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Jackie Chandler

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Everything posted by Jackie Chandler

  1. GG to Tad. His Kanji is really fun to play against. It's seriously different than any other Kanji I've played online, and that's awesome. :O Speaking of Kanji, you guys might want to take note of this:
  2. I was planning on saying it depends on if my friends and I end up interested in playing it, but then I remembered MTN is this weekend. I won't have the money to get TTT2 on launch at full price AND MTN. Whoops. Looks like it'll be a while longer before I can pick it up. Sorry guys.
  3. Aw, fuck. I forgot about TTT2. I'll buy it to (at the very least) support a set-up for it, but I don't think I'll end up really playing it. My poor wallet </3
  4. Apparently, Saya's Japanese VA announced in a recent Bururaji segment that Saya won't be a playable character in CP. I mean, by extension, "Saya" has been playable like five times already. But I figured you guys might care.
  5. It's all subjective. It depends on what you're doing, who you're facing, what characters the two of you are playing, and what kind of resources you both have. They need to be applied to the context of a situation to be deemed effective or ineffective- you can't just say stuff like this will "only work once," "sacrifice damage," or "no longer be DP safe," because depending on the situation, they easily won't. And even if they are, fighting games are ALL about risks and rewards. The most efficient things in fighting games are always the least risky approaches that get rewarded the most. But sometimes if you want to get an opportunity for damage at all, you have to take a riskier approach that gets rewarded less. And sometimes, it'll actually be easier to catch your opponent that way. Yeah, I love how Yukiko's is basically like "oh, you're doing a super? Here, let me heal like half my health bar really fast." XD
  6. If everyone felt that way, nobody would learn anything new. There are countless ways to diversify your own individual playing style when meshed with the character you play's fighting style. You can switch up your combos for new setups. You can change the approach options you utilize. You can make use of uncommon moves in particular situations. Would it be more effective in terms of damage? Maybe, maybe not. The important thing is, they'd give you as a player more of a unique edge. The ability to surprise your opponent with your playing style is something valuable no matter what the fighting game. Of course, its effectiveness depends on HOW you're trying to surprise your opponent. DP'ing from full screen normally won't do you all that much good. Still, there are plenty of ways to open your opponent up outside your character's established BnB's/oki setups. You've just gotta find them yourself. :3 Yeah, KoF doesn't have the best netcode, and when you combine it with how non-lenient it can be with inputs, it makes a lot of online play different than local play. I mean, you probably won't go for an HD combo you're afraid you might drop due to latency problems, right? However, I wouldn't let that determine what to practice for offline play. Don't just say "oh, it's too hard to get an HD combo online, so I just won't learn any." KoF's damage scaling is (IMO) kind of ridiculous, but not in a bad way. Seriously, the damage barely prorates at all. That means being able to capitalize on opportunities in KoF is incredibly valuable, albeit more difficult. Is it necessary? Not at all. KoF is a very fundamental-based game, and if you're confident you can save your meter during the combo and open up your opponent after it's done (maybe even by using said meter), that's fine too. Basically, just look for the most efficient ways of using your resources- be it the combo starters you get, your spacing/footsies, or your meter. Online or offline, that's the best any of us can do.
  7. This kind of thing happens with top tier characters all the time. People figure out a bunch of technology with them ASAP, because with great tools, they need the damage/setups to match. It in no way means that other characters have more or less potential- it just means that it's easier to discover potential in untapped characters. The only limits to your character's potential are your own playing style.
  8. Actually, we only played once today, and Milln won. D: Run in DP at the start of the match wasn't strong enough!
  9. Today was a great day for Persona. Ran into Milln in Ranked, had some awesome sets, and went from B+ back up to S. YAYUH
  10. Man, I wish I'd gotten that Max Burst at the beginning of the third round. That was a free The Chandler Mix-up! XD Yeah, good games. But WHY YOU DODGIN' BRO? YU SKURRED?
  11. I feel like there are times, places, and people you should save for talking about personal issues. It's not right to bottle them up, but it's not right to push them onto some random stranger who's clearly somewhere to enjoy himself, either.
