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Renegade

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  1. Biggest buffs (IMO) 1) Hawk Breaker (His DP) has the same untechable time on close or far hit. That means bonkers combos from anywhere. People would randomly get blue hits and fall out. 2) Elk Hunt startup reduced, hitbox expanded, floats higher. This makes it more Stun Dipper like, but plus on block. 3) 6P buff is huge. I was just going into 214S no matter what cuz I'm lazy. 4) Counter Hit Jump Dust now wall sticks (!!)... don't mash wakeup throw! 5) Calorie guage changes colors. Which is like the dummy light on stick shift cars telling you when to shift. I need this so bad in my life.
  2. Renegade

    Sin vs. May

    Definitely have success against better players than me in this matchup. Beak Driver is REALLY difficult for her to deal with, as it counter hits her out of all of her summons and even beats horizontal dolphin. Her only real answer to it is to slide, and that's really risky for her. 6P is also really good to toss out, as you'll counter hit dolphin approaches and leads into 214S combos. While 6H whiffs her on crouching HIT, it does hit her when she's blocking it, allowing some abuse of it's + frames and jump cancel ability.
  3. 0 sins in top 32 of Final Round... :-(
  4. My goal is to always give people VD.
  5. I just thought of this at work and can't test yet: Does Beak Driver anti-air/nullify/beat hairpin when she jumps in?
  6. There is a level of play in which more practice/experience will not get you over. However, almost no one is at this level. People learn/adapt at different speeds, and that's a "talent" too. Think of players that are really good when a game first drops, and then fall off as the game ages. However the "Scrub barrier" is a real thing. You can grind out your combos, setups, and matchups, but just lose sometimes to someone who is just better. The primary "Skill" in top level players is seeing and planning multiple steps ahead for your moves AND your opponents. A newer player might think "When my opponent throws a fireball, I'm going to jump and punish" Not only is that single level thinking, it is also based entirely on your reaction time, and any over-anticipation may get you killed. A veteran player will set up a situation (distance, move sequence, meter, life lead) that will MAKE the other player throw that fireball, or do XX action they want. Then they apply the appropriate counter. That's why knockdowns are so important in games, because they give your opponent a slight second to think about committing an action that could be a tremendous mistake.
  7. Sin's mixup game is so poor and his + on block pressure is so good that throw is essential, really. Bonus points, if you build up the RISC bar so that the throw is a counter hit... you can combo without using Roman Cancel in the corner!
  8. BTW, does anyone else think the "Maybe I'll hit something" is really underrated? The thing JACKS up the RISC meter, and is a great tool to through out there to discourage people dashing in after beak drivers... so that you can sometimes beak driver->eat. It's also so far away, I don't even know if anything but slayer super can punish.
  9. What should I do to ensure proper distance to end a combo with beak driver->VD? Cuz my normal combo path goes to 6H-623S->214S->214P->j.6HS->c.s->5H->6H
  10. I think this match is impossible, tbh. Fausts 5S dominates this match, and whenever he gets a good item, the whole match starts to go awry. Yeah, elk hunt low profiles and beak driver slightly out ranges, but those are taking food and don't have the positives of 5S->item. Not to mention Fausts low moves are really good, too. Fishhook can also punish full screen eats. You mention keeping pressure on faust is easy? How? With 6H whiffing on faust crouching, keeping up pressure is only Elk Hunt which is only +2 and not guaranteed to be close enough to use 2p or 2K and costs food. Cancelling into hops get eaten alive by fausts 6p, 2k, 5k. Then you have issues dealing with paper bag toss and dive kicks. And then you have sin on defense, which may even be worse than faust on defense, BC Faust has so much better mixup options. I can't see this match being any better than 4-6, and I'm thinking it's closer to 3-7.
  11. Yeah, it's me. I've played GG since the beginnings on ps1 and DC, and we had an XX cab when I was in college. Love it. The metal and lack of waifus was great... Never got "elite" since my reflexes are too slow, but xx Johnny and slash ky helped that a lot. I pretty much got completely out of playing seriously during the numerous times there wasn't an American version of the game to play on. So didn't play much AC at all.
  12. NE is such a huge deal when you're talking about specials w only one button, Cuz it doubles your chances.
  13. I hate how much of the "pro tough reversals" arguement comes down to "you suck newb, get better" Let me be clear, I've played fighting games for 20 years. I've played every Guilty Gear. I'm not a scrub. They've never been this hard. This is the hardest game I've ever played to wakeup DP (save world warrior where it wasn't possible). The question is, why? For a game based on such stupid levels of offense, being able to perform reversals seems pretty key. But they're so hard in this game I almost think it's an error in coding somewhere. I never had a problem in XX, slash or AC. So, everyone stop patting your own back because you like obtuse execution barriers on simple mechanics. Shit like this makes people quit, makes people not buy new shit, and you don't have a game or scene anymore.
  14. Before this game, the hardest game to reversal in was Super Turbo. Even then, you can use piano method, double tap, and negative edge to get up to 6 possible shots at the 1f window for reversals. I get them over 80% of the time. This game? Even w twice the window (2f), with my character (sin) you only have one button to hit, and no negative edge. It's infuriating to lose when you can't hit a reversal but 10% of the time, your opponent doesn't have to respect your wakeup at all, and just does brain dead projectile oki all day.
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