Jump to content
Dustloop Forums

TyrantRevolver

Members
  • Posts

    40
  • Joined

  • Last visited

Everything posted by TyrantRevolver

  1. If we ever get it I'm maining Vein - those sword strokes are just too hot looking. I love the light trails and how fluid they are - smexy. Also I want to play the robot girl =)
  2. Chang certainly looks the most like a finished kofXIII sprite, but Oswald doesnt seem too far off either - though that may be due to his dark colors. It would be nice to see them do a preliminary sprite for Adleheid - just to see what he might look like.
  3. Allow me to clarify. When I say baiting parry - I mean scenarios like an empty jump-in throw attempt or conditioning your opponent with a certain combo or string that throws something out like an attack that has long active frames (in otherwords something easily parried) then dropping the combo for a throw. Parry may be safe in most regards, but if someone anticipates a parry they can throw you. After she's around longer I see this happening alot considering how big a rush down character Ragna is and parries will be expected considering how difficult it is to beat out his normals.
  4. I'm not sure how much in favor Ragna would be but I definitely think the match is either even or in his favor. People pretty much stated the obvious. He's great at just about any range, godly 5b owns your normals for free - and any good Ragna, knowing this, will also know you will be tempted to be defensive and parry. In otherwords I see a lot of baited parrys coming with dirty consequences. Furthermore Ragna gets comparable damage to Makoto's more easily - leaving less room for mistakes for Makoto to capitalize off of then the other way around. Ragna's range is superior to her's and he can hang with her pound for pound in close range. I really do not see this being in Makoto's favor without some seriously psychic parrying.
  5. I just think of it as a different approach to the assist concept. It definitely hits you over the head when you first start playing in practice mode but once you get used to the fighting system its a pretty cool game. I have to admit though - the concept of using an assist character to string together chains really aggravated me inititally but once you open up to the game more its really rewarding. It's different but it works in its own special way.
  6. I am really impressed with both the regular blue and Tager color themes. Fantastic job. And I'm really digging the snazzy look on the dustloop logo.
  7. When they first added the Run button that was one of the biggest wtf moments I've ever had over a video game. The concept is so stupid it still boggles the mind.
  8. Well I understand there are superior combos in terms of damage out there, I just wanted to let people know that you can combo into 5d from a sweep. It doesn't have to be a scenario where you're opponent is already in the air. You have the option of putting them there yourself for 5d to connect and gatling. So in essence it's just a neat alternate combo that you can switch between to add a bit of flare to repetition of the same combos people most commonly see Jin players use. And I'm not done experimenting with it. It may yield more fruit before I run out of ideas. We'll see. Most likely in a tournament most if not all of us would opt for the combo that does more damage. So I have taken your advice to heart - thanks.
  9. 1. 5d is definitely unshakable. Yes freeze break is on during training mode. 2. You don't catch them in the air, your dash cancel reaches them as they touch the ground - the 5c connects effortlessly into jump cancel bs. You let them land, thats the idea and no they cant shake in time before 5c connects. The whole combo works, tested it several times, every type of recovery is enabled. Note: This is on Ragna. Jump canceling 5c into j.b > j.c > etc. on an standing opponent only works on characters with a tall enough hitbox. Please, try it out and then get back with me. Several people I've spoken to about this seem to feel it has potential and I would like people to try it for themselves before passing judgment.
  10. EDIT: I just realize I double posted sorry for that, was in a rush. I just realized musou was the same thing as ice ride -sigh here goes: No that combo you listed first is not what I do at all, that would be terrible. I would never use musou right after 5d, thats a waste. What I'm say is: You can do 2b > 5c > 5d - dash cancel - 5c - jump cancel - j.b > j.c > j.d > musou b or d for example in the corner. The combo I just tried is instant airdash, j.b > j.c > 3c > 2b > 5c > 5d - dash cancel - 5c -jump cancel - j.b > j.c > j.d > musou d (possible follow up not sure after musou d but they may recover) All those work. I tried them and its solid damage. (Combo done on Ragna, probably wont work on several of the cast but it does work on him and probably other characters with similar hitboxes.) I'm not sure if people are actually picking up on not only what I am talking about but how it's being used. There are some very good combos you can do from that setup. And I know I haven't done everything I could do with it just yet.
  11. Sounds good, thanks for the input. I think I'll still try some things off of what I was using with 5d just to see if I can create some variations that might keep all my combos looking fresh (So I can switch back and forth between the standard and my own creations for stylish effect.) I kind of like to put on a little exhibition when I'm having matches to keep things interesting
  12. Well I realize sweep into "2b" is old. I'm saying being able to "gatling" 5c without a counterhit seems new. Sweep, 2b is just the modus operandi of setting it up. EDIT: I just saw your edit after posting mine. I see what you're saying. The reason I haven't seen it is because there are better combos to get off of that and people have opted to use those? Oh and I know about the sj cancel combos from that but I was just surprised when I could hit 5d of of 5c in a combo. 5c on a jumping opponent into 5d is one thing, but being able to plant it on someone without them starting in the air (as in I put them there with my combo) seems very cool to me.
  13. Alright I found out something I think, "think" few to no one knows about as I "discovered" it last night accidentally with Jin in training mode. So here it is: Apparently Jin can gatling/combo "5d" without the use of a counter hit. So here is how it works: You combo into 3c (sweep them) and then 2b,5c,5d and this actually works in the corner and out. I've only tested it on Ragna mind you but it is a very pleasant surprise as you can immediately dash cancel 5d into whatever stupidity you wish. IF you have seen this before then cool whatever, but I haven't seen it in any vids or online matches and I believe it's fairly new territory.
×
×
  • Create New...