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Blade

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Everything posted by Blade

  1. Hey guys, what are some good "safe" Arakune Normals that won't get me thrown by 360A or 360B or just Throw? I fight Tagers who like to block a lot and if I jump wrong, I get colliderd', or they block j.2A/j.2C and Buster me.
  2. Lightning = Cloud Snow = Tidus+Zell+Liquid Snake's VA Hope = Shinji Ikari+Tidus' VA Sazh = Sanford + Son + Afro Samurai Fang = Paine+Austrailia Vanille = Selphie+X-2 Rikku+Austrailia There. Done.
  3. As far as the gripes about Ragna go....doesn't he get most of his meter from Belial Edge anyway? On top of that, if you know how to block his RC'd mixups (depends on the player, but yes, it can be done), doesn't that mean he's bone'd? I don't know, I mean...most matchups I've done with Ragna against good players there's always something Ragna has trouble dealing with. Either Jin's j.B or Tager's 5A or DP Bait, or in Arakune's case, 6D. I mean, the main problem I see with Ragna is that he's offense oriented. He has nothing going for him defensively short of Counter Assault or Burst which are practically useless in certain situations for him (or at least I haven't seen anyone use Gold Burst in combos concerning Ragna properly). Once he goes Blood Kain, if you have a Burst in stock you can ruin his day, heck, if you have 50 Meter and Counter Assault his Blood Kain you could still ruin his day. And knowing how to IB his D moves keeps him from getting HP back on top of that. About all you have to worry about then are him taking off Guard Primers, and most of the methods I've seen for taking Guard Primer involve scare tactics that aren't entirely safe for Ragna. Just what I've seen anyway. Not saying he isn't strong but...he's got a lot of glaring weaknesses too.
  4. Speaking of which, I still haven't done some of the Achievements yet...regenerating 10 million HP is from EX mode is harder than it looks.
  5. http://tvtropes.org/pmwiki/pmwiki.php/Main/FlipFlopOfGod Also applies to game design. Thank you and good night.
  6. For the same reason they took out Jecht's 'Jecht Block' hitbox...they were overpowering.
  7. For Ragna, don't forget he likes to do 6D>j.D although it's a jumping move it's technically a low gatling into overhead to beware of.
  8. Having good offense isn't going to stop noobs from spamming D.
  9. They're not "free" free...obviously you can bait her counter with a quick poke and punish whatever she might bring out as a counter. Baiken had like 3 offense counters and 1 evasive counter (not counting forcebreaks). Her main one flipped her behind the opponent with an overhead I think. Her other one had a back thrust with low invincibility and an FRC to it. Her "old" one was kindof an anti-air multi-hit grab (she kept it in her EX form though). Her evasive one was like Noel's dash behind but for Free... For Forcebreak it was pretty much a big fat hitbox to start, and then maybe some random high low mixup followup, but usually if you hit with it, it didn't matter what you followed up with, IMO, unless you were going for Damage. At least with Haku-men, you have more control on some counters on what you can physically do. I hate the idea of turning them into counter-throws though, I like having some optional followups to them, or at least a special cancel from them.
  10. Fortunately enough I'm skilled at writing and grammar, so editing will not be a problem. Thank you very much. Also if you have obscure questions regarding their movelists and such, be sure to ask if something feels unfamiliar.

  11. This is why I say his Ds shouldn't be nerfed. Anyone who spams them will get thrown or mixed up in most situations anyway so it's a trade-off of good sense of how your opponent is playing.
  12. Hey, how's progress with translation stuff I gave you?

  13. The Ranked Mode Patch Fix is scheduled for October 14, Thursday, to clarify.
  14. Is there any hope that Lambda can do 5k combos without the Sickle Loop?
  15. Kombat Begins in STAND BY... lol
  16. They might as well give him the Ragna's normals treatment if they go that far. I thought his moves were all about conserved useage of Meter, but when you get it from sword swipes, he brings home the damage. I prefer relying on counters and zoning pokes and special chains for my damage.
  17. 4C CH is a potential setup for a 6C FC in some situations, but I really find using 6C awkward in combos with Haku....once it lands there's a chance you'll screw something up and get countered for it. I'm hoping those D nerfs go soon. Meter won't matter too much so long as you get Magatama for your Ds.
  18. You said "Brazillian Translators are faster", you know anyone who could help me translate some stuff for GG2 Overture?

  19. I see. Thanks. That wasn't really made clear.
  20. 6B is an overhead, but it's not very rewarding when it lands. As for 4C to me it only has so many uses --Gurren on CH --Easy mode Fumajin (especially versus Mu-12) --A reason to piss Tager off (lol)
  21. Pretty sure you could do 5B>Inferno Divider or 5C>whatever or 5B>6A in corner after ground Gauntlet Hades even now...so I don't really see what changed. If I'm wrong I'm wrong but...again, don't see what the big change is.
  22. My overall sentiment with Haku-men (aka my wishlist): --Make Enma>falling j.2C>2C easier. --Give falling j.2C higher "pick up" after Airthrows. --Keep j.D followups --Give 5D a followup or at least a Special Cancel --Give 6D better timing for charged 6C --Keep TK Tsubaki ground pick-up combos --Make j.B easier to air combo with. --Give 2C a "Fumajin" --3C>Gurren pickup --Make 6A "safer" --Give old 6B floor bounce Counterhit back --Make "mugen" Zantetsu less techable on the 2nd hit. --All Ds should give 1 Magatama (or at least 5D 1 Magatama and 6D/j.D/2D 1 half a Magatama) Ah...but if wishes were horses....sigh.
  23. Can someone explain what they mean by "ground Gauntlet Hades can be followed up"?
  24. Does anyone know what the hit counter words are? Capcom has this thing where they like giving you encouraging words after combos (did it in Darkstalkers too I think)? Cool Awesome Viewtiful etc etc?
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