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Darlos9D

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Everything posted by Darlos9D

  1. Darlos9D

    Megafist

    It's really something you toss out occasionally as an abrupt overhead, which is a nice tool to have. And yeah its definitely best to do it with 50 meter, but if you're pretty sure its gonna land and they have almost no health left, go for it. I've stolen many wins this way. I feel like Megafist > RC > cS > 2H > Heat does more damage. Hammerfall combos only ever seem worthwhile if you have 50 meter to RC the HF and continue the combo. Heck even just Megafist > RC > 2H > Heat might do more damage. Unless some values changed while I wasn't paying attention. Oh also keep in mind that backward Megafist is actually PLUS on block. So if you're near the opponent or they're moving in on you, it's not a bad option. Also, I'm pretty sure both versions are immune to lows on startup, making them both "anti-low" attacks. Oh and the wiki has a good suggestion for forward Megafist: since their punish isn't free, and you think they're just gonna mash after blocking or getting hit by Megafist, use a Blitz Shield. If they stop doing that, its Buster time.
  2. Ah. Yeah the thing you need to understand is that you can charge back for a charge move at ANY time, regardless of what your character is doing. Or even what YOU are doing. Press all the buttons you like while charging back, the charge will still persist until you let go of 4. So its the same thing with HF into HF: just start holding back immediately upon triggering the first hammer fall. Then you hit P to break (while still holding back), and then 6H a split second after to trigger the next HF. You'll be scooting around the screen in no time.
  3. Define "double hammer fall" further. Do you mean hammer fall > break > hammer fall? Or literally two full hammer falls? I assume the former, but I want to make sure. As for 6H into HF, it's actually not as hard as you think. You're probably just trying to cancel too early. Obviously, you begin by inputting 6H, and then immediately holding 4 as soon as humanly possible. Then, you do the rest of the input for HF a split second AFTER you hit with 6H. To get a good indicator of the timing, watch the 6H animation. See how he kinda throws one leg back behind him, in the air? Right after you hit with 6H, you'll see that leg kinda "jerk" once. That's when you should be hitting H for hammer fall, or possibly a frame or so before.
  4. What are these GF > 5a > GF whiff shenanigans even. Aaah because 5A actually combos after GF now. Useless for an actual combo, but great for a crazy setup. Very interesting. I guess you can do that if you miss the old GF distance, lol. Also I didn't realize AC became so much better of an anti-air in CP. Also maybe this is just because the Haku was scared but he seemed to be whiffing ACs but not getting punished for it.
  5. I didn't mean to imply 5A combos are or even were bad. It's just nice to feel like they aren't the default option out of our biggest combo ending setup.
  6. Yeah, even when you're at 5H range, its worth while to toss out some fS just in case they try to move in aerially. Keep 'em honest.
  7. Bolded part is probably one of the biggest things to jump out at me, for some reason. You'd think that GF leaving the opponent further away outside of simple jab range would be a bad thing, but its actually pretty fantastic. Because now we're outside of THEIR jab range, which lets us follow GF with a lot more things, more safely. Which means more big combo opportunities after GF. The days of doing mostly 5A starter combos are over. Augh, man. I may seriously have to come back to BB. https://www.youtube.com/watch?v=UPw-3e_pzqU
  8. Woah. At 1:31 he jumping barrier blocked her staff projectile, and landed with an instant j2C for a fatal counter. That wasn't actually countering the staff throw, was it? I assume she tried to do something else afterward and just got punished for it. I've been out of the loop since CSX. Back then trying to do anything after blocking the staff like that was suicide. Is that not the case anymore or did this Litchi just mess up?
  9. So far the most absurd thing to me is mag pulling them out of the corner, just so you can atomic collider them back into the corner. Sigh, I might have to stumble back into this game again. I couldn't stay away forever.
  10. Uh---- uhm Okay so I guess, like, they just gave Heat Extend a ridiculous amount of active frames exactly because of situations like this? So there's at least a chance the opponent will still get hit by it even of jokes scenarios like this happen. I guess? Man imagine if you could do that on purpose somehow, lol.
  11. IB: Instant Block FD: Faultless Defense BS: Blitz Shield Use the wiki to read about what each of those things are, if you don't know. Having somewhat recently learned HFB (hammerfall break) 6K stuff, I can give some pointers. For corner combos - somebody correct me if I'm wrong about this - the only time I feel like you really need to do 6K > HFB > 6K is after a Roman Cancel (RC), such as after you hit with a sweep, or a slide head. Basically, whenever you hit them with something that pops them into the air briefly, and from long enough away to where you can't simply do RC > 6K > Trishula. The nice thing about RC is that it gives you a lot of buffer time during the RC animation/flash. So basically what you need to do is RC > press 6K during the flash and start holding 4 (back) > 6K comes out and hits > Hammer fall as soon as possible > HFB as soon as possible > 6K as soon as possible > Trishula. From there you can just do a Trishula loop which requires, like, no timing. With hammerfall and the second 6K, you really have to quickly piano H > P, if not hitting H & P at the same time, to get that HFB out as soon as possible. Then you have to be a little careful, because the HFB animation (where he kinda stomps the ground to stop himself from moving) doesn't seem to let you buffer anything. (our lives would be easier if it did! ARCSYS) So you need to wait a split second to hit K after hitting P. For pressure or some ground combos, you're probably going to be cancelling into 6K from another move, such as 2S. Much like with RC, hitting with 2S - weather they block or get hit - causes a moment of "hitstop" that you can use to input 6K and then start holding 4 before it even actually starts. That way when the 6K hits you can do like above and HFB as soon as possible and come out with advantage.
