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darklightjg1

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About darklightjg1

  • Birthday 07/10/1986

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    Darklightjg
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    Darklightjg

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  1. Any advice on dealing with or getting in on some of the more heavy-handed zoners like the Murakamo units or something like Es if she gets started with keep-away tactics etc? It's really hard to get gravitons/flame cages out or teleport/jump/jump barrier at the right time before they recover and counter. Without meter, I feel like you gotta hold dat. 5C only helps against the slower/low durability stuff and black hole is a big gamble (maybe super ball is better for this), but they both cost meter while these characters can get their stuff out much easier.
  2. Stupid question, but does the new spin move have any type of invulnerability?
  3. Just fired up the game and got a patch 1.04 update. Any know what the patch was for? Is it the same as the arcade patch changes listed on the previous page?
  4. The difference is several frames... Also, as someone who doesn't have nearly as much experience with this series as with SF, it's hard to identify when certain tactics are lag tactics and which ones more legit. It takes while, but usually whatever BS I encounter online, I recreate in training to see if whatever I was trying to do as a punish will work out or if I should go for something else.
  5. Any advice on the Mu 12 matchup? I'm not really familiar with a lot of matchups in this game and I just kind of act based on the way the player is playing for the most part, but this one gets to be a bit of a problem more than I'd like, so I figured I'd ask. Specifically how to approach her as she seems to out-range me a lot and my projectiles dissipate when I get touched but not all of hers do apparently (caught by lasers while I'm in the middle of comboing her). I saw some Tetsuwo vs "the world" vids playing against her to gain a little insight, but there's some differences in playstyle and some things he knows that I definitely don't yet. Some things I tried at last week's session and previous weeks, but was ultimately unsuccessful: - Try to teleport in-between her strings and punish - Try to instant block the strings and punish (this gets me hit more than I'd like from accidental backdashes) - Graviton -> Fireball/teleport to get near her - 22B traps always helps, but they don't win the match Some things I haven't tried yet, but practiced/noticed recently: -Low profiling her j. 2C with either my 2B, or 3C. I know 6A beats it cleanly too, but I don't always see it coming, so I figure I can use those when I need slightly more time to react or from crouch-blocking. -Barrier to push myself out during her string, and if she cancels into a special at the end, it misses and I can whiff punish. -3C to counter her 236A (or just airdash over it as it has way more recovery than I thought). -I noticed last week that her lasers aren't really doing any chip damage outside of OD (correct me if I'm wrong) -Graviton -> Activate to push her away from her own steins then chase her down. -Black hole to catch stein spam in the air (duh... why didn't I try this earlier)? Those are the things I'm going to try out this week, but any additional or more in-depth insight would be helpful.
  6. Wtf man. They gotta pile on other stuff along with a graviton nerf?
  7. Yo title screen nerf? I used to just let the game sit on the title screen and listen to the music while I chilled. Now it doesn't even play for like 30 seconds before going back to the anime demo. Kinda wish I could just select it in-game though and practice to it.
  8. If you're just talking about picking her up, I don't think she was that hard to learn in the first place. If you mean starting with her in CP and then playing her post-patch, it depends on what you were comfortable with doing imo. It's a mixed bag for me: -Getting used to doing j.2C less will take a minute for me. -6B > New Stuff isn't that hard to get used to/learn as they're generally just the old crouch-only combos. -Less advantage on 236A means I need to change my post knockdown habits, or even do a different knockdown all together. -Corner combos are more or less the same. -Auto-Super is 1000 unscaled damage, so it's easy to decide when you want to use it as an ender or not. -Fishing for counter hit combos are still easy too. -214A/B/C is a little harder to use. Things that didn't affect me as much (because I intentionally avoided doing it in version 1.0): -I never learned the common inescapable black hole setup(s) (the one(s) that wouldn't work post-patch), because I didn't want to develop it as a habit in order to make the transition easier after the patch. Not sure what the damage cap is now after black hole, they seem to tech out of the combo I used to do (unoptimized... it was just easy). Is it still a lot of damage? How much less damage is it? What about heat gain? I'll probably learn the new setup, I just don't remember where I saw it. -I also barely went for instant j.5C because I knew that was getting taken out as well. -Lastly, I barely used Activate to poke in neutral because of the patch notes, so that change doesn't affect me as much either. 'Working on using it to push people where I want them more now (like into traps).
  9. You react. Expect to lose some time/frames on your real reaction time when you play online though which is why people tend to act a lot more in anticipation online. You can still technically "whiff punish" if you attack in anticipation, but you're not actually waiting for them to whiff anything when you do that. It's just lucky that they happened to whiff a move at the time that your 5B/2A hit right after. That's more like fishing than it is punishing.
  10. One thing that helps a lot from my experience is to check the wiki for key moves that'll leave them at enough of a disadvantage that you can either punish with 2A/5A or at least beat their next move with it. The visual aid makes it easier to spot than other games that usually only give frame data. This is useful against matchups/characters you don't get to play that often. Then in the match, I just try to chill and wait and look for those moves in the string before I act. It's a gradual process and the results aren't instant, but shit does get a lot easier to deal with over time. Re: Being out of Inferno Divider range: Being out of reversal range usually means you have enough space to interrupt with one of your faster normals or at least block/barrier to get enough pushback to escape the pressure. And yeah, getting used to a particular character's pressure strings and seeing the legitimate gaps that you can interrupt/punish does take a while sometimes. Sometimes you also just gotta bite the bullet and let them get close enough to counter assault out so you can regain space and positioning.
  11. Wtf. After looking up what that is, it already has a set release date for June 24th. Give it all the promotion, love and attention closer to that time... not now. It's BBCP's time to shine. Aksys, get that bullshit outta here and don't tease something happening mid-May and then ignore the thing we've actually been anticipating to come out mid-May. In fact, just stop teasing and say what it is. Game company trolls, Jeez...
  12. Same move prorate (if you used it earlier in a combo) is the only reason I can think of. Quick question: does anyone know what the minimum damage is for version 1.1 236C into her new Greed Climb super?
  13. Seems like it'll only be 13 frames of blockstun if that's the case meaning cancelling into 22A still leaves an 11f gap. What are people using to keep her pressure/neutral safe anyway?
  14. That's fine. Didn't mean to make it seem like I was looking for any. I'm less concerned about the nerfs themselves and more concerned about breaking out of old habits before Evo.
  15. Why wouldn't they? They're running USF4 and that patch is out after the BBCP patch. Speaking of which, it's May in Japan now. 'Clock is ticking and I just want to get it over with, so I can practice my nerfed character and not wonder if what I'm doing is still legit.
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