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Remiri

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Everything posted by Remiri

  1. So I guess the big question with all these system changes is: Will this cause any die-hard or tourney-level GG player to consider picking up and getting serious about BB?
  2. Actually the term 'FIGHT IT OUT' should flash on the screen resulting in an ogre battle cutscene based on the arcadia tier list. If the matchup is 6-4 then the 6 will win but reduce his tier value to 2, just to introduce some magic the gathering mechanics as well.
  3. and wakeup distortions.
  4. My beef with throws is that the concept of high,low,throw should result in a Rock Paper Scissors fight with the attacker and the blocker. If you attack high and I block high, then I block. If you attack low and I block low, then I block. If you throw me and I throw, then in BB it creates yet ANOTHER RPS situation If attacker throws and I am going to throw tech ( blocker throws before thrower = reject miss if purple or I put the thrower in this RPS because my throw came out b4 his blocker throws exactly the same time as me or an iota after = throw counter rofl(THIS IS THE PROBLEM) blocker reacts to the throw and techs = throw tech ) In a perfect BB world, if I throw because I know they will throw, it should result in a different style of tech. Perhaps make a yellow '!' and both players get knocked back. Give this a few frames of the reject miss window, then put in ZONG's suggestion and you have a perfect balance.
  5. I think that you could reduce throw tech time as long as there is a window where if each player throws it will result in a tech. Reducing tech time in this game alone will just increase the amount of throw reject misses.
  6. You could just play ragna and save all of your meter for wakeup srks, if you don't have the meter then don't get knocked down. Problem solved!
  7. If you tech roll, you lose a primer. Real talk
  8. It apparently does not update on the thread listing...oh well I sure you could use this when cs2 actually comes out :p
  9. People stopped hating tager?
  10. Anyone have some suggestions on adjusting your playstyle when switching your button layout? For example I used to play with: A B D C With my hrap3 (seimitsu-octogate with seimitsu buttons), I am attempting to switch to: A B C D X X I guess the biggest issue I have to work on is avoiding to hit the 1st X like i am used to, and i will be pretty much free on throws for a while, but I am asking more along the lines of hit confirm and combos. I am starting to get the hang of it, but has anyone else done through this torture and can provide some sage advice?
  11. I'd recommend changing the name to Video & Discussion thread 2, instead of [CS2].
  12. 3Cs do knockdown! Just no stupid OTG combos
  13. Not a worry persay just a statement that with tight blockstrings the logic should be to make them as short as possible without disrupting the flow of the game. Blockstrings should be tight and this is a great change.
  14. You run the risk of nerfing defense too much, for example if the IB nerf was in CSI and Bang wished to keep you in blockstring with 4 Dnail resets he would be free to do so with impunity. Basically my point is this is a good move as long as the tight blockstrings are not too long.
  15. TBH I would prefer that they nerf the advantage and buff the meter gain. You really want to encourage IBing and with the heat stoppage time increase on moves over 25% heat it would be nice to see an alternative method to boost meter gain to compensate.
  16. The change with IB certainly encourages a more in-your-face style of gameplay, i.e. in CvS2 K Groove Just-defense was certainly worth doing, but it didn't make you uber-afraid to do a blockstring in fear of IB+insta-reversal. It was more about the meter gain and the slight block advantage.
  17. I would have been quite upset if that led to no damage. I don't care what zidane says you are alright.
  18. Everyone is and is not trolling, its a switch you can turn on or off depending on when it is convenient.
  19. Basically Jin is going to dominate the mid-range game with 5D and j.C pokes being fast and hard/impossible to punish on block. The only question is if CH 5D leads to anything noteworthy.
  20. I would agree to a certain extent that getting out of the corner is 'easier' than other fighting games simply because rolls and double jumps exist, but its not free nor is it stupid easy. There are cases where in high-level play, a forward roll will work to get you out of the corner, but it is very high-risk.
  21. More like if you think getting out of the corner is stupid easy then you are playing against people who don't understand how to hit a single button when you are on the ground to stop the roll edit: yay for having to be captain obvious.
  22. @Dragkonias: I think I am misunderstanding your post, you hint towards disagreeing with me but then your last sentence hints towards agreeing with me I guess I should clarify my meaning, given the CS and now CSII changes, I think most scrub players will flock back to Jin and Tager. 5D is a large reason even if it does not lead to heavy damage, it was an amazing long-range poke with little vulnerability except on startup. People who actually wish to play well can choose Jin or other characters with their gimmicks, but most low-level players will stick with the basics and play simple characters like Jin, Ragna, Tager, and Bang. Out of those 4 I am predicting a high representation of Jin and Tager. Does not really mean much unless the only option you have to play people is netplay tho
  23. Having higher damage combos in the corner should not be a revelation for dustloop. Not worth posting about.
  24. Damn you CT south coast! Shit is so boring down here.
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