Jump to content
Dustloop Forums

Koozebanian Fazoob

Members
  • Posts

    1,795
  • Joined

  • Last visited

Everything posted by Koozebanian Fazoob

  1. Pretty sure those are just based on the official stats of the characters (hence Yukiko being 4/5). Those aren't very accurate though. If you wanted to make it more accurate, Yukiko and Aegis should be 1/5, and Mitsuru and Labrys should be 5/5.
  2. Haven't seen any data on AOAs yet. Edit: Kiba let me know if this is outside the bounds of this thread, if it is I'll remove/move it. For R-Actions (B+D), it's kind of vague since they do different things or are good for certain situations. Chie's is definitely the best. Total time is way too short to be reacted to on wiff, there's just barely any recovery to it at all. 1500 damage on midscreen hit, but you can cancel to meteors if you are in awakening. Or if you are in the corner, free combo into way too much damage. Oh and it's also so fast that you can use it as a makeshift cancel for mixups or mindgames or whatever. Mitsuru and Kanji are probably next best. Mitsuru's just because of the properties on it, it's insanely fast, has a great hitbox, combo into super on hit. You can punish it on reaction if you instant blocked it though, but even that is hard. Kanji's just has wacky hitbox properties. It's also pretty damn hard to get a good punish on block, and it leaves them paralyzed. For bad ones... Akihiko's has really awful defensive properties. It tends to TRADE half the time, and not always for the best for him. It's also not that fast and it has a terrible hitbox. It manages to be really useful as a combo tool though. Both Labrys's have pretty bad ones because they are just insanely slow. You get full combos on CH though, so there's that. Reminds me of Judge Gauntlet, which is not a good thing. Elizabeth's is pretty bad too. It's crazy slow, it's a throw (which is BREAKABLE), it does 0 damage, you can't super cancel it (AFAIK anyway), and the effects it puts on them aren't necessarily even that great. The upsides are that it leaves them across the screen, and that the hit effect takes so long that she has plenty of time to build super meter and start recovering blue life when it hits. Yosuke's is the other really awful one. Not super cancelable, does pitiful damage (around 500), really long total time so you can reaction punish it, and it doesn't even work right all the time. You can 'trip' the other player's persona but it may just hit the persona and not the other player, so you end up with the long 'trip' animation and then it's even easier to punish him.
  3. To be fair, they buffed a LOT of his other stuff to help make up for it. j.A, 5B, 236C/D, ground normal throw, 236236A/B all buffed. The reality of the situation is probably that it is just grappler syndrome as usual. He may actually be overall BETTER after the patch changes, if having less brainless defense (very good thing in my book).
  4. Teddie can have insanely good oki/resets depending on where he is in his item list. Barrel or Meteors gives him a ton of chances for nasty mixups. A bunch of the other items can make it really hard for the other player to do anything as well. If you like Teddie you should play as him.
  5. The Arcadia tier list is by Joker and it's entirely speculation based on the list of known patch changes. Also Joker apparently plays against the only good Aegis player in the country, and Aegis got buffed in the patch, so that should clue you in to why she's listed as top. Kanji also got his DP nerfed so that along with terrible matchups is probably why he's listed as bottom.
  6. Anyone seen a translation for those changes? I'm interested to hear if they are making some serious efforts to remove all of the 100% loops and other dumb shit.
  7. You're talking about Beatdown Rush, aka All Out Attack, aka Universal Overhead. It's A+B. It has super armor and hits overhead and leads into huge damage combos but they are almost all unsafe on block.
  8. Yeah, that's my take on Mitsuru's R-Action. It's real good, but it's really just one part of why she's good. Yosuke's R-Action ... I have no idea what is up with it. Can you combo off it on hit with a super even? It seems pretty awful at a glance but I'm not sure I understand how it even works.
  9. It's a pretty fair downside that you have to spend 50 SP and get ~10% in blue life for a DP that might just get punished anyway. Not sure what all her options with it are but I was pretty sure you had to spend meter to combo off it? You don't get anything at mid at all without OMB or her Awakening Super from what I know. I don't know about corner though. Also Labrys can get a full combo off hers on CH even at midscreen, though hers is suitably slow to compensate. (Akihiko can combo off his for big damage for free too but only in specific situations) Edit: Oh, can't Naoto get big combos off one of her R-Actions for free? Maybe I'm getting it mixed up with her throw.