  12. For a sec I thought it was because of the RC but then I was like, wait, that doesn't affect the person who did it. So, I dunno. That certainly did look slower. And it combo'd into the second one.
  13. So for Revelator they updated every character's face portrait to be a bit more detailed shading-wise, which is nice. But for Potemkin... "Hmm, he's already pretty decently shaded, plus there's no visible facial features. But we need to do SOMEthing with him..." "Nailed it."
  14. So I played a bit of this about a month ago, coming back to it for the first time since well before it got shut down. I went with a Priest and got to Exorcist and am going with physical skills. Is it just me or is game a HELL of a lot easier now? Even when cranking up the difficulty on stages, I just blow through everything like butter. I barely even have to use potions. I feel like it was harder before. Granted I put at least a little effort into not getting hit all the time so maybe its just me not sucking. Still a fun game though. I might try out a couple other classes. I'd run a Grappler but I remember them being kinda disappointing against bosses that they can't pick up. On the flip side, I played a Summoner a bit back in the day and found their damage output HILARIOUSLY high. I never killed bosses faster than when I sicked an army of summons on them while they were multiple debuffed by the marker skill.
  15. uh... now how easily can that happen in a match? Does it happen when you catch somebody with ICPM on frame 1 of a blitz shield attempt?
  16. ... I think I have a new goal in life.
  17. I'm kinda just looking forward to grenade changes in 1.1. We might not even NEED FDB at that point. Well, unless it works like Eddie and absorbs the hit and Elphelt can still just follow the grenade and not get hit. But then there's blitz shield changes too. ... uh, not that that helps anybody right now. Let's see, I feel like I've been annoyed by Elphelt enough times to have learned something worth pointing out. Maybe my footsies game just blows but I feel like she's got a lot of good normals at short-to-mid range where if you're pressing buttons at the same time, you're gonna just get counterhit. Once she's got you blocking it seems like she can just blockstring you until she doesn't feel safe about it any more, at which point she just jumps away, probably chucking a grenade in your face in the process. Anybody know anything exploitable about her pressure, assuming there isn't an exploding grenade sitting on top of you? Like, maybe some key places to instant block.
  18. Sometimes when I try to do jump-in oki I do it too late and get anti-air'd. Don't feel too bad.
  19. It's pretty much the old Tager pet peeve of mine: characters with highly punishing long range moves suddenly transforming into a HIGHLY dangerous zoner against my chosen character. To the point where I'd rather fight an actual zoner. I'm not really adding anything here, it's just a fighting game phenomenon that really brings my piss to a boil.
  20. Honestly my suggestion is to just lame it out with long range pokes. Think of it this way: you may be a grappler, but so is your opponent. Don't play his game. Charge back and toss out long range normals. If your opponent does hammer fall when you do that, just cancel into something else that'll hit him a second time, or something. I'm not exactly speaking from great experience here, but that's my immediate gut take on this "matchup."
  21. Yeah, that's some good shit. Recently off of CH 6P I've been jumping forward into jH if I feel like they're too far to combo into Heat, and then been doing a gimmicky ICPM right after it sometimes. (shut up its fun) It'd sure be nice if it actually combod! Edit: Something I was tooling around with was comboing off of CH Hammerfall. At least against a hit on an airborn opponent, the level boost on 5P should make it pretty easy to combo into Heat off of it... I think. Unfortunately you still don't really get anything if the opponent is on the ground.
  22. What, it doesn't? What the heck was the opponent doing? Sure the game didn't think they were behind you when they got hit?
  23. Great. Still woulda been nice to have my pretty clear question answered. Thanks dot_Nova.
  24. I said 6P, not 6K. 6P the anti-air. And from what I understand, reload was the basis for Xrd, since Ishiwatari is back in the helm and reload was the last one he actually worked on. I'm just trying to get a sense of what he and his team might be thinking, so I can adjust my expectations accordingly.
  25. ... was 6P cancellable in reload? Also if that input leniency stuff actually makes charging a bit easier, that'd be pretty cash. Though for some reason I just don't see it applying to charge moves. Like, they'd have to specifically shorten the charge time required, which is a bit different than just making 623 easier to do, or giving the end of people's wakeup a bigger buffer window. Though maybe charge time is a global variable, heh.
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