscreen corner carry, no meter required. The 2nd Rekka having more untech time will help against random air hits as well (if they try to jump out and eat a 2nd Rekka, they still get combo'd instead of teching away). - Goku Moroha is going to be ridiculous. In addition to the obvious buffs the move has received (completely refills Moroha gauge, less self-inflicted damage, lasts longer, etc), it has an indirect buff that shouldn't be overlooked: its unique ability to be super-cancelled into from nearly every move A.B.A. has. This means that any time she has 50% meter or more and a bloodpack, she has access to a safe frametrap that staggers on counterhit, wallbounces in the corner, and is plus on block, meaning literally ANY time she does something punishable, the threat of eating a huge Goku Moroha combo or at the very least being forced to deal with her insane pressure in that mode will be looming. Technically, she can already do this in AC, but with Goku Moroha being much more threatening now, it will be worth it--I'm predicting this will end up being REALLY stupid. - Normal mode throw distance decreased = much easier to get keygrab from throw. I can confirm that on Axl and Dizzy, she doesn't even need to dash anymore--just throw and keygrab. It looks like this will likely be the case on other characters as well. - Bloodpack FRC is fast as fuck. Practically guaranteed safe way out of Moroha if you have a pack and 25%. Questions I have: - Did they change Kashitsu aside from the damage buff? It looks like A.B.A.s are using it more, and it seems like it's landing more too. If they made it so you can't normal airblock it, I might just cry.
  4. ^Eddie can choose which shadow he wants to summon now, either its current AC version or the old version (now known as Shadow Weiss). Check the Eddie forum for more info. And thank you Teyah for the Kliff info. I didn't realize it was only on the dodge.
  5. Pisces has actually never played the game. It was his cousin the whole time. I swear. Whenever he wants to play BB, he calls his cousin and invites him over, then hands him the controller and watches. Basically, he plays by proxy. Another Neji rule: - Hakumen's counters are Ivan Ooze tier, since not pressing buttons to bait them is physically impossible.
  6. Room up, "No0BarsPlease." Also GGs to everyone I've played lately. I'm terrible at checking this thread.
  7. I think Kliff is going to slide down the tiers. Maybe not far, but no one has matchup experience against him yet. Combine that with being easy/beginner friendly and he's going to be dunking on people until he's figured out more. That, and one important thing I feel is being overlooked is that some of his moves have a random chance of failure due to him coming down with old-man-itis. Of course, factors regarding this are unknown currently: how high is that chance? Is it move specific? Nonetheless, it can happen, and one thing that makes top tiers extra solid is their stronger tools being guaranteed. Kliff does not have this.
  8. What's the minimum startup on 5D? Might be faster to use that or instant j.D if you need to counter high.
  9. Can't wait for more ABA stuff to trickle out. I know she's not exactly popular, but I'm really curious to see if the (5S > 5H)xN Goku combo is still in among other changes. She looks like she's gonna be a beast.
  10. Any word from JBBS yet on final changes? Or if someone can link me I can scan for some stuff (although it will be posted in Googrish).
  11. Ready for disappointment? For Hakumen, yes. But for ABA in AC+R...
  12. Can you j.A her j.B if going air to air?
  13. Labrys mirror is 6-4 in Red Axe's favor.
  14. Gonna hop on in 30min-1hr.
  15. GGs to everyone I played last night/this morning. Learned a lot.
  16. I'll be on later after some training mode. Edit: scratch that, gonna play with some locals. Maybe later though, like late night.
