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HZMN

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Everything posted by HZMN

  1. I highly doubt Lightning or anything FFXIII related is going to sneak its way in though. I would say if the next JP version of Dissidia gets anything its going to be more tuning and MAYBE an extra mode. But thats it. @Golden: The different rulesets is kind of a must. Most of my friends around here just play Dissidia casually, so its pretty much anything goes for them. But its obvious who plays the game more cause the equipment/summons gap can get very very large, very quickly. Prime example would be my EX Build lvl 100 Gabranth and my friends casual lvl 100 Cloud. I use Deathgaze and Omega as my main summons, he uses Bahamut and Mimic. I have all accessories slots and he has 5. See where this is going? Just being level 100 means jack squat in Dissidia if your playing equipments and summons. I only have to breathe on him and I get max Bravery. The rules just make it more fair, but it does cripple some characters more than others (like Grabranth who can't do squat w/o EX Build equips)
  2. Nowhere near like KoF12 lag. So you can breathe that sigh of relief. SNK set the bar REALLY low for netcodes with that As far as Raven goes, he has an extremely good high/low game but he tends to get out ranged by quite a few characters and some of his stand alone lows are fairly slow.
  3. NA Version of Dissidia IS the Universal Tuning edition. Japan got Dissidia first and had its own balances, tuning, ect. NA got its release later and included a few extra modes, more tuning options for characters, and character balances Japan is now getting a new version of Dissidia that includes those extra modes, tuning, and balances that the NA version received. In short, NA Dissidia = Japan Dissidia:UT Think Japanese KH -> North America KH w/extra bosses -> Japanese KH:FM w/NA Extra Bosses
  4. It usually only takes 1 missed 360 to realize they are looking for it on a blocked Magnatech, at that point I'll start using pokes to mix it up. In the end its really just another guessing game with Tager. RC Magnatech can lead into quite a few options that can pay off for your opponent guessing wrong.
  5. I suppose. Rage mode is just kinda moronic imo. Seems to be a trend in fighting games, letting the losing person have some epic comeback via some other mechanic that rewards you for getting punched in the mouth repeatedly. In which that 1 big combo they may get off that might normally do a large chunk of your health now ends up killing you. Its nitpicking but I am kind of getting tired of the companies giving people a extra "boost" (SF Ultras, Tekken Rage mode, even BB heat gain when near death though that isn't as bad but still applies) for sucking so hard. Only thing to do now is practice, practice, practice. Raven changed a little bit since I picked him up in Tekken 5. I like him a bit better in 6 and I have yet to come across another Raven player in both ranked and player matches yet O_o
  6. I always found that incredibly strange for Tekken and never really questioned why its like that. But yea most of Tekken's stuff has holes in it anyway, just usually hard to catch those holes once its started.
  7. Tekken 6 analysis after 1 day of playing: Offline mode is good, complaints of Azazel (sp?) being cheap is largely unfounded and honestly had more trouble with Jin in arcade mode. Online mode is mixed bag. When it isn't lagging, its ok, but when it does lag (which is often) is UGH!!!! I'll have lag happen with full green bar connections =/. Which rather sucks with Raven since some of his inputs have to be spot on to cancel some of his kicks into a high/low mix up or when I try to input a move that requires 2 buttons to continue w/e string I'm in and it reads only 1 button, and I get squarely punched in the mouth for it. Also on the 10 hit combos, if you catch someone and go all the way with it, they are really high damaging. But it seems like there are "holes" in some of these combos (which makes them not really combos) and offline I can get to the 8th or 9th hit consistently with Raven. Online I can barely make it to the 4th =/
  8. I haven't had too much of a problem with lag (got the game today) so far. But I agree, most people aren't very good from my experience. Been seeing alot of LP-RP scrubs already and Hwoarang LK-RK spammers. Plus almost everyone I've fought so far don't know how to block. I use Raven BTW.
  9. Thats interesting, I thought SpiritJuice: Queen of the ModLock would have banned someone along the lines. Should I take the banhammer back?

