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mAc Chaos

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Everything posted by mAc Chaos

  1. I just noticed from looking at the character quotes that Mu and Hakumen both describe Ragna as "the world's nightmare." Maybe all that "Dark One" stuff from Hakumen isn't because he's the Black Beast but something inherent about Ragna himself as an agent of chaos.
  2. Sans made a lot of good posts. That was about it.
  3. > 6A > 16 frames > 6D > 17 frames .
  4. And Tager weighs like 3000 tons but he still jumps into outer space every time he grabs someone. :P And then there's Hazama grabbing the air with his chains and flying around. Make it 15 frame startup, or nerf the grab range, not both. Or neither. :P
  5. How can he do that if he's too busying 360ing.
  6. You can probably double jump to escape. Every tech trap has a way out. But they land anyway since you're supposed to do it when they are confused.
  7. Until you can do the magical option select AC / 720 you will have more to learn.
  8. They already made it have like a 15 frame startup. It's just wrong. :P
  9. lol Yup. But it still takes 50 heat and they still have to NOT tech the first purple throw. Well, not only that, they have to try and tech and fuck it up. And the first one can't be TRM'd. Probably.
  10. at least there will always be tick throws
  11. I could have saved him if he was on 360. It could have been different.
  12. His Astral can't get punished. Or at least can't get punished as easily. What happens if he misses you. He just goes off and comes back normally.
  13. lol we go through this every single time I mention Hakumen's astral.
  14. Well, sure, it's useful in that specific situation, that is if you wanted to counter an unblockable or throw. But as an astral overall it pales in comparison to the others. You can't determine if something is good or bad without the context of the other options. If a move is +5 on block and every single attack in the game has a startup of 50 frames, then +5 isn't that good. I'm not saying that the move has nothing good about it whatsoever; I certainly hope you get SOMETHING for spending 8 stars. Just that it's on the bottom of the astral totem pole.
  15. What I'm saying is, if it was so useful, it would be used way more often. Unlike Black Onslaught and all those other astrals that get used all the time. That's the good thing about Black Onslaught. You don't HAVE to throw it out randomly and hope it connects. Just because it has a specific use in a very narrow situation doesn't mean it's useful.
  16. Well, let me put it this way. I've lost count the amount of times I've lost a match from getting combo'd into Black Onslaught. I can't even remember the last time I died to Hakumen's astral or won with it. I can probably count all of the situations on one hand, going back to CT.
  17. Plus it's a dead giveaway to look out for it when his icon starts flashing. There's also the thing that makes counters overall weaker than DPs: it's a counter, and not an attack, unlike other astrals. With an attack, you can actively impose the move on the opponent via mixup and other tactics. But with a counter the opponent has to hit it for you. You have less control over it. If the opponent stands there and does nothing against an attack astral, they get hit. Against Hakumen's astral, you get bodied.
  18. Those don't involve comboing into it for a guaranteed way to land it. Anyone can just throw their astral out there randomly and hope it hits. But for Hakumen that's the only thing he can do. That is the difference. Being able to combo into it makes it 10x more useful.
  19. Yup. But here's a list of the number of situations Hakumen can use his for like that:
  20. It's still easier to land. :P Also that's not true. You could end the game the moment they hit the orange. With Carnage Scissors they would have to be within the range of damage.
  21. What's that have to do with the astrals though. Yeah, I don't save either, I pretty much end every match with 8 stars, so I always have enough for one half the time. Not that I ever bother with it.
  22. I've become desensitized to astrals. They're just another distortion to me.
  23. You can combo into most astrals though. Wouldn't that make them just as legitimate and dangerous. That means you can just do a normal starter and get an automatic astral. Whereas with Hakumen's and some others you have to just throw it out there and commit to it. The input is easy but getting the opponent to run into it is another story.
  24. Yeah, her astral is one of the few that has not changed much because you can't combo into it. At least you can have setups for it though. You can pretty much put any astral you can combo into right above those right off the bat.
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