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mAc Chaos

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Everything posted by mAc Chaos

  1. why stop at just 1 :3 errol lets play
  2. It was probably meant to be more of a AA callout than a pressure tool. Wait does that -2 apply to hop Agito too?
  3. Wait, I thought you were supposed to be able to combo after RC OD? Or no?
  4. Just to make it official, I'll be modding this thread from now on along with Bibi. I wanted to put in some work in this section since I didn't want the thread to get blown up from another mishap. Half of the train wrecks happen because everything just snowballs until it's past the point of no return, and then the thread gets bodied. I am both the hero Dustloop deserves and the one it needs. My goal is to preserve the spontanaeity and fun that comes from these kinds of discussions, but to keep things under control. There's no Book of On-Topicness™ that specifies exactly where the line is drawn, so it'll pretty much just come down to judgment. I want there to be room for the usual run of GGs, gameplay analysis and shit talk, but within reasonable limits. Once it goes into Star Demon territory then it's time to go HAM. So carry on as usual and I'll step in if there's a problem.
  5. I'm amused by the fact that he loses to Tager more than Ragna.
  6. Nah, he still struggles against them. It's just not Tager tier. I mean, all the stuff that he has now against them, he had more of in EX.
  7. the bottom of the barrel just got flipped over
  8. I'm a Hakumen that's a mod, but not a Hakumen mod. At least until Spark finds out he was destined to play Divekick all this time. Anyway, I don't think Hakumen will be that different. The fundamentals of the character are pretty much the same... it almost feels like they are reining Hakumen back to what we thought they were gunning for originally in CP, before we all found out about his ridiculous meter gain and OD shenanigans. So I was already prepared for that from the start.
  9. Nah that's fine. That's what I was wondering.
  10. What is everybody even arguing about? Anyway, the startup isn't the only thing that makes an overhead hard to block. The distinctiveness of the animation makes a huge difference. Stuff like Hakumen 6B and Zantetsu are very distinctive so it's a lot easier for me to block them. Then you have Makoto 6B, which I eat every single time. Oh, that and what can gatling into it.
  11. Well, for stuff like backdash nerfs, it looks more like they are trying to steer the game in a different direction than just balance what's there now. Same with the negative penalty changes.
  12. I think Hakumen got way more manageable for Tager in CP. The EX nerfs helped the matchup out a lot. I feel way more pressured by Tager in this one.
  13. They probably want us to use it during footsies as a prediction tool. Use it and then if they don't take the bait, you recover in time to block. Maybe.
  14. If you played the character enough, then yes. It's like riding a bike.
  15. Well, it will still be useful to stop people from jumping out. It just won't give as much of a reward. That probably won't be that bad. I mean, they could have made it so 5A was just too slow to stop people from jumping out of Gadget or something. It would just need to be 1 frame slower. We'll see though.
  16. A lot of those episode 6 changes don't look that different...
  17. Hakumen. The answer is always Hakumen.
  18. The characters in BB are visually different enough that they should stand out fine in 3D anyway.
  19. why would someone make that
  20. if they wanted to nerf tager all they had to do was make 5a 1 frame slower so it wouldn't hit you out of jump startup
  21. I'm sure Tao will still be fine. It looks like they want Arakune to be more aggressive... but who knows how that will turn out. Tager......................................
  22. nerfing tagers backdash... tages backdash is like iconic
  23. How about oki situations.
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