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worldjem7

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Everything posted by worldjem7

  1. 6A is faster than 2C and has high invincibility. If you're feeling pressure and you think you have enough time, you could stick out a 6A where a 2C would normally get counter hit. I feel vs Ragna 6A might be more useful if they try to space their j.C as the invincibility could allow you to throw it out safer than 2C. Sometimes 2C gets punished if you whiff or space incorrectly. Against Hakumen his sword is so gigantic it seems like he'd be able to space his C and hit you either way, so using 6D or 2D might be more effective. One good use I've found for 6A is right after a grab. I find it much easier to get 6A after the dash than 2C and it still allows you to combo as you would using 2C with a small sacrifice in damage.
  2. I don't know what you're trying to say. I already admitted I was wrong. Pulsar is the correct translation.
  3. Then, I guess I just explained why it's translated so badly. They must have figured what I tried to interpret. I already knew about the L-R thing with ラ~~ and so on, I was just trying to relate the English name to the Japanese name to justify why it was spelled like that. It's the word itself that is incorrect in English since it isn't even a real word. lol Regardless, wakarimasu. Failure translation is failure. The more you know.
  4. I never said it was. Poolsar would be プールサー The "Pul" in "Pulsar" is more pronounced like "Pull" which would be pronounced like プル(PURU).
  5. English: Act Parcer 日本語: アクトパルサー (Japanese: AKUTO PARUSA-) If it was Pulsar it would be プルサー (PURUSA-) Speaking of act parcer, I don't know if it's been brought up before, but you can buffer a grab during Act Parcer to make it so that it auto-grab releases even if they would throw counter you normally through your Act Parcer.
  6. What you say works the exact same in reverse towards the top tiers. Nerfing the top tiers would make their already fair match-ups slightly more lop-sided against them. I'd rather buff the low tiers, making them more viable and more fun, and create a couple new 6:4's in their favour than nerfing the high tiers, making them less viable and less fun, and creating more 6:4's against them.
  7. Alright, I'll give you that. I apologize for not being clearer. Most characters can combat each other with a fair chance of winning with the worst match-up being 6-4 for the most part except in Tager and Hakumen's cases. These two have even bigger problems than the rest of the cast versus the top tiers because they simply lack the tools or attributes to be able to feasibly compete with the top tiers. I strongly feel a nerf is not needed on anyone. Yes, Nu/Arakune/Rachel are amazing but, that doesn't mean the characters under them can't beat them by being better players than them. Only when you hit the bottom tiers, such as Tager and Hakumen, do you see a real problem with their match-ups against the top tiers. With that said, all that's really needed to balance Top vs Bottom tiers is to buff up the lower tiers to give them better tools for fighting against the top tiers.
  8. mindset =/= interest Besides, if you're going to write off my entire argument, whether it's valid or not, because of a single word, you're just being ignorant. What I wrote is not false but, because I say it you refuse to believe it. Nice logic there.
  9. The only real thing that needs changing is Tager, and maybe Hakumen, with respective buffs, so that they can better deal with the top tiers. Everything else is manageable. You just have to get good enough to deal with it. The game is only about a year old in Japan and it just came out in N.A. Everyone needs to calm down and just play the game and learn the match-ups and quit bitching about nerfs. Anyone who cries "Nerf" on a top tier in a brand new game is a scrub. Once the meta-game develops in a few years, then we'll be able to see if our suspicions are true.
  10. Well, it's not like we're trying to keep a secret or anything. I don't know why you feel so accomplished. In any case, I really appreciate your advice severin and I will try to implement it into my next encounter. Thank you.
  11. I think it would be helpful, in the notes below the combos on the first post where it lists damage, to show the total number of hits in the combo to get that damage. Does anyone agree or am I just being facetious?
  12. Is there any move I could use to interrupt their string after barriering some of their moves?
  13. I'm having problems with Ragna at the start of the match. Every time the game starts I almost always get stuck in block right when it starts. If I try to back dash, he can catch me before I can act. If I IAD backwards he can do the same. If I try to throw out 2C or 3C his move comes out faster and counter hits me. So basically, what can I do to get out when I get stuck in block vs Ragna?
  14. About this combo: I've found that you can omit the dash and still do 3843 throwing forwards (doesn't work backwards). The timing for 2C is that they have to be in front of the 2C when it hits as they're descending right before they touch the ground. Also, as soon as the 2C hits you have to activate 6C.
  15. http://www.youtube.com/watch?v=QSsFkXaFtEs&feature=PlayList&p=CA3DFCF4159559C8&index=5 Wouldn't you be able to extend this combo if instead of 6C you did 3C and cancelled into 214A and then went nuts with her BnB aerial combo or w/e? Would it do more damage or would the scaling kill it?
  16. It's Nu. She has more swords.
  17. Masks are cool. Swords are cool. Who is my main?
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