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FlyingVe

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Everything posted by FlyingVe

  1. It would be nice if we could decide the team peacefully (or if we have enough for two teams...), but a quick playoff would be a simple, easy, and fair way to make decisions. I can vouch for voiddd's Mu-12, and Pulsr would be a shoo in if he wanted to join.
  2. Well, we could always have too teams, or do playoffs. In my experience, the teams are rarely what you expect. Geist already said he might have trouble making it. Besides... we need your Mu voiddd...
  3. This is so true, Ranga's 2C is so good in CS, that they will almost always use it in block strings after 5C. It's + on hit, and really deceptive on wiff (sine you can't stick anything into it). Either way he gets pressure. If you must do something after an IB 5C I'd pick 720(hard) or backdash. The back dash can be baited, but it's pretty hard for Rags. Also, IB the 2C and you're free to do most whatever. Over all, your best waiting him out. Much like CT Ragna pressure is much less dangerous than it looks.
  4. For XBL people: http://www.dustloop.com/forums/showthread.php?9832-XBL-3V3-Same-Character-Tourney.-Shake-off-October-Rust A new 3v3 same character tournament. To enter you'd need a team of three players all playing the same characters. Much to the dismay of Team Tager and Team Ragna, I want to be repping the new hotness (Mu) in this tournament. As we need a team of 3 players, who else wants in? After we figure out whos interested we can figure out the team. EDIT: It's XBL only so I'll need Gamertags if it's not in you forum image thing. <-- Potential Players: FlyingVe - FlyingVe AndyG - Viva La Rocann Geist - Satosa Jin Voiddd - voiddd NickExtreme1 - NickExtreme1
  5. Would anybody like an updated Oki thread? There's alot of very good and useful information in there, but it's disorganized and hard to find. It would be good if we had a new one with everything in the first post. I would be willing to make it if there's demand.
  6. The most common setups is: 5D>6D>236D>6D>5D/2D>j2D>j6D>jD You can play around with this sequence, and it is usually best not to do this sequence of bounces (it wont combo and it has big holes), but it should give you a rough idea of how the laser bounces. How you use the bounce laser will depend largely on the opponent and what situation you're in.
  7. If the Hazama player can't IB well (most can't, and it's much harder to do online), then the match is cake. But I have alot of solid Hazama players, and I think they would give me a much harder time off the internetz. XBL: SCAM4Life: Very good, high pressure HZ Zed: Still working on some of the combos, but he uses the chains like a pro and is crazy annoying. Tsunna: Pretty solid last I played him. Edit: I also play a little Hazama as a sub. I know the stuff, but I don't really have any matchup experience, and I'm too aggressive to use him properly.
  8. Normally the timing is just tight. There is a trick though. The whole combo becomes much easier if you only get a one hit ID. So take a few steps back so you ID only connects once.
  9. Yeah, I downloaded Makoto. I'm not the biggest fan, alot of her stuff just felt wrong to me, and her drive is a bit stupid. I've only seen that 3 seconds of valk so I'm not gonna judge him yet.

  10. I don't know wether they changed the netcode, or they changed the game such that the old netcode doesn't work as well. Either way I have way more problems with CS online than CT. CT was pretty iffy at first too, but they patched it up in a couple weeks. In all likelyhood, ArkSys is too busy with the DLC characters to fix the netcode.

  11. I have a hard time seeing you as an Order Sol player for some reason. I was wondering what you thought of my other ideas for making Bang, Ragna, Hakumen, and Arakune better? Also, I hope our connection is solid, but alot of people who I used to have good connections with are pretty sketchy in CS. It doesn't help that there's more timing intensive stuff this time around.

