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Devdan

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Everything posted by Devdan

  1. Yeah, I meant 6B into CC. If that still works, the buttons on the machine I was playing on were malfunctioning in a remarkably specific way, because I tried to do it a lot of times.
  2. I don't feel great about the new move. I miss raw damage qcb d. I miss breaking guard primers. Also, her new colors are really bad, and the returning colors are redundant (white, white, white, dizzy). Playing Mu has bummed me out since CP, and I was hoping CF could fix that. Oh well. [edit] woops, posted in wrong thread.
  3. *scrub who just played through arcade mode Her moves feel faster in general. Hopefully I'm not imagining it. Her drive attacks feel so much less chunky. The few combos I knew with her still basically worked, aside from 22d bouncing the opponent away now. I lost to Nine though, which was embarrassing. She's tough compared to CP "bosses", but that's about it. I never really used Bullet in the past, I'm bad.
  4. My whining may have been premature, haha. Played through arcade mode with Makoto today, and aside from the nerf to shooting star messing up my corner throw damage, all the stuff I'd committed to memory still works. Although forward b only gets one hit now? Kind of an odd change. Not sure what to do with the new special either.
  5. I sure picked a winner to try to main after deciding Mu was dead to me. I never got good with her though, so I guess that's a win?... Seriously can't stand how they balance this series. This was my favorite game once! I can hardly believe it.
  6. I avoided this game for years, and was pleasantly surprised when I finally gave it a chance. Feel like a jerk now for assuming it was bad just because nobody in Japan plays it (NOBODY!!!). I'm not very good at it, but I mained Carmine and subbed Linne for like a month, and was able to do all the same stuff in the arcade (new version) as in the home version. Feels the same. Moves are easy to do, and the combo system is intuitive, BUT the bnbs characters wound up having are really weird. Like, even for vanilla characters like Hyde, they are not intuitive at all. Some really strict timings on things if you want max damage, but you can probably get by with the easier variations. Anime fighters have too many combos, the community should really take the Street Fighter approach and just highlight the ones worth learning.
  7. Figures the arcsys game I didn't get super into is the one without balances changes. Bleh, I support the choice all the same. Keep it this way, and Ill find it in me to care for sure.
  8. I've been trying to bait them, ug. Maybe I need to watch more videos, but that's my least favorite part of playing this game. Another thing I hate is that quick stand that nobody ever used to use, but now people use and I'm not used to it. Some characters (Hazamax10000000) don't even look like they're up when they use it, so I take too long to hit a button. I didn't know about that option select or the utility of 3c though, I'll have to try those out. I kind of hate option selects, but in a situation like this I'll deal. The real trigger for me here was losing to a Ragna player irl. You can never friggin' tell if a Ragna player is good or not because they all use the exact same combos 100% of the time. It just seemed like every DP was super lucky, and every combo I started would drop. He must've been secretly good, but it didn't feel like it. If his spacings were accidental he's the luckiest jerk who ever lived. I finally got a combo that pushed him toward the corner after he got like 5 rounds straight on me, he was falling from 2D, and I tried to do 5D (even though I know it wasn't optimal, it definitely SHOULD have worked) for the orb oki, and somehow I timed it slightly too slow and he turned it around on me, and I just wanted to rip that arcade machine to shreds, which is obviously unacceptable. I just got up and walked off as he started his combo, because Japanese players never ever ever drop their combos ever under any circumstances. Also, I was only playing the game to take a break because of how super hot it was, and I didn't think anybody would challenge me. Bleh.
  9. I'm like 99% sure I did lunatic upper at the loc test, nothing makes sense anymore. Also, I still inexplicably haven't quit trying to play Makoto which is really stupid of me because I'm garbage with her. What do you do on wakeup if not in the corner, because every match feels like a coin flip. Do I pursuer, and risk getting hit by DP, or do I give up pressure completely which is obviously never the right option. I may need to just accept that I need to play someone more zone-y, because every time I have the tides turned because of a random ass guess DP I want to chuck my stick through my window.
  10. I really want to know if 2c is faster, or just hits the opponent higher, OR if I was delirious from the heat and lack of sleep and imagined the whole thing. All that says is no fatal counter. I didn't even know it had fatal counter!
  11. Well, I'm in Japan atm so that last part isn't really relevant. just knowing it's coming makes training in this game feel like a waste when I could be playing 3S. Not saying "now BB is bad", but that's just how it is. It happened when I was super in love with BB, it'll happen now. The drastic combo changes really don't need to happen so much. Oh well, back to talking about CPEX. Have I mentioned I hate this game's CPU? Oh, I have. Well...I do. Even on low difficulties where the CPU is brain dead, at low health they're button read out of nowhere. Was doing score attack A, and Tsubaki was running straight into everything as she does. Threw out my astral, and suddenly she decided she wanted to win. Started blocking everything, and when randomly supered me out of the startup frames of some normal. So irritating.
  12. Ug, I was weirdly enjoying CPEX too. I know a lot of you think it's somehow petty to not want to learn new combos every year, but it's really not. I liked my old combos. Maybe they'll make Mu fun again though, that would be nice. I never really liked the CS character art, and I definitely don't like ANGRY Tager and Bullet, but oh well. The new stages look decent, and if they're recoloring old stages to give everyone their own stages, I am all for it. Definitely don't want to have to learn more matchups. I still have no idea what Kokonoe even does. Couldn't get a feel for her one bit.