  17. What's the fastest? I'm curious. And that license plate is sheer excellence. I am indeed mad jelly.
  18. ...so can you Akumetsu a counter? (I'm just being silly and taking advantage of the excuse to use Psyduck. :psyduck: )
  19. If you Zanshin a Zanshin and the attacks come out at the same time, do they clash?
  20. Hakumen will be bottom tier if he remotely resembles the sorry state he's in now. The Hotaru safety nerf alone is going to absolutely cripple his pressure game to the point where it's non-existent as he'll likely be forced to immediately go for a mixup after connecting a couple of blocked attacks. There will be no threat in just mashing him out of hops since throwing out Hotaru now places the risk on him, so once he gets pushed out and needs to get back in, he'll either have to 6A, which is too slow to be used consistently, or Kishuu, which also isn't feasible to use repeatedly since it will burn through your stars, which he now desperately needs for damage. In addition, Kishuu itself has also been nerfed. That's not even mentioning the other laundry list of nerfs he's receiving in other areas. If they don't at least give him some of his more essential tools back (safe Hotaru being number one on that list), they are going to destroy him. Stuff like that is why BB's constant redefinition of character designs bothers me. Take Zanshin's changes, for example. 5D never needed a delay and 6D never needed a ridiculous 10 frames of startup. Those are just completely stupid and unnecessary changes, and their randomness proves to me that BB's balance team has no idea what in the actual fuck they are doing. It's also why I don't think adding a command grab to his move set would conflict with his design. Compare his original concept in CT to the train wreck he is slated to become. Is disturbing the integrity of his design something to even be concerned about anymore? It seems like ArcSys already did that long before CP when they ruined his primary defining characteristic over and over: Zanshin. But this is merely an aside; I'm not trying to resurrect that debate.
  21. Stopped reading right there. I'll type up my opinions on this discussion when I have more time, but the short version is that no, CS2 Hakumen was not better than CT Hakumen. You need to stop looking at certain aspects of him in a vacuum and realize you are WAY overestimating the usefulness of some things, e.g., 4C, which is a terrible move.
  22. "Fun" facts about Yosuke's B+D during testing: - The catch window is huge. It lasts until he stop waving his kunai, and the punishment window is quite small in comparison (on whiff, it's the "stumble" at the end, on activated whiff it's as he withdraws his extended leg). - Upon catching an attack, your canceling options are removed. This means you can't super cancel or if you use rising j.B to bait it, you can't cancel into j.214B/double jump to punish, you can't chain into something else, and you can't OMC. Once your attack activates it, you either get caught by the counter or your attack is treated like a whiffed move (if the counter activates while you're out of range). - It activates on EVERYTHING that is an attack, including normals, specials, B+D, supers, projectiles, throws, IK, and even unblockables like BI, meaning it beats it. Retarded. The good news: - The startup is extremely small but not instant--meaties will CH Yosuke if he's mashing it on wake up. - The recoveries on both whiff/activated whiff are in CH state for their duration. - Yosuke actually takes slightly more blue damage than the real damage you receive. If he's spamming it, he can potentially hang himself by building up too much blue life, assuming you can tag him with something before it recovers (good luck). Best bet to bait it IMO is the old fashioned way: do nothing and blow him up once it whiffs. Yosuke's life is pretty low, so a beefy combo opened with CH 5B can ruin his shit and make him think twice about throwing it out.
  23. Least favorite matchups: Yosuke/Chie/Yu Favorite matchups: Kanji/Liz/Mitsuru Yosuke is annoying because his B+D is waaaaay too good; with Chie and Yu it's basically get knocked down > get thrown in block string prison > lose. Kanji is really fun since there's a lot of risk taking on both sides with very painful punishment. Liz is fun since it feels like figuring out a puzzle. Mitsuru is fun since it has that "uphill battle" feel; it's really satisfying to win knowing that you clearly outplayed her since her tools and options are better than Labrys' in pretty much every category. For me, SFxT is a bad game because its hitboxes are awful. Super inaccurate hitboxes are a big pet peeve of mine in FGs, and I predicted they'd be kinda jacked up since it's made by Ono and the SF4 team (a game which had arguably the worst hitboxes in popular FG history). My friend bought it day one, went into training mode, and did Sagat's s.MP on a crouching Poison. Even though his fist cleared her head by a good two feet, it still connected. After seeing my suspicions confirmed, I thought, "Yep, I'm good."
  24. Sup everyone, it's been a while. But I finally got P4A! And I can kinda do BnBs maybe sometimes! But yeah, I'm awful and need matchup experience, lol. I definitely need to play with some of you guys.
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