Jump to content
Dustloop Forums

lxMetalSonicxl

Members
  • Posts

    332
  • Joined

  • Last visited

Everything posted by lxMetalSonicxl

  1. GGs to arcade lobby. Don't remember names :/
  2. GGs to everyone I played. New Izayoi seems so fun, can't wait to find time to learn her.
  3. GGs to fellow mashers. I saw a blue square and it looked legit, i want one
  4. GGs to my fellow mashers and trolls. Too sleepy to be using this ghetto stick -.-
  5. Balloon normals mean that life is over. Even the video says "End or Begin" in red. They know its the beginning of balloon normals ending us all.
  6. GGs to the lobby and FinestKO room. Lack of matchup experience is killing me since I didn't play CS much in general ;_;.
  7. I have to say this matchup is ass. We will not get the first hit, her neutral dominates. I'm at a loss. Luckily Mu players aren't usually the strongest. 623B beats IAD back and I believe her 5C at the start of the round ( I'll double check later but I CH one). Letting her set up steins is the worst thing you can do so try to stay on her.
  8. The loss of quickdash barrier and quickdash 623B. Gain art seems to be a Sonic Saber > teleport thing more than anything.
  9. Yeah the worst part is that they can actually block 623B or 623C with very little consequence besides one stock. Pretty much zoning with Jin fireballs and Fubuki. Honestly, we just have to outplay. Nothing else to it, we have decent tools to win with. Gain art is amazing but its mainly because 214D exists to punish and 236D keeps them blocking. Overall it feels a bit weaker in neutral than regular mode. A personal gripe I have is that her max range combos are forced to follow stars route and knock them away. That means we have to knock them away and win at neutral AGAIN. I like getting knockdown with my combos and I don't mind losing a few stars in the process, but when we are too far it ain't happening unless 2 stars is all you want.
  10. GGs to everyone I played in that random lobby. Didn't realize how reliant I am on sound cues for everything until today playing with no sound. Need to play my fellow mashers less though because they despise blocking more than me lol. I thought I mashed hard but damn let me practice my cancels at least. Special GGs to yes06kin. He blocked triple overheads and empty dash lows. I was done.
  11. GGs to my fellow mashers. Finally had some game time today lol.
  12. After a Strike Fall in the corner, 214B > 5C (5B will punish roll tech) > OD > Phorizer is the best netplay mixup ever lmao. So much damage it isn't fair. Can be done midscreen too but rolls win. Late techs win everywhere too but overall this setup destroys mashing.
  13. GGs to everyone that lost to simple mashing today.
  14. Pros: We can bait DPs easily in gain art. Yay? Phorizer can't be Yukikazed at close range to punish us, our invincibility lasts too long. We can get out of his 6B with 5A so its actually useful for something. I think overdrive worked for me one time as well. 623C can beat jump cancelled stuff if they aren't blocking it in anticipation. 214D works well on his projectiles. Meh: Our 5B is the same speed as his 5C... Cons: His projectile zoning is better and he has more options with his versus ours. He dominates the air so try to stay grounded and knock him out the sky if he isn't blocking 623B or 623C. His 2C can murder us too, further enforcing the "stay grounded" mentality. His 6B beats our low moves clean. He can catch us on the ground with 2D so space ground normals carefully. This thing is +3 on block too, so he can dash 5B or 5C and we can't do much besides backdash or super. Gain art backdash into forward dash j.B would work well if you ended up blocking it mid-screen. Whiffing anything against Jin is really bad. If he jumps over your 5B, he's in. Once you get in the corner, better pray for a 623C/6A to hit something or you are dead without meter. I got nothing for this matchup that's all that useful. These things are kinda barebones. His neutral is too dominant when played right.
  15. Lmao I thought the "EC" lobby was just the universal one since no one would ever join me in the "WC" lobby. I would go to EC lobby and check connections and there would be 4s and 3s everywhere with a few 2s and decent amount of 1s which are probably East Coast (some people on EC i have a 2 with). I'll be glad to wait for a match for 30 minutes in the West Coast lobby and wait another 30 minutes whenever my opponent leaves.
  16. Actually I found the Izayoi matchup to be the most fun matchup. Izayoi is so easy to fight that it feels like a positive matchup. Anyways what kind of suggestions/wishlist do you guys have? My suggestions are as followed: Change 236B and 236C to 22B and 22C. Give new projectile variants with those old inputs and have an aerial version. Give Jin-like air options after the projectiles. Give a Gain Art DP that costs 1 or two stocks. Give an actual air-to-air. Buff C normal range, no reason why sword normals have less range than some people with their fists and kicks. Make D projectile go off in place if it hits another projectile. Improve her anti-airs. Maybe not all of these but thats the direction I would like to see her going.
  17. Your 623C is there for a reason. Dealing with jump cancels is possible with this. They can barrier block you and try to punish a teleport, but if they respect your anti-air you might be able to run under them depending on their height. Ghetto anti-air 5A works in the minimal of situations too and I think 6A can work out if you know they are gonna press a button for sure. The real problem is dealing with characters that can pseudo-zone with projectiles or avoid your projectile altogether because they are fast. And that's a lot of the cast :/
  18. Overdrive at the start of the round seems good. Its hard getting orbs on her.
  19. DL: lxMetalSonicxl PSN: HanshaX California Really doesn't fit my playstyle but I don't mind.
  20. GGs to my fellow mashers. Fuck pad, stick is coming monday. Then I can bother to learn the rest of my combos and finally be at tip top shape. Is it just me, or are jp connections actually somewhat playable?
  21. Izayoi needs a good air-to-air and a legitimate anti-air. Those DPs don't work when they are too close/ press buttons too fast. Also her C normals are awful range. She doesn't have a lot of buttons to press while being pressured either. But she's fun.
  22. I didn't even know there was a timing for it. Double tap and it works every time.
  23. Nah, playing Izayoi now until my thumb breaks from PS3 pad. She's really fun, but its weird having a 5B with longer range than a 5C like Tsubaki.
  24. Can someone get rid of the Jin match-up? Also it seems like you have to be godlike at doing her DPs to be good with her. If you can't dp on the spot to a jump cancel give up now. Or ghetto 5A air combo hit-confirm.
  25. GGs to everyone I played. Mashing on pad hurts.
×
×
  • Create New...