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FlyingVe

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Everything posted by FlyingVe

  1. Techroll are not necessarily bad, but the way they are handled in BB removes depth from the game (IMO). Henkai already said this, but, in most games knockdowns are about advantage. The standing person has a distinct advantage over the floored fool. In BB, there is still an advantage, but instead of oki, we have guessing. As such, the game become more of virtual RPS then it probably should be. Also, by devaluing a knockdown you remove a layer of decision making from play. For example, do I go for the knockdown or damage? Plus side of tech rolls is, it makes the game more distinct from other FG's, and it give characters without wakeup options some tools.
  2. SJ is still right, if they're gonna nerf the damage that hard, they can't be so easy to tech. ALso, the best throw system if VF, but that wouldn't really work in BB.
  3. I'm actually happy about the throw thing. The return for landing most of them was too good. Of course now the fact that they have a 13+ frame tech window seems more out of place.
  4. ^yep MU +SoD wallbounces near the corner (probably attempted wall bounce) Don't really know how the different level effect this. Also: System Change -gold burst p1 80 and p2 110 Note: might also mean Glod Burst Bonus proration %110 Now midcombo gold bursts are kind of awesome.
  5. I should never have told you how to get that Airman-esque Avi... bastard... :mad:

  6. I seem to remember a few other things too, like D nails not floor bouncing.
  7. I'm okay with the tech roll system (even if it's non-traditional), I just think they need to weaken roll-outs, and create more situations when you can't roll. To be fair about BB's throws, they aren't totally useless, and the do more damage on the whole than throws in most games.
  8. HF would still get raped on IB. That move is a terrible way to end a string.
  9. Bsledge is +3 and I meant to say even, not unpunishable. My guess is that air IB is still double normal IB. So... 4-6?
  10. This is not Mu specific but too big not to mention. My thoughts, "Fuck Yes! It's about time!" While this will make it harder to IB>DP, I think on the whole it improves Mu's game quite a bit, jC isn't a death trap on IB, IB>jump doesn't get out of oki as easy, C normals not as easy to IB>DP, 6B only -6 on IB, the list goes on.
  11. @SpiritJuice: Nerfing the advantage has different ramifications though, like Tager's Bsledge being unpunishable on IB (for example). I think the logic is that, even if they made it harder to do, the power level would still be a problem.
  12. Oh thank you! IBing was way to much reward for how big the window was. I'm glad to see they're nerfing this one. This will also help mixup and pressure across the board, Tager's Bsledge will be even on IB, get scared (a little).
  13. @Pulsr: I've been playing around, and I'm not quite sure how your setup is supposed to work. It seems like they can just kinda, get out. Maybe I'm doing something wrong/dumb. Also, I'm going to try and do another oki/setup video, this time with a little better quality. So if anybody has anything that they want to be sure I cover, please let me know via this thread or PM's. Also, I want to include some setups for other, neutral situations such as zoning, approach, and neutral GP break,
  14. I hear ya. Hell, I only have an Xbox, and with the current track record, I'll get CSII when I'm forty... At least I'll get to enjoy my untechable 3C for longer
  15. No where particular, I've just heard it through hearsay. Hence rumor, it could be(and likely is) total bullshit. Still I can't imagine that we will be waiting too long after the 9th if they're doing it via DLC. If they're doing a disc, it will probably be longer.
  16. Also, when you look at the new combos: 2B>2C and 2C>6C something about those normals had to have changed. Speed is the most likely and lines up with that LokeTest one video. They probably haven't sped up alot though. @Corinth: torrent quotes happen, that's why I keep updating the OP so all the stuff is centralized somewhere.
  17. Rumor is we get CS2 and Platinum as DLC the same day as the Arcade release... This is just a rumor though, nothing concrete.
  18. 6A maybe, 3C I doubt it. For example, many players unfamiliar with Mu assume her A/B normals are the same as Lambda's when in fact they are slightly different. Mu's 2B currently has a longer reach than Lambda's. A player unfamiliar with the character might think that 2B got a buff (because of their point of view). In the end we'll have to see for ourselves come release day. @Corinth: Remember Mu is currently a lower-mid tier character. She's getting some buffs to her neutral game and some nerfs to her damage. Nothing will fundamentally change how she is played. I think she'll remain Mid tier as she has all the same weaknesses as before.
  19. @Aginor: Yep sounds like the move is unchanged. The lack of Mu players in Japan could be causing alot of mis information (I have my doubts about a few of the reported 'changes') @Tempest: It's post #775. Below is a quote so you can click to see stunedge's full post.
  20. Stun Edge posted as series of descriptions of the direction Mori wants the characters to go in CS2, here's Mu's: Mu: -She will be focused on guard primer breaking, it will be easier for her to go Oki and set-play this time That's pretty much exactly what Mu players wanted anyways. Hype!
  21. ^^ is that a better translation? It changes a few things. Edit: yes it is, so at worst SoD is exactly the same as it was before, and at best we get more wall bounce. Quite frankly it sounds like that last set of updates was alot of "we don't really know this character, sorry for our mistakes." So in short, it sounds like j2C and SoD are exactly the same as they are now.
  22. You wouldn't get Okizeme if it was techable. I think the problem is the way that move works. You really can't follow it up in all situations, somebody not so familiar with Mu might accidentally describe that as techable. So yeah, it sounds like all our j2C loops are back (they didn't do huge damage anyways), but 6A>j2C might not work with the 6A nerf.
  23. Yeah, but the wallbounce is a big part of her Max damage. Plus, being able to combo off it if for some reason it does hit, is nice. But I agree, it's not really a big nerf. In fact, the only serious nerf we got, is 3C techable, and in exchange we got an even better BnB. (maybe) For a frame of reference. The new SoD will probably work like Hazama's Jabaki (236D) on CH. It sounds like an attempted wall bounce. Meaning it will bounce if in range, otherwise you'll get the slide effect. I'd like to say again, j2C is totally fine.
  24. Mu - Tsurugi wallbounce is restricted to the end of the screen (only wallbounces on corner, probably) + j.2C's ukemi has not been removed, sorry (probably the untechable state j.2C puts you in; you Mu players should know what he's talking about) Lol. The japanese players never really played Mu, so they don't know that j2C is fine. As for SoD, it looks like the move will be quite a bit different than it is currently. I wonder if it has any bounce on lvl2 or lvl1. Bleh, looks like we'll have to wait till the final release to see what's really up with Mu.
  25. I finally beat your character thing, it took Quina Qen (FFIX). Sad thing is, he/she/it is probably in there, but no one really knows what/how/why he/she/it is perhaps/sort of.

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