  12. Did we seriously? My memory is atrocious.
  13. All right guys, I think I'm going to finally learn stick. But only if I can get my hands on one of these: (Not really)
  14. Actually, I just recently learned that the AI will deliberately allow random IK's to hit them for free. So... :3c
  15. 6.7K off a single Fatal Counter D Dragon Kick. I will beat Score Attack some day.
  16. I've got classes and babysitting from 9:30 - 8:30 tomorrow, so I won't be able to make it. Also, Tuesday will always a babysitting day for me, so unless something comes up like the kid gets sick, I won't be able to make it to a fight night EVAR. On the off occasion he is some time, I'll factor in gas money and whatnot to see if I can make it. If anybody can make it to Milln's tomorrow, someone bring chips. Maybe eventually Milln will find out how he feels about this.
  17. Haha, thanks for the tips Star. A couple things I noticed I was getting caught by a lot were her 4B and 5D. The Mitsuru I played would do Coup Droit -> 4B a lot, and whether the preceding special hit or not, trying to press 2A afterward (in anticipation of a grab/5A) when she did 4B meant a free Fatal Counter + corner carry + ~4.5K. But after some experimenting, I found out I can catch her with a 5B if I slightly delay it- in the mean time, I can just block in case she does a 5A, or try to react to a grab attempt. As for her 5D, I quickly found out that it's as easy to react to as Yu's 236C, and that I can just reaction 214D it (plus a OMB combo out of it, if she doesn't have a Burst available). And okay, this seriously pisses me off. I haven't had the best track record tonight, but I've only lost a couple games since I lost my S Rank, and I've won about 5-6. The last game I played was a Rank Down opportunity, and I just barely lost. This game's ranking system is bullshit.
  18. Man, I'm so out of practice. In everything. I've barely had time to touch my 360 this past week and it shows. I may have lost my S Rank, but I feel like I learned quite a bit about Mitsuru's frame traps and the basics of how to play against her.
  19. It's okay Milln, you don't have to lie. We'll still love you if your stick doesn't register the A button 120% of the time. Now then, if you'll excuse me, I have lots of work to do. *Grammar police sirens*
  20. When your stick is registering A buttons on a PS3, that's problem number one. :P
  21. By "retarded mistake" do you mean "never doing instant air jB -> RC -> jB combo?"
  22. I'm now imagining ending a combo in the air while magnetized, Tager teching in the air before I hit the ground, then him being like "LOL you touch the ground when I say so noob" and Attraction'ing me back up into his aerial 360. I'm terrified. But not more terrified than Arakune's new Astral, which is described by one of the members here as: "Opponent is trapped in a spider web that covers the whole screen, then eyes appears, from those eyes black spiders start to crawl out all over the screen... until everything is black. Astral Finish! and a rain of blood continues until the screen fades." We're rootin' for ya, Star! I'm sure you did fine though.
  23. The move that stunned the opponent was Tager's Crush Trigger. I honestly don't know a lot of details about it, except for the fact that everyone's seems to be unique, and that it *might* be a universal overhead for the cast. I found it interesting that Tager was able to combo Crush Trigger -> Forward Jump -> land 360, and the combo wasn't techable. That might mean that command grabs mid-combo (or at least off certain moves) aren't techable any more in CP. I'll be interested in finding more details about that. As for the aerial 360, Tad raises a good point. If someone notices you 5A them, their first instinct is probably going to be to jump to avoid the tick throw. But if you "TK" the 360 (not really sure the term TK applies since it's a 360, haha), you can essentially frame trap them for trying to jump out of it. Atomic Collider is probably still good for a situation like that, but looking at how different it is in that loketest video, you might be able to get better damage and some invincibility with the air 360. Speaking of which, air 360s are going to make your opponent think twice about always trying to catch Tager in the air. Assuming it has invincibility like the grounded A version does, I can see attempts to air grab Tager or apply pressure on the way down being thwarted by it. Just the presence of it is going to change how people both play AND fight Tager.
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