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Eshi

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    Koinonea

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  1. I didn't see it noted here, but regular ground hit 2C launches the opponent now. Proof
  2. You are one of the better Jack-o players posted here, good shit dude
  3. I can't tell with the low quality, but this looks like a 21 dan Elphelt vs. an 18 dan Jack-O. These matches are very good. Oh neat, here's min as well, 19 dan Jack-O
  4. last link is wrong btw
  5. Is it worth discussing anything from week 1 revelator footage then? Combos, setups, all of it is subject to change as the game develops past such an early stage. And yet here we are. Sent from my iPhone using Tapatalk
  6. he won 1 match after the Axl made a ton of execution mistakes & kept doing Sparrowhawk Stance at unsafe distances. Then they played again and Tsujikawa got blown up by Sparrowhawk Stance, again. Tsuji demonstrates plenty of ways to handle it; he punished bad spacing most of the time and kept predicting with 2P/5K to hit his extended hurtbox. Let's not downplay the matches. I do agree with the larger problem being that Axl's huge normals make it impossible to put out bags in neutral, forcing her to approach cautiously or make 50/50 guesses. Most Axl match-ups are like that though and her movement isn't limited like I-No or Potemkin. Maybe 6-4.
  7. This is a good point and it's something I've struggled to fix in every forum. I want to avoid blob-of-text style presentations that ultimately don't help new players (combo threads are a good example). I also really liked SKD's idea of a video thread where players break down in-depth the things that the Sin player does and why, both good and bad, as more useful for beginners than just a huge blob of videos with little context. I don't think I'm the most qualified player for providing such critiques but I can try. Other than that, it shouldn't be expected for anyone to have to sort through every page of this thread to compile information as its more for discussion. If there's info embedded in here that will get lost then we should create separate threads that keep the content in an OP.
  8. This isn't really a gameplay question but I figure it's more or less appropriate here. In the same spirit of the general site-wide feedback that staff has been collecting to help improve Dustloop: Are there any changes that y'all want to see in the Sin board that I can work on? I'm keeping the video thread OP decently updated but some people have noted that it's not super useful for new players and other things, as an example, but I also haven't made many changes to other threads. Any feedback would be appreciated as this seems like one of the more active boards here and I want it to be as useful of a resource as possible!
  9. I don't think jump barrier is the problem so much as, I'm 95% sure that most characters can just super jump to avoid it entirely. Cutting one iteration of the loop would probably fix this though. Side note: the other problem with really long loops is that it builds the opponent's burst gauge faster.
  10. I'm a front-end dev now. Maybe I could help out?!
  11. I really really like this idea, but then the obvious issue is who to put in charge of such a large redesign. Especially since they likely won't be paid.
  12. Yeah, the animation has to get triggered by proximity blocking or something because it won't happen otherwise
  13. No other move has the landing recovery properties of Amane's j2B AFAIK, it's very strange. Basically the move has landing recovery unless Amane does any action after it such as dashing, attacking or even blocking (which is why it works as a safejump).
  14. jC > j236A > jB > jB > j2C > j236C is my favorite combo. Too many of Amane's confirms require commitment over reaction so I mold my playstyle to avoid it as much as possible. With this combo, you can confirm for decent damage on counter or seamlessly transition into pressure on block. You have to be careful with the first jB and possibly jump cancel early though; if they're too high and you try to go for all 3 hits then the combo can drop.
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