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Blade

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Everything posted by Blade

  1. +Add to DevART Watch.
  2. Page 9, Guys, Enjoy! http://fc00.deviantart.net/fs70/f/2010/256/0/c/ggr__2183x_by_darkside_ky-d2ynlg2.jpg
  3. That's funny cuz last I checked only 6D/2D works inbetween Guardstrings and only after IB. This is why I suggested they make a "Guard Action" in Training Mode (record an action immediately after block), so that people actually learn to fear Haku during Guardstrings after IB.
  4. Just give me Makoto without the Gi top and I'll be happy.
  5. Haku=Men Zero will pwn you all.
  6. Yeah, well it's a prime example of a slow-startup move (thanks for correcting me, again)...
  7. About all j.D usually does for me in most high tension situations is keep me from being low-poked or swept anyway (well, it is a nice anti-throw move). 5D was only good for moves with long startup, like Carnage Scissors. It only could followup with Rachel (2A) anyway.
  8. While that's true, only Hotaru would hit, but because it hit so high there was no way to combo followup (even the cancel timing was messed up), even though you could jump cancel, it was essentially a waste of two Magatama unless you were going for that last hit to K.O. Tsubaki would completely wiff as well. Edit: It'd be nice if someone checked the hitbox/float properties of j.D this time around, see if Tsubaki actually works or if you CAN combo off Hotaru.
  9. Here's a smart idea: someone should e-mail ASW and ask for a changes log, instead of actually GUESSING what the changes are.
  10. Wait a minute....are those legit pics? Where'd you get those? And also why is Lightning missing from the list? Here, Debunked: http://img197.imageshack.us/img197/8121/stuffk.jpg
  11. Ragna wants to punch you in the arm with his original hands.
  12. As far as I'm concerned, none of the Ragna/Haku stuff is gonna stick. Haku needs his combo-able j.D (or at least give Hotaru more untech time, or let Tsubaki be able to hit as well), Ragna needs his post-C.S. options since he relies heavily on that precious meter for damage anyway, only way I could think making C.S knock away be useful is if you shortened Ragna's recovery time back to neutral after the animation. Then he'd just have to High Jump or something to follow up (in corners maybe?).
  13. As much as he said 2D>4D xN works in the corner...I've only managed 5 hits without Tager suddenly blocking something. Mind giving more pointers on how Unlim Mu works? I know stuff like 5D>4D spam and 5D>6D spam work...but there are lots of characters that can still slip through that... I figured you'd know more...

  14. Haha, I'm aware of that, but so far I've only been able to do decent damage and mixups when Haku has meter...just my old CT habits I'm trying to break.
  15. My only gripe is, if ArcSys is going to give characters a special quote for combos, for example: Jin does 2k on Ragna, Ragna Techs: "It's not Over yet!" Jin does 3-4k on Ragna, Ragna Techs: "Brother..." Jin does 5+k on Ragna, Ragna Techs: "BROTHER!!" Give beginner to moderate players a reasonable opportunity to do at least 5k to enjoy that moment. With Lamda's damage output, you rarely hear her say "UNENDING CHAIN!" Risky Combos should be 6k upwards, IMO.
  16. Listen, it's not like I don't know how to do them...I'm saying plain and simple, they are a PAIN in the ASS to do. Why does nobody appreciate this? I use pad. I know, shocking, isn't it...I tap forward twice when I run. In most neutral situations I've ever been in, there are far more damaging setups and combos with a lot less "skill" required to do them. I'm lazy, I don't bother with 5B>6A after Inferno Divider...I just use 6A>HJC, more often than not this saves me the pain that is to delay crap, and I've gotten more combo options as a result and decent meter, even if the damage isn't quite as high. Hell, I don't bother with dash-primed 6A after Carnage Scissors...I just do High Jump j.C>j.D>JC>j.C>j.D Inferno Divider. Oh sure, it does less damge...but more often than not it has won my fights...is that wrong? Does it bother people I don't do high damage combos when I could? I don't exploit Fatal Counter perfectly, I'm sure that sticks in people's craw too. I use combos I know work and that I myself know how to use and can use effectively...not the most damaging or tactical BnBs in the world...they don't always put me in ideal positions, and for the ones that don't I try to revise, but they don't require big heaping amounts of effort to do. Is my damage output severely hindered? Not sure, probably. Does that mean I can't win? Well, so far I win some and I lose some, not the end of the world. I just hate pain in the ass combos and like simple ones that don't take too much effort to do moderate damage...I prefer combos that aren't that hard to set up either. I am fucking lazy. And yet, somehow, I've won matches... Something must be very wrong. Oh yeah, and it doesn't matter what characters they are, I don't mind using or learning any of the cast, so long as the combos are at least learnable in an hour's time, bare minimum. That's just how I play.
  17. Marvelman = A Younger J. Jonah Jameson. XD
  18. Jin is homo for Ragna anyway...so face the music.
  19. I can appreciate that but...that has more to do with setups than the actual combos themselves. So if you get hit with Ice Car and get combo'd for it...that'd be your own fault. Not the fault of the scrub. Fight someone playing in Beginner Mode and you'll see what I mean.
  20. As much as I thought about this, I considered the idea that characters could have "easy mediocre damage combos" and "hard high damage combos". Working for that extra damage is fine and all, but it shouldn't prevent the character from being playable by beginners altogether. That's why I think characters like Ragna can have easy combos of decent damage, and Hazama can have easy combos that are decent as well...but their higher damage combos could be more diverse. Even if they play differently, that shouldn't change their damage output on easy combos which could be consistent across the board at the very least. Lambda has a few easy combos but they aren't that rewarding, so making something that is easy and at least moderately rewarding, would be ideal. It would be the harder combos that decide how ultimately effective they are damage-wise in that case. Also, did not know Mike Z. was a contributor....keep up the good work, Mike!
  21. Even if you say that, I honestly believe that Hard combos should be reserved for high-damage rewards, like 6-8k...easy to medium combos should be delegated to 2-5k range. Hard combos shouldn't be a factor in rebalancing a fighting game. Setups and pokes and advantages should take priority. Any character who has to struggle to eke out 4k isn't very fun IMHO.
  22. Wow, somebody doesn't read posts, I said, "nigh impossible Online". Unfortunately, Online comp is all I tend to get, so even if I can do it Offline IRL, the point is MOOT. As for your question of "why America could have any say"...I think sales figures might have something to do with it. :8/:
  23. I'm not gonna say I don't gripe...but most things I dislike (as far as changes go), I take in stride anyway. I got no other choice but to gripe anyway. Unfortunately America has zero say in any loke-test...so there you go. If there was any thing I'd say, it'd be this: get rid of forced dash input links in combos (like 66~B for Jin after 623C)...no point to them aside from putting you in a good position mid-combo, most only work on Counter Hit or Fatal Counter, nobody will consistently learn them offline, they're nigh impossible online anyway. Also the A.I. is bloody stupid and teaches you bad habits. Fix the damn training mode so that Counterhits can be set to Random, the A.I. doesn't spam DDs and actually uses RCs...and have a character-recorded action "after block" so that people clearly know what's unsafe on block. And make Heat Gauge settings separate please...I'm tired of the dummy sharing my heat gauge...GG Training Mode was better than this.
  24. I swear to God, Strider better have a slot...
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