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FlyingVe

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Everything posted by FlyingVe

  1. Nah, I never played much guilty gear. nobody in my area to play with. Most of my knowledge is by osmosis, of just by my experience with other fighters. Potemkin had 2 supers. Giganter is alot like Magnatec wheel, with two parts and alot of damage. However, It inflicts alot of stun (not in BB) so it was better overall. The other one was and anti-Air command grab. Pot would leap into the air, grab and piledrive the fool. However, it didn't do much damage, and it was not immune to damage scaling. Most of Pot's meter would just go to FRC combos, such as Potemkin Buster>FRC.

  2. Also, on some characters the second 6B gets really stupid. Often times I will just leave that bit out instead of risking dropping the combo. I'm not sure if you could re-optimize the combo without the second 6B.
  3. Outside of better normals all around. He has a few very important tools. 1) A double jump. This gave him alot of mobility options Tager lacks 2)HammerFist. Think Sledge, but it would absorb any one attack rather than projectiles 3)SlideHead. Did no damage but, if the opponent was on the ground it was unblock-able and would knock them over. In a game without tech rolls this is a big deal and lets Potemkin move in.

  4. Well, one option would be to remove the 720. Give him something else. This is alot of why Potemkin could be designed the way he was. He had his good command grab, but no silly guess>get lucky>Win sort of attack. That meant the developers could give him real pressure. Case in point. I rarely use the 720 because I am not willing to stake my match on a guess. After all, a bad guess means you probably lose.

  5. If you do the first 6B as late as possible, it will be much easier to make the 6A hit low (and allow for the 6B juggle). You should also keep dashing into the 6A for as long as possible to push the opponent as close to the corner as you can.
  6. Henkia has a good point about Tager. AS long as he has the 720, they can't make him good. You give him a way to consistently land that attack and it causes a balancing nightmare. At the same time, adding more gimmicks doesn't make the character better, just more luck driven. I don't know what to do about Tager to be honest.

  7. SHe always had the ariel version. It floats down instead of up though.
  8. Yeah, my problem is that, because of the animation, it will wiff, and look like it should hit. I just want the hitbox and the animation to match.
  9. Are you saying you got it to work off 2B? or the easier 2B>5B (when it works)?
  10. Yeah YouTube always makes things seem faster (everyone thought Rag's 6A and 5C were faster for the longest time). She really needs a faster 5C (you get hit out of it way to much). The biggest change I want though is give her 5B a straight hitbox. It's too hard to tell when that move will and won't wiff on a croucher.
  11. For my money, everything Mu did in that clip looked a smidgen faster, but its tough to tell without actually playing.
  12. Okay, I made a boo-boo in my post. When I did omohikane, I did 2B>5B>super, as it is better to do that when you can (Males minus Hazama and Bang). I can not get 2B>Super to work, but I am fairly inconsistent with the 6321B46C motion. I still think its possible, but the timing is probably super tight.
  13. To be honest I don't really have any. it's normal for the first Loketest to just throw all the shit against the wall to see what sticks. There are usually the biggest changes between the First and Second loketests. However, I like some of the directions they're taking characters. Alot of the nerfs make the characters more interesting. Ragna's nerfs, while a bit extreme, will keep him from just being a one combo nightmare (like he is now), same for Hazama, Litchi and Bang. The appear to be trying to give Tager a move that will make people think twice about DPing him which is good. Again, I would wait till loketest two to start getting worried.

  14. Just FYI, Hazama is currently the 3rd best character in the game, His worst matchups is a 5-5 and shit roll downhill from there. Carl is right behind him. Yeah, they aren't game-breakingly dominating, but they are sure as shit OP.
  15. Lol, no. Carl and Hazama are only out classed by Bang and Litchi. But yeah, they aren't outrageously broke, just better than the other characters.
  16. Breaks primer and knocks people down. It's not that bad, it just doesn't have damage potential.
  17. It's not as bad as it sounds. The opponent can tech just above head level, so you can do some stuff like 2C, Dash6A, IAD j.A, or my favorite, IAD AirThrow. But if you got the meter (and you should after a corner loop), go for the super.
  18. Just did some testing on "my combo" on jin: (only works of Naked 3C) 3C>[2B>6A>j2C]x3 >2B>6A>jC>j2C>2B>5B>623C 3.6k damage 3C>[2B>6A>j2C]x3 >2B>6A>jC>j2C>2B>Omohikane 5.2k damage Is this better than the old combo?
  19. Sharpen tool FTW! Seriously, everybody should chill out about the first test. It can give a sense of what direction they are going, but the whole purpose of these tests is to test things. If they aren't doing what they want they have time to adapt.
  20. Correct me if I'm wrong, but isn't the best combo off a naked 3C: 3C>[2B>6A>j2C]x3 >2B>6A>jC>j2C>Ender Ender being either 2B>5B>623C or 2B>Omohikane
  21. Also, Difficulty and effectiveness are not related concepts. Just because something is easy doesn't mean it should be weak and visa-versa. However, things should not be hard just for the sake of being hard.
  22. This is the first Loketest. I wouldn't waste any time thinking about tier placement, it's useless.
  23. Just wanted to tell you that, barring an unforeseen disaster, I'm gonna be at that tournament next weekend. I'm bringing a few friends with me too. I should be there friday evening. Is anything going on that night? casuals?

  24. @Blade: About ID: But should he get 2.6-3.5k damage, and huge meter gain. With just the heel drop he will do 1k, but more importantly, it get's the opponent the fuck off of you. That's what DP's are for. The change brings it in line with the games other DP's and you can still get big damage with a CH or RC.
  25. While still very, very good. Rachel's pressure would be significantly worse now that the guard libra is gone, so I don't think the old j2C would be near as broke.
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