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Blade

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Everything posted by Blade

  1. Oh goddammit, why is it whenever I post something someone has to go and correct me? Why is my life full of misinformation? Even if it's from personal expriences. Why is it that even if Makoto does a level 3 5D and I block it, that I don't feel like I'm at advantage? Why is it people make 8k combos from Ragna out to seem so easy to do? Why can't I do them? I never have meter when I do 2C-6C FC....what the hell? You and me need to play online and I need to learn from you where my life on Dustloop went wrong.

  2. IMO Doom needs a nerf of some kind. He hasn't changed much at all. Also hoping for some decent defensive maneuvers and not just pushback or whatever it's called. I'm assuming Alpha Counter is too generous.
  3. No there isn't. And you don't want M.u.g.e.n. A.I on GG chars. Shit is EVO quality.
  4. In my mind, FCs come in two types: combos that do damage and combos that give advantage. The term "Fatal Counter" might actually be a misnomer in some cases. You wouldn't notice it otherwise in normal gameplay, but believe it or not FC Hotaru prorates like hell if Unlimited Hakumen uses it (even if he gets 8k on average from it, that's a pittance VS other Unlims, especially Unlim Tager who has 16k HP). The reason Hotaru is so good is because it does damage AND gives advantage. An FC that gives advantage would probably be an FC that's actually "easy" to use and less situational, like Makoto's D's, they're nice on block and take away a primer, link into eachother in the corner even if they don't hit from counter and just overall Makoto benefits from them (assuming you've gotten the timing down, I know lots of decent players who have so this is reasonable). Another FC that gives advantage are Arakune's curse dive cancel loop combos...they don't do nearly as much damage (3k maybe), but their sole purpose is to give him curse, which is where his real damage begins. I would think that FCs designed for "damage" in mind would be a lot harder to do than "advantage" FCs. Not only do you have to fish for them, but in some cases they are costly if blocked or you messed up the timing. To me, this is what Ragna's 2C is. While it is nice, it's hard as hell to land, and even if you do land it, sometimes you don't land it close enough where Ragna can actually use it for those 9k combos people drool over. And to be honest, Final Ultima's combos are probably the most exaggerated and HARDEST combos I've ever come across, and you'll never find any of that stuff practical in a match. It's just sheerly about the damage numbers in that case. I think in most matchup situations I've barely eked out 5k without meter (no BK) from his FC. I'm not a talentless hack, I punish where I see recovery frames, I look for opportunity, but I also know that in most situations you have to weigh when it's useful to use Blood Kain or not as well. That said, I've also seen plenty of "wiffed" Hotarus from good players, and I've punished what I saw accordingly. So Hotaru may be a good FC, but it doesn't have a good batting average from what I've seen so far.
  5. Did I mention I STILL hate Capcom's sense of Jazz music? D:
  6. lololol wasn't aware Dissidia even HAD a tier list. Also, that assumes who you play against actually knows how to dodge and block and not get caught in corners of a stage. A "defensive" Cloud is very dangerous. Especially if he can use Braver through spells on reaction.
  7. Hmm...jury's still out on him being broken. If he's anything like HUGE HITBOX bullcrap we see in BlazBlue, then I'll start to worry. He can't be any worse than his fan-made M.u.g.e.n. counterparts.
  8. LOLOLOLNOBUTSRSLY how DO you use Arakune's j.C/2C as Fatal Counters into Curse? I've RC'd 2C but I can't do much with it, and um....j.C, I have no clue.
  9. It's funny how the moderators are the ones getting off-topic in this thread. But I digress, nobody told me how Arakune's FCs aside from 5C work?
  10. Even so, TK Phoenix Attack from Bang has hit a few people I play, so it does work. As for Bang's 3C...people don't use it because nobody relaunches from 2A anymore I guess....I still do though.
  11. That's how you Tiger Knee a DP motion, dude. Originally I used it for Baiken or Axl Low, but it works for Bang and Ragna too. Otherwise you could try 62369+any but that's harder to do on pad OR stick.
  12. I'm wondering what new moves characters will be given. Maybe Cloud will get Cherryblossom from FF Tactics, lol. Also really wishing for a crumbling Shinra Tower like in Advent Children for a stage (and Advent O.W.A. song too).
  13. If that's his Dive DD, then yes it's blockable, and no, he stops with lots of recovery frames, unlike his ground DD.