  13. The CPU blocks it when I delay it. If I don't delay it all the way, it doesn't stun long enough to hit with the crush thing.
  14. I suck and can't understand this, someone explain please. https://www.youtube.com/watch?v=iFLFxrsq0Pk The first hit never works, it gets blocked. What do I need to do?
  15. Maybe I'm wrong about this (I never got SUPER into Abyss, and I'm stuck on a pad), but I feel like there's a lot more "fight waves of braindead easy opponents; last floor guy has a million defense, and psychic reversals you out of everything" this time around. Really not liking how often the CPU lets me wail on them until they're at low health, then activates OD to avoid the hit that would (start the combo that would) kill them and goes ham.
  16. Thanks. I guess I was kind of expecting there to be more to Variable Rush and Infinite Blast, but whatever. All other responses were very anime, and precisely why I didn't want to read the whole thread.
  17. They shouldn't have bothered making the game enjoyable if they didn't want fighting game fans to have to clarify such things. I don't like visual novels and I don't like mascot characters. But I did like Arcana Heart, so I gave the game a chance, and it was surprisingly enjoyable. I searched several pages of the thread and did a google search, ok. If the explanation were somewhere obvious, getting annoyed with me would be more warranted.
  18. Is there an english explanation of how the burst-mode thing works, and how the...I dunno, mashy combo thing works? As much as I hate everything about this game, it seems kind of fun just from wailing on the exceptionally stupid CPU (who will let you infinitely juggle them with Saya's down heavy).
  19. Dust + any button is burst. Bursting is not blocking. Bursting is a get-out-of-jail semi-free card for when someone is comboing you. I say semi-free because after you use it, it takes a while to recharge. Back + any 2 buttons OTHER THAN DUST is Faultless Defense, which is a type of block and is important. While you use it, it drains your super meter, but in exchange you take no chip damage and the enemy attacking you gets pushed back more than usual. If your opponent throws out a random super when your health is really low, ALWAYS use Faultless Defense. Can't tell you how many people online I've chipped out only to look over and see they didn't use their meter.
  20. I've had much better luck than you when it comes to winning, but I've mostly used Ky, I-No, and Faust. I used May a little, and found I literally couldn't land ANY of the combos I learned with her. Played 11 or so matches, couldn't land one command grab. I don't get how you're supposed to setup crouching slash into dolphin charge. I won just by spamming specials, and doing basic run in kick, slash, crouch dust. My point is, just because you can a combo in training doesn't mean you have any idea how to apply it in a real match. Hopefully you're starting out simple, but if you're not you may want to dial it back a bit. Training mode is good, but you're unlikely to learn how to fight actually people there. In my experience, the average online player is way too hungry, and hits too many buttons, so spamming the crap out of horizontal dolphin, and mixing it up with verticle dolphin works well. It's SUPER unsatisfying to win that way though. Honestly, I don't personally understand how May is an "easy" character", and would recommend starting out easier with Ky or Sol (or Faust if you don't mind gimmicky wins. People REALLY don't respect the meteor, it's weird.) I'm still new to the game, so I'm not pretending this is sage advice, but it might be worth considering.
  21. Good to know. I'll resolve to keep at it, but I'm always pretty OCD about what character I use in new games (which this basically is for me). Hopefully I can get good with somebody, instead of getting mediocre with everyone.
  22. I've been messing with Faust the last couple days, and he doesn't seem too complicated, except I can't drill cancel to save my life. Is it one of those things people who have used Faust for years think is easy, because they don't remember that they didn't learn it instantly, or am I seriously expected to be able to do this no sweat? Because it's hard. The momentum stalling part is simple enough, but I'm almost always too low to the ground to jump cancel the jumping k, or too high, and can't combo after hitting with the drill.
  23. FINALLY, that had to be close to 4 hours total. On the bright side though, at least I figured out what I was doing wrong...for like 4 separate steps. If you don't have a background in May, it is a very strange one to figure out. First, you can the first 6HS to qcb instantly, but can't do the frc until he hits the ground. Could've probably shaved an hour off if I had known that first. Then, you have to hit the dash HS REALLY low. Probably 50% of the time, I'd try to do 6HS too fast, and just stand there FDing like a moron. After that, let go of the p.dolphin pretty much at the same time as you do the charge move. After that, you have to delay the jumping S, but if you delay it too much you can't get the HS. If you don't end it really low to the ground, you can't get the followup. The dash is so short it's barely even a thing. So yeah, thanks for your support. I did all of Ky and I-No's trials, and I don't think any of them took more than a half hour. I don't think I understand how May falls under the easy category, she is super weird. And moving forward, I still have no idea how to use her hoop dolphins, or beach balls as tools, but I guess I might as well mess around some more at least. It was smart of me to start with Ky, I learned my lesson after trying to start 3S with Akuma who is an easy character to play like a scrub, but crazily complicated to play well. Is that true of May as well, or am I just bad? Hoops and beach ball are not straightforward concepts at all.
  24. Well, I was able to figure out the rc timing enough to do it a bunch of times in a row (and then not at all for like 10 minutes because that happens when you spend way way too long on one combo with no real breaks), but I still couldn't get the last jump s and HS. I don't understand how people discover combos like this. If you locked me in a room with nothing to do but play this game for 5 years, I'd have some basic gatling variations and that's it.
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