  10. Pride and Glory Suck a Sage Holy Orders version 3 (GG2) Liquor Bar and Drunkard (XX version)
  11. banhammer2.jpg here you'll need this
  12. They can summon George on reaction and block spark bolt completely, so yea.............careful with using Spark Bolt to keep them from summoning Problem in this matchis J.2C and its insane crossup ability + wind + ability to normal cancel on block = the stupidest move to ever exist. AC in theory would be the perfect answer to this move but as we all know, AC won't be a reliable anti air till CS (why arc sys? Did you hate Tager that miuch in development?). Also the fork, while understandable that it should cause stun on CH, but goddamn, for the amount of stuff she can do out of it, its kind of dumb how it takes 20 years to come out of it if hit. Even if you trade hits with her, the CH stun will usually be long enough for her to recover from w/e you hit her with and still come back and combo you. =/ Rachel I still think is the least troublesome of the top 3, but doesn't mean she isn't a headache and a half. But there are some moronic elements in this match
  13. Well you are on xbox, so if you just seek us out on XBL, we'll most likely answer the call and play. I would anyway. @bjholmes Problem with your theory is that the controller locking into the 4 position isn't constant, it seems to happen randomly and only when I actually move my controller to that position, and it'll act like its sticking and then randomly stop, which that suggests controller sticking but I know it isnt cause if that was the case all my other games would have the same problem. If it was reading 4 as neutral, then i'd forever walk backwards and be a charge god with Kain
  14. Garou is a great but the port is meh. Online is dead for the most part and if you both are a good distance apart, then lag can get bad. One thing I notice whether online or offline, is that sometimes the game will think my left thumbstick is stuck in the 4 position, its most obvious in the character selection screen and it has screwed up some inputs in practice. But the odd thing is this is the only game that does this, so either Garou is that sensitive, my controller is bad, or someone grandly screwed up the port somewhere along the line. I'm going with option 3 since that problem only happens in Garou. Beyond that great game still.
  15. Tager probably has one of the biggest advantage when breaking out of ice. Doomie already said why. My real question though is why does every jin and their mom that I come up against tries to do a 6C after freezing, there are WAY better options for a freeze.
  16. Where you guys got what looks like MS Paint GG avatars is bugging the hell out of me I want one of Robo Ky D=

  17. depending how close they are, most people I've been fighting recently just mash there fastest, longest range move to stuff AC > 720 setups whether after a neutral tech on the ground or the spark bolt > 5C > 6A > AC to 720 shenanigans
  18. Assuming it completely whiffs and being able to buffer the 720 in time to catch the recovery. The fact that Arakune can cancel a dive on block into another dive to either get away or cross up almost kills the practicality of this tactic
  19. yes you can, but against smart opponents its kind of difficult if not down right impossible to actually get them to drop properly. I recommend practicing it off of a spark bolt > 5C > 6A > Atomic collider Reset on the training dummy set to Neutral tech to practice. When the dummy gets popped back up in the air off of 6A, hold Atomic Collider (so it techs) and as its coming down let go of atomic collider BEFORE (this is important) they actually reach the Collider to prevent the collider from actually hitting, the closer the better. Start buffering 720 a little bit before you let go of AC. If done correctly the dummy will sort of drift in the area directly in front of you and by the time they hit the ground, your 720 buffer should be done and away they go for massive Soviet damage. The reason why its down right impossible to get it done properly against smart opponent since the whole thing is dependent on when your opponent techs, which most people will not tech at all against this. Also during the drift downwards, your opponent can ruin the whole thing with a simple 5A. Easier and better to just let Atomic Collider hit (regardless if they tech or not). Its guaranteed damage either way and if they tech, resets the combo gauge and can put you into a more favorable situation for a 720. 720 is the ultimate tech trap, wish it was a little more than that but the jump startups counting as part of the jump itself, prevents it from being more than that. and for the SFIV players in here, learn Tager in BB and go rape with Gief in SFIV
  20. What he said. That is the easiest way of learning it, but tends the be the most obvious in matches. Doesn't mean you shouldn't use it, but preferable when your opponent is magnetized and when led into a false sense of security. Careful with the ground buffers though. They can leave you wide open if done at the wrong time or can look REALLY obvious if you favor one buffer over another, which depending on which buffer your using (i'll use 2D as an example) hits your opponent and gives them the opportunity to throw break. Relying on one or two buffers is probably the biggest flaw with alot of Tager players out there. Most common one i've seen is 2D, which it is a good one...........if it whiffs. Once you get the 720 motion itself down (by jumping in), move onto the backdash 360/720 since this one is going to beat out most of the BB community and fairly easy in itself. Once you get the backdash down, try doing it with Atomic Collider and like Solbadass said, other non jump cancellable moves. My favorite as of late has been the unsuspecting 5B due to it subtlety, fairly quick, and doesn't leave a whole lot of block stun which a delayed 720 buffer is a guaranteed hit.
  21. Did anyone else notice this, but Tager's Volt Meter seems to be missing.
  22. I still say its highly impractical considering the precision that must be used. I'll stick to buffering off of 5B, AC, and backdashing (or any other non jumpcancellable moves)
  23. the trick is not activating the jump, not the actual spin motion.
  24. follow up Terra Break with 6C > AC its only 2 extra hits but its additional damage and guaranteed on a properly timed Terra Break
  25. Quote for truth.
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