  12. Truth. I hope they patch up the netcode soon. When it works its pretty good, but it's very inconsistent right now.

  13. I've said it before Arakune just plays solitaire. They need to find some way to force him to interact with the other player. As it stands playing vs Arakune is barely even like playing a fighting game. A radical way to do that would be to remove the clouds, and give him something more close range. That way he couldn't zone in the traditional sense, and would have to make use of his crappy pre-curse to get curse. It might be too extreme, but it would make pre-curse actually dangerous and force arakune to actually attempt an approach or mixup. Whatever they do, the clouds are the problem, and should probably be eliminated.

  14. It's not my strong suit. Blocking in general is much harder on the internet. I'm always surprised at how much I can IB when I really focus on it thought.

  15. Well, coming up with Drives is a bit hard (see Bang, Makoto). I kind of understand why Ragna's life gain is weak. Balancing powerful life gain would be really hard. Thankfully, there are other things that help define characters, but in some cases the drive seems like wasted effort. Hazama proves that there are still ideas out there. HIs drive is genius from a design standpoint.

  16. What specifically is past that point?

  17. Thankfully, Bsledge is easy to IB, which negates that advantage.

  18. The biggest problem with her super is that it rewards stupid play just as much as solid play. Ragna could be improved (maybe) by reducing his health, greatly strengthening his life gain for each drive in the combo. For example say he starts with 10k health, but his life bar could hold 12k, and each D move would gain 15% more life than the last. Also, give him tools to optimize life gain if he chose. Makoto's drive would be better if there was a good reason to do anything but a level 3. Bang's drive is out of character. Its kind of like haku's counter but unpunishable. I think he needs a whole new drive. A teleport would fit the ninja theme. Of course he would need a new way to get seals. Haku's drive is fine but fairly irrelevant in CS. It could be made immediately more relevant if they designed the character so that he would actually be defensive (like in CT). In CS is basically a zoner.

  19. I said that too, but then they came up with Hazama. The character needs some tweaks, but his drive is a little bit genius. The drive should be the character's defining characteristic. A few characters don't follow this rule, and I think they should be tweaked to make their drives more important. Ragna, the fact that he gains life is irrelevant; Makoto, it's just a heavy attack that you must play a mini-game to use; Bang, his drive is dumb, gimmicky, and doesn't fit the character at all; Hakumen, thanks to his new pokes, his counter is much less important.

  20. This will probably get moved to general discussion but. I try to play the whole match about 5C range (midrange zoning). The hitbox on it is huge and most characters have difficulty getting around it. I wait till I get a hit or an opening and try to set up lasers in a way to force my way in and force the opponent to block a mixup. My biggest problem is getting too greedy with stiens and pressure. Many people have pointed out that I am the most aggressive Mu they have played. I don't know whether that's good or bad though.
  21. *shrug* I'll wait and see how he plays, but right now his drive seems pretty gimmicky. Just adding another attack with a cool effect or stupid gimmick (ala. Makoto and Ragna) isn't really a drive. There's a reason it's called drive and not Hard Slash.

  22. At least for the important moves. There's no real need to know say... the recovery on ID, the knowledge that it's bad is good enough. I like numbers more than other players, so I learned the data on all the pokes and combo enders.

  23. Click "Guides" at the top of the site. I think all the data is there. Much of the stuff for Mu and Makoto is still being worked out.

  24. No problem. I'll try to invite you more often. Variety is good, and you're the only solid Tsubaki player I know. I see your learning Mu too. It's always interesting to see what other people do with the character. I tend to be really aggressive, but I'm not sure that's best.

  25. SD assumes that the attack hits on the first possible active frame, but it is possible to hit with a later active frame. This is called hitting meaty. The usually occurs on wakeup where an opponent techs into an attack. In the case of Ragna's 5B it has 8 active frames and an SD of -7. This is only true if you hit with the first of the 8 frames. If you were to hit with the 2nd, you would inflict the same guard stun, but the move would be one frame closer to completion. This effectively makes the move -6. There are other factors that affect guard stun as well. Barrier adds one frame of guard stun, and IBing reduces it by 5 on the ground and 10 in the air.

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