  14. How the hell do you use Arakune's j.C and 2C FCs??? Bang's 3C isn't too bad either. Also, his Super Gigant Attack somewhat nice in some situations (I can use it more if I TK the input 214736+B), not as easy an input as TK Hotaru, but still useful for surprises.
  15. Well, as much as I appreciate opinions...I could use some advice: How do you "land" said FCs? DPs like Hotaru and Jayoku are no-brainers, but stuff like Ragna or Jin's 2C? What? When? Haku-men's 6C is also....complicated to use. Noel's j.4D is also a no brainer, as are Makoto's Ds...dunno about Valk though. Also I have no idea what to do with Arakune's j.C or 2C FCs..
  16. I asked this in another thread, but they misunderstood what I was asking: Can Wolf form be thrown? I can use GETB on him, but is he vulnerable to normal neutral or back throws? Or Air throws?
  17. ....maybe you should post that in the news and info thread or....something. ....I'm not exactly sure what they are thinking here....
  18. Well, props to you then. :O My bad. Also, dumb question, but is Wolf throw invulnerable (except for Tager)?
  19. Yeah, props to whoever keeps making those (I think it's Kurushii or SolxBaiken but I might be wrong).
  20. I just wanted to say a few things having fought him a few times Online now...just my rough opinion (I don't have him yet, I just fought VS him so far). I have no clue how to block wolf's strings, he crosses me up easily. As Ragna: His jumping and ground hitboxes are odd and really hard to hit, I have a hard time gauging my spacing with him, and j.B doesn't seem to cross him up as well as other characters. Also, his DD Wolf Rush practically has complete priority over anything as as far as online play goes (I hear it's a 2 frame window if you block it, so far Jin's 5A wins, and maybe Haku-men's 2D if he got lucky, otherwise blocking and then doing Inferno Divider has an extremely low chance of working after it (unless you IB'd it). His anti-air kick really kills Ragna's Jump-ins, and so far 5B and maybe 2B or a very reckless hell's fang work on him. As Arakune: Wow, I'm surprised by all the mess and dodging gimmicks I can get away with here, Ara's 2A dive managed to dodge the wolf a few times and hit anyway. Clearly Arakune's more mobile than Valk, even if Valk has good reach. His kick strings are strong but I slithered out of them a few times. Once I get curse going he can't move practically at all to punish, and wolf is just asking to get hit while cursed. As Haku-men: Valk has a really good pressure game to work with...his kick actually beats out Haku's 4C!!? I don't get as punished badly for using D counters as I would VS Ragna or the faster characters, but Valk is still a decent mixup character to deal with...It's really going to take some time getting used to him and wolf and also how his DD works, since normally characters will stop if their DD gets blocked or wiffs...he just keeps going! O.o (I wish Ragna's CS did that!), Black-hunt/White-hunt got me a few times here, but his DD works so well after his wide kicks...I got lucky and 2D saved me at one point. Also Valk's throw and airthrow are beastly trouble here, getting punished for using D counter vs Valk really hurts. Still can't figure out how to block wolf. As Tager: Not too much of a problem...seeing as GETB works on wolf!! Valk doesn't have a good DP, so Gadget Finger will give him trouble, IMO. He can still mixup though. As Jin: Normally Jin has reach on characters, but for some reason I can't hit Valk as easily as anyone else...j.C, j.D, and a few others seem to wiff more on him. I think hit confirm works better for Jin here...because of Valk's reach it's easier to punish, but if you guess wrong you're in for hurt. As Hazama: I'm not 100% good with Hazama, but from what I saw, Valk can dominate him real bad if he isn't zoning properly. As Bang: 5A wins :P But seriously, Valk has good reach and can really mess up Bang's air game, also being a wolf throws off my D Guard timing. Anyway, just my feedback. I'm looking forward to playing AS Valk next week hopefully. His Airthrow reminds me of Haku-men's neutral throw.
  21. I'm still looking for those "full uncropped DD Ars symbols" from you Circ, just sayin'. Especially Makoto's, Lambda's, Hazama's, Mu's, and Tsubaki's.
  22. OH my God I am so sorry....I was actually trying to talk to my friend Aeph....for some reason your name and his looked so similar I just......geez. I am very sorry. But we should play sometime. :3

  23. How does Crossover work exactly? You do XX combo, then press assist or swap?
  24. Well, a while ago, I played you and you abruptly shut down your room. O.o You didn't even tell me at all.

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