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DC

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Everything posted by DC

  1. DC

    [CS1] Noel Guide

    Not trying to instigate, but 2c, being a multihit attack, is one of the easier attacks to instant block in the game. I have many friends that do this, having seen the attack a million times.
  2. imo get rid of the gamefinder threads. Nobody uses them, nobody will use them.

  3. lol Jayoku is weird some times though. I've seen Makoto's Asteroid Vision go right through it. Tager can go through it with a whiffed 360a. I've seen random attacks with no iframes just beat it clean for some reason.
  4. 1. I don't think Tager is as bad as Rachel. 2. I don't think Hazama is as good as Hakumen. 3. I don't think Jin is better than Lambda. 4. I don't think Ragna is in the same tier as Carl/Kune/Tao. Just my opinions. I'm sure it's all already been discussed so w/e.
  5. DC

    [CS1] Noel Guide

    Because a smart opponent will know there are relatively safe things to press after 2c. South Fl. A lot of people play around here. Yeah. I've always thought that the starter 2d should be an overhead while the drive 2d should not. Imo would make more sense but I guess it would be too confusing? w/e
  6. DC

    [CS1] Noel Guide

    lol there are many safe attacks people can spam after 2c that will beat 2d clean.
  7. lol No. You haven't played a Makoto who can parry cancel loop. So if you know you have no type of experience with anything then why bother posting? Your tier list is dumb, moreso than most of the other personal garbage posted here. Sorry. Carl is not worse than Tager because you've never lost to a Carl player on netplay. Jesus shitting Christ.
  8. DC

    [CS1] Noel Guide

    Anyone else wonder what the fuck was the point of having 2d (rc) 3c combos in challenge mode? lol It's not like 2d is any type of... idk... OVERHEAD.
  9. Sounds legit. That's a pretty accurate depiction of what it's like, though.
  10. He was joking. Tager x Noel is a terrible, terrible matchup. I made a lengthy post about this a few weeks ago. Go back a few pages.
  11. I agree with Dacid, While the tier placement doesn't seem all that wrong, lots of individual matchups are lolworthy.
  12. I apologize, I meant bad matchups with other characters, among bad matchups with the top characters.
  13. Eh, I think I overhyped this game for myself. While playing CT I was having a lot of fun up until I played the top characters, but I swore that if CT was just a liiiiiiiiiiiiittle more balanced it would be an amazing game. I got so excited for CS because I thought it would be perfect, but it just ended up not being so. I'll admit they fixed some of the REALLY dumb shit, like special cancel rolls, the guard system (...almost), the burst system, mashing out of ice, etc. But it seems like for everything they fixed they added more dumb shit, the new projectile properties (debatable), autocorrect on certain moves, RACHEL, etc And then some of the original dumb shit they left unchanged. For the love of god, why can I only cancel the clash animation with another attack? If that doesn't encourage mashing then I don't know what does. If I see my attack clash I want to block, damn lol. In summary, I'm not getting the same feeling I did in CT where if this game was a LITTLE more balanced it would be perfect. I'm not sure whether or not it has to do with all of the new characters, but it definitely seems like on average, matchups are worse than they were in CT. (Whereas most characters only had bad matchups against the top characters, in CS many characters have bad matchups against other characters.) DON'T MISINTERPRET ME though, this game isn't MvC2, but in 6 months it seems like they have A LOT of shit to fix, and tbh I don't see that happening. Hell I wouldn't be surprised if Bang gets it worse than Rachel did. This is all my opinion btw, I thought it was relevant since we were talking about balance shortly before. Feel free to ignore. :p
  14. Optic Barrel.
  15. It's actually a NOL-girl thing.
  16. Yeah that's what I'm saying. I don't understand why Spike Chaser gets special treatment. :p
  17. Lobelias should go back to the way they were in CT. The fuck? I hit Lambda and Spike Chaser still hits me. J.2c should be cancelable on hit, 6b should have SOME type of use. w/e
  18. shtkn, you ever thought of adding character balls (lol) to peoples profiles Similar to Smashboards? You choose your character in your profile and it shows a small version of your character ball somewhere underneath your avatar. lol
  19. Noel x Tager = 35/65 imo of course, same reasons I posted above. Also find more stuff like 720 beats her air attacks pretty clean, 360/720 auto-tracks chain revolver, etc Also what's the reasoning behind Rachel x Hazama being 5/5?
  20. yo I'm creepin your page like you do to mine

  21. Hm, maybe the frame 1 invincible uppercut she has?
  22. Fyi while you are doing the D follow up for parry, you don't have invincibility, so you probably don't want to parry bugs. Also don't forget that you have a DP during fever mode. I wouldn't abuse it but Kune's swear that everything is free in fever. I like to DP~D follow up and then when he techs I mash 2a on his wakeup for as long as I can to waste the fever meter.
  23. Imo her air to airs against Kune is terrible. j.b loses to his j.b and his j.6abc are the bane of her existence. :p
  24. I don't want to say that it doesn't matter, but we know how Ragna plays and we can pretty much see Makoto's character archetype. They both have comparable damage and meter gain while Ragna has a range and air-to-air advantage. It's probably too early to give a concise ratio but this matchup is pretty clearly in Ragna's favor. Unless in the future we find some way to safely approach Ragna and/or punish his ranged pokes consistently.
  25. Thought I'd make this one because it seems like a pretty interesting matchup. Makoto is a great rushdown character and Arakune gets rushed down pretty hard on the ground. However Arakune is a wholly aerial character and Makoto's air to air game is arguably the worst in the game. She has no safe attacks to poke with when he has a cloud around him (unlike some characters with projectiles, Ragna's j.C, etc etc) Sadly her projectile is very easy to see coming. BUT in the case of rushdown style Arakune she has parry and a great DP. Also it's worth mentioning that since he's a zoner, he can be punished for pulling out a cloud, 6d, 2d, j.b etc etc ON REACTION with Big Bang Smash (lvl3) FULL SCREEN. Very useful. If Arakune knows this you can use it as a scare tactic to stop him from pulling out clouds. Anyways I'm not sure if I can give a matchup ratio just yet. It seems like it's in Kune's favor but I couldn't say how much. If he keeps jumping it's really hard for Koto to do any real damage. THEN AGAIN landing an air combo into 623c~d leads to ground mixup. Landing that aerial hit though against Kune seems pretty tough.
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