  10. Akihiko uses his during Ziodyne as well. Mitsuru's DP is very punishable. What makes it nasty is that it's cancelable on block into Bufula, so you basically have to guess if you have to punish the DP or punish the followup super. There may be option selects to beat both for some characters even! It's a really, really good R-Action, but that's more because it's stupidly fast and combos to Bufula than anything else. I honestly think Kanji's R-Action is better than Mitsuru's anyway. Hits multiple times, MUCH longer active time, and causes paralysis on hit. It's pretty hard to get a strong punish on too! Edit2: Okay yeah, guess I was wrong, doesn't seem like there actually is confirmation she will be playable. I was under the assumption that she was, so if she's just an S-Link then I doubt she would make it into the fighting game. Really it's just the recovery time that's so dumb, you can't react to it on wiff, which makes no sense. But really it's not even that good of an R-Action otherwise, the counter attack has a ton of startup. You can safe jump against it and a few low normals will cause it to wiff as well. More than anything it's just that it's Chie who has it. Meanwhile Akihiko gets stuck with the worst R-Action in the game, in terms of defense anyway. :I
  11. I think Marie is almost certain to get in, but not until a console release or revision, after she's out in the RPG obviously. I'd like to see Kuromaru as playable, but who knows if Arcsys wants to go there. How would you put glasses on a dog anyway? Doggles?
  12. I think the problem there is that his 2A doesn't hit low. His A normals have good properties otherwise though, they're pretty decently ranged for how fast they are. And I think they have some advantage on block even don't they? His C/D normals though... he's basically got one of each where as most of the cast has several. Seems like he's working with only 3/4th of a set of normals. And on top of that, the D ones don't even work in his favor half the time. He could really use some better C/D normals to fill in the gaps in his game. Probably a C that hits low (maybe make it delayable even?) and a D that actually has a hit effect to it would really, REALLY help. His EX Specials actually seem really good though. But he doesn't seem to build meter particularly well at all. Anyone know what the deal with his throw is? I've seen times when he's gotten big combos off his throw, not CH related or anything, but most of the time it's just the really basic rush into screw. Is there something to it?
  13. Virtually none, there's very little startup before the super flash and basically no recovery. I will not be surprised at all to see combos into Concentration -> Combo into Beam -> Super Cancel into Diarama.
  14. Do you have any idea what the input on Aigis's air spike is? The downward kick that leaves them in a hard knockdown.
  15. That's king of a shame if so, it's hilarious when that happens. It's probably a good thing to fix though, depending on what causes it. Anyone know what the differences are between the versions of this super otherwise?
  16. I've asked a few other players from Japan and they basically said she was looking really strong right now. The really questionable part is that she's lower than Akihiko... Jiyuna even seems to think he's bad right now? I haven't heard anyone saying anything good about him and I don't think we've seen anything good out of him either. I certainly could be wrong, would be nice to hear a little more about why they placed those two where they did. Nothing I'd seen or heard until that tier list would have suggested to me that Yukiko was anything less than Strong tier.
  17. When was that posted? Because Yukiko is definitely not 'slightly weaker' tier.
  18. It's pretty interesting to see how a game evolves over the months/years and it's nice to have a hard copy of people's thoughts over time to look back on. So I don't think early tier lists are 'pointless' for history purposes, even if they are useless in terms of really judging character strength for the long run. I think the most certain thing right now is that Akihiko is completely unexplored, he has a bunch of moves I've seen used maybe a grand total of once. As a result he looks very bad. As other characters are getting into some advanced strategies, Akihiko doesn't even have any real reliable B&Bs yet.
  19. The other requirement is that it has to be match point for your character. In other words, you have to only need one more round to win the match. Many of the IKs look very bad in terms of properties, super slow and very obvious startup. But a few look really good, like Chie's and Aegis's. I don't think there have been any videos of people comboing into them, nor have I seen any info confirming one way or another. So that's still up in the air at the moment. Chie's looks like you could combo into it pretty easily. Worst case scenario, if IKs ended up being too good, you could set the rounds to 3 out of 5. I don't suspect they will be that big of a deal though.
  20. The challenges are pretty hard to begin with, I wouldn't worry about them too much. Work on the simple B&Bs and go from there. You can cheat some of the trials too, most of Kula's that require you to do 623C x 214C(2) ... you can cheat by doing 623C x 214AC-6D, 214C ... instead. Which is much easier to do.
  21. You can input DPs in this game as 632146P. So input this combo as: 2B 2B 5B 632146C ~3214C Takes a little thinking to remember to DP like that but it makes the cancel very easy.
  22. Has anyone found a change list for v1.1 yet? I've noticed that Exceed mode has been nerfed, at least in so much that Overheat now has 20 seconds of cooldown as opposed to the 12 it used to. But I'm not sure about damage scaling changes and all that.
  23. Yeah, all three of the EX characters are very different from their normal version. I was a little wary of Mr. Karate but they managed to make him pretty unique too, a bit like 2k2 and a little Marco thrown in for fun.
  24. Mr. Karate EX Kyo Descriptions cover most of the differences.
  25. I haven't seen anything about being able to edit the effect colors yet, but that would indeed be awesome if you could.
×
×
  • Create New...