Jump to content
Dustloop Forums

mAc Chaos

Super Moderators
  • Posts

    10,069
  • Joined

  • Last visited

Everything posted by mAc Chaos

  1. they should make the hitbox only the tail
  2. why can't i have 3 macs on my team ill just bring my imac and mac mini
  3. While we're at it. For the Gameplay thread, when new news DOES come out, what exactly are you looking for? Outside of just Q&A about basic facts I mean. Because almost everything else kind of falls into the hype/watercooler type talk.
  4. I'm guessing Yuki is more put off by the tone of "lol Europe doesn't count here" than anything else.
  5. youre insulted because he called some parody artwork art? what is going on in this thread
  6. That reminds me. I have to start looking at combos for the thread.
  7. also make sure to shower and use deodorant
  8. how was she not good
  9. i just 6b the ground til they come back
  10. the scope of their use is way more limited now though no more getting out of projectile oki no more countering overheads on wakeup unsafe on block grab range nerfed possibly getting hit out of enma there has to be some reason to do it
  11. how do i jump
  12. That sounds hilarious. Team OCV
  13. what happens in macs rooms stays in macs rooms
  14. Sorry swd, was playing with Bibi so I couldn't invite you.
  15. demagoguery
  16. I feel like 1v1s would be better as a main event since there's less complications involved. You don't need to put together a team, you can just show up and play. It's also more purely competitive in that your placement depends on your own skill, alone. Team tournies would be fun as a side event though. Although it depends if you just want to goof around and have fun since it will be so early into BBCP and most people won't be adapted to the game yet. So in that case a 3v3 might be better.
  17. Why anonymity. It's not like we are voting for a President.
  18. Is it impossible to do a main 1v1 tourney and then a 3v3 on the side?
  19. We have for the most part covered everything there is to cover, that's why.
  20. You can still try to move in by hopping or using Gurren or Kishuu. Or just a regular jump, since that gives you a chance to double jump away if they try for an AA.
  21. Heh, that reminds me, you had like a transformation when I picked Tager. With Hakumen and Ragna and Lambda you seemed kind of hesitant to attack, but with Tager the shackles came off.
  22. GGs Raziul. A few things to work on: First, execution. You want to be able to get your combos down so when you finally land that key hit, you can make it count. A few times you were dropping combos that would have done a lot of damage to me. If you can do it in training mode but not in real matches it just means you need to play more so you can get used to doing them in the heat of the moment. It's a lot easier to do in training mode where there isn't another guy trying to mess you up. Also, a good rule of thumb for training mode is to try to do it 10 times in a row. If you can't then you need to practice more. On that note, there were a lot of times you hit me where you could have turned them into combos. For instance you would IAD j.B and hit me, but then just stop there. You can follow it up with a 5B on the ground and turn it into a regular combo. The 6D > Mugen > Shippu ftw was pretty cool. I did not expect that at all. Couldn't even burst. Insta death. Which reminds me, you were not using your bursts a lot. They are precious second chances that will give you a chance to escape a combo that drops half your life bar, and also turn the momentum around. You should pay more attention to them since they can turn a match you would have lost into one you can win. Part of knowing when to use them wisely is knowing the other character and player's combos. You don't want to burst when they are going to only do a combo that does 1% of your life, so that means getting experience seeing the combos firsthand to know which ones are the dangerous ones. For offense, you could expand your blockstrings. Your main blockstring was 2A > 3C. But 3C instantly ends your offense because the recovery is long. When you throw out 3C you are basically handing the control of the match over to the other player, so you don't want to use it right away. From 2A, you can do plenty of good moves like another 2A, 2B, 5B, and 5A if the character is big enough or standing. Then you can also chain it into Gurren or Kishuu and repeat the process until you get a hit. Or you could just throw. You want to start mixing these in there. For instance, example blockstring: 2A > 2B > 2A This is good because even if 2A or 2B is blocked, they are safe and you can chain them into each other, meaning you are not stuck in recovery for half an hour. But they also have just enough of a gap that if the opponent tries to do something, they will get hit out of it and you can do a combo. There's also 6B mixup. Did you notice how I was using it? I'd get in your face, and then after some 2As and 2Bs I'd throw a 6B in there, which would unsettle you. Then just when you thought you could block high and be safe, it would open the door to hit you with 2B or 3C. And if you are close enough you could throw too. On that note, you don't want to be TOO close when you 6B or YOU will get thrown, as you did to me a few times. Basically, for offense, you want to start with your As and Bs, and only finish with your Cs. For defense, you want to control the space around you more. Think of the space around your character as your territory. The area in which you can do your moves is basically your homeground. If somebody is trying to get in, you have to make it like storming the beaches of Normandy for them. Hakumen's j.C is great for this, along with 3C, 6A, 4C and 5B. Basically, if they DO get near you, you want them to have already been beaten up a bunch. It should be like storming a fortress. If somebody is jumping towards you or IADing in on you, 6A or j.C them. If they are coming in on the ground, use 4C and 3C and 5B. For a lot of our matches, you just sat there and let me get near you for free, so it's basically like waiting until the enemy army is right at your doorstep before firing at them. Every character has certain areas they control better (like how I kept hitting you from a sweet spot range with Ragna) so you want to figure out what those are so you put yourself in the range that you have advantage on. That is generally right where you can hit them with the tip of your attack but they can't hit you. And then I noticed some matchup knowledge stuff. If Tager is throwing you into the air and you are magnetized, don't tech. He can reel you back in with Atomic Collider because he sucks in magnetized people and start the entire thing over again. Part of that involves punishes. If a character does something dangerous and it doesn't work, you want to make them pay for it as much as possible. For instance, if you block Hell's Fang or Inferno Divider, there is absolutely nothing he can do (except rapid cancel) to stop you from killing him. That's when you want to do a big combo to him. I know it is a lot to take in, but just by whittling away at everything one piece at a time you can improve.
  23. I'm going to use Hakumen first, but I'll be switching to other characters too so I can see how you play in non-mirror matches.
×
×
  • Create New...