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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. 6H is -3 on IB which is a free PB if in range, assuming it hits with the first active frame anyway (don't bother trying if used as oki). Pushback is harsh though so you're unlikely to ever be in a spot to do that. Better option is generally to IB the preceding move and 5P f.S Heat before it connects, just don't fuck up because CH 6H is stupid. Better options against 63214S crossup is to jump back IB, makes it extremely negative on block and you are very on top of him. You can even OS an air grab to bait YRC if you want to be fancy. Don't try to bait Artemis unless he has 50% meter, it's massively negative on block so you can just punish with 6K from max distance. Safe OS jumps for oki, bait parry on late jump, BS, backdash with empty jump PB, etc etc. Really useful: 2S beats 5P clean, beats 6K as long as you are at normal spacing. CH causes stagger, 2S Hammerfall is guaranteed from medium distances and basically free unless they max stagger shake from max range. 2S Slidehead is easier to shake out of but it's okay. VS Stances, IB the low stance and Slidehead any time. This beats everything but L->L, which will trade with a knockdown. Watch for stance YRC. If you want to be sassy, you can 6P against L->M for a free CH, but it gets baited by L->L or L->H so it's not great. If you're totally out of meter you can IB Gold Burst which might keep you alive. VS his fire super thing, block and Megafist over the second part. Then complain about how shit megafist is in this game. Timing is later than you'd think. Best option I believe is IB first hit, Megafist RRC c.S 2S 6K Hammerfall Axl hitbox is megafat in the air so you get double heat combos on him and even from max range you can use lazy PB combos like 2P 5P f.S Heat, but 2K f.S is preferred obviously. This matchup is trash. E: Couple of followups. 5H is one of your best tools in this matchup. IB's Rensen with no followup you can punish with 5H if you are close enough, its rare and Axl shouldn't be doing that, but it's worth knowing. 2H on block with no cancel is disadvantage (-4) so it's not a bad place to slam out a 5H either, after 2H watch for either 6K or nothing and act accordingly. CH 5H combos to Hammerfall pretty decently now in 1.1, but it will still miss at max range. Fix your shit Arcsys.
  2. I was already approved don't worry.
  3. What's the FB group you guys use?
  4. Yeah unfortunately Thursdays are my one busy day of the week since I'm at the Charles playing KOF or shitty stuff. Sunday is usually not great either. Can't do much about it I guess.
  5. Are ya'll still meeting anytime/place consistently? This thread is megadead, you using facebook or anything? Despite his completely changed moveset, Johnny still looks just as Johnny as he always does.
  6. I have a Leo bodnar tester @1080p coming on the off chance anyone needs to lag test a display, not that that really helps for ps3 though.
  7. Apparently it's a bad port so I'll pass until I hear otherwise. 720p internal res, frame rate issues, netcode is the same as before (extremely bad).
  8. What you want to bet j.D wallsplats and he's gonna have j.D Mist Cancel loops?
  9. Lv2 Air Mist Finer will probably do roughly the same thing anyway I'm guessing.
  10. Johnny's back!! And he's completely different!
  11. Oh you can just slidehead guaranteed after blocking the 6th one, that's funny. All of that stuff would be great if Axl couldn't just leave the stance whenever he wanted to, or just YRC it.
  12. Congrats Pat, it was only a matter of time.
  13. Sess, yeah I've got about 10 hours in Star Ruler 2 so far. It's OKAY so far but it feels a bit rough around the edges. Like, the interface feels super slick at first but then you realize it's hard to actually find the important stuff you need to know at a glance, once you've started to get fairly big. There's no 'lists' or 'ledger' or anything like that which feels very oddly missing for stuff like fleet management. The economic system is real sweet though, and the diplomacy card system is actually really fun. But actual diplomacy (like who you go to war with or ally with) is completely opaque which sucks. Very low micromanagement in general, which is a great change of pace after Distant Worlds (which is 100% all micro all the time). I will certainly get my full money's worth out of it, BUT I think it needs a few major GUI tweaks and a few content updates before it's real solid. Endless Legend is pretty sweet in general but I gotta play it on fast speed to avoid the constant Civ-ism of passing turns without doing anything. I haven't had a chance to get that many hours into it yet though, EU4 just eating all my time lately. And AoW3 Xpac is out on Tuesday, arg.
  14. Don't worry about it. Shess have you played the Star Ruler 2 yet? The buzz has been pretty positive about it.
  15. Not sure if you read here Promethious but ggs. Sorry I had to bail, needed to get some dinner in me otherwise I'll get cranky.
  16. Well I'm sure other people probably already knew about this, but I was not aware that you could YRC the startup of HPB and only spend 25% meter but get all the invuln. Not sure if there's any particular reason to use this option over Backdash YRC or other stuff though. I'm not seeing anyone using Trisula except in combos so far in 1.1, anyone heard if it's ending up looking pretty bad even with the YRC?
  17. 5P definitely did not hit Crouchers in the loketest so I'm not sure where that came from. ICPM is 2 frames faster startup so it's much easier to combo. J.K is lv2 now so combos to j.S or j.H or ICPM. Trisula has less untech time but still good enough to combo off of on normal hit and do loops with. Air move changes are a very significant buff for Potemkin, they give him a much better ability to turn random hits into ICPM, which is great for corner travel, hard knockdown, and trisula setups.
  18. The HPB nerf was they reduced the invuln on it. Losing PB YRC OS is a preeeeeeetty big loss, but everyone else lost this ability too. I think I'm OKAY with this overall, it was kinda dumb to begin with. c.S hitbox buff is a very nice improvement if it's significant. Potemkin had a serious problem where there were ranges where c.S would still come out but not connect, especially in AA combos.
  19. 6HS is a mixed bag actually, much better for regular combos but worse for random CHs and stunning people.
  20. 6HS untech increase on normal hit is really nice, should give him better damage from a whole bunch of random starters like the one mentioned above, as well as making existing combos with it easier. Less stun though, that could, bizarrely, actually help in a bunch of matchups. Right now CH 6HS is overkill stun value on the lower stun resistance characters, being slightly less stun you could do the longer combos (the ones you do on more sturdy characters right now), meaning you will actually get much better damage for hitting a CH 6HS. But that's about all the silver lining I could find there. Has anyone mentioned how early you can YRC the Trisula and still get the projectile? Is it like how the PRC currently works today (have to cancel after the fire has become active or else it doesn't come out)?
  21. You couldn't do 5P f.S before though which dramatically extends the range on a bunch of AA combos and gives him free combos off PB from a huge distance on certain characters. Also gives him back an old oki OS which was extremely good, really hurts Zato a lot. It's a decent little buff for improving his ability to convert certain things to better damage. Nerfs are wacky but it's Arcsys Loketest, they always do this, every single time, throw a bunch of stuff at the wall and half of it doesn't stick.
  22. Oh god those Potemkin nerfs. Oh JESUS all those additional Axl buffs. Apparently they really want him high tier again!
  23. It's probably just going to be his normal jump forward animation. Except it goes a lot faster forward.
  24. Hrm, unfortunate, Fafnir is one level lower now, means only -2SD on IB. Have to have -3SD before PB is guaranteed. Barfo.
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