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kenja0

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Everything posted by kenja0

  1. Right. It seems kinda strange to take out the only link for 2A. It wasn't broken and it made the BnB do like 500~800 less damage in the end. A patch's aim is to balance, but it's also to make everything have its uses. What that does is make 2A absolutely useless. Go for mixup with 5C/2C? Nah, anyone with a Tager 360 or DP destroys dropped combos like that. Throw? The other 2 options are quite obvious. They need to aim for something when throwing in some changes. For example, with Hazama, they take away his best link into his BnB. What are they giving him in return?... I don't know if 214D~B is a good enough replacement if it just ends there...especially with all the other stuff he's lost. Is there any way into that j.Cx5? Doesn't seem like it.
  2. I don't think they wanted to nerf everyone... they just wanted to change how everyone plays by giving them different tools. It gets kinda boring to see a character go unchanged and the meta remaining the same. That or Mori wanted to nerf everyone higher than Tager. Mmm, top tier Tagers.
  3. Since Arcsys doesn't seem to know what to do to her... Lambda totally needs A/B command changes. j.214D~A should throw a Crescent under her, wall bounces, and hits low... in the air. 214D~A should go backwards. 236D~A needs to appear on the ceiling. lolol
  4. 4B and 236D being faster and better is what I like to hear. Spike Chaser stunning doesn't actually sound half bad-it can't pickup with D moves though. 236A/B/C/D mindgame/combo? If throw sends the opponent higher, and they can't tech until they hit the ground...then that could just mean the dash>6A timing is different.
  5. SJ brings up good points about the stage. However, since the stage is aesthetically different from others, it could also provide a strategic advantage for the player who can judge the spacing/corner positioning compared to a player who doesn't pay attention. Unless it makes players sick for some reason, no ban, otherwise soft ban/counter pick at best.
  6. There is a thread like this in the beginner mode: A Primer on Mixups. It's for the other end of stick and being offensive. Despite this thread being a good idea, it should really be moved to the beginner forum or discussed in that other thread.
  7. Play Tager yourself and spam 360s. That's what I would do every time a friend I knew would get smug when he won a match against my not mains using Tager. Ignoring all his true skill and advanced combos, I win every Tager vs Tager match because dumb. I also do this for any fighting game's grapple characters and win those as well. Against smart/competitive players with honor, this doesn't work. But seeing as your friend is a noob and dishonors his character, fuck it.
  8. Haven't actually fought one yet. His [w]C motions are limited to straight up, forward, downward, and Diagonally either up or down. He can also hop backwards in the direction opposite of where he'll go then go forward. Changing direction forces a direct pause. He is as fast as Tao's dashes, but doesn't have as many options like Tao's D~B/C. He has the D cancel which gives him Human form options. Lambda has to stay on her toes in the match too, but it shouldn't be as bad as Tao despite the damage up (because taunt loop twice = death). But I understand how she has a disadvantage now simply because he CAN get in and has dummy daifunka supers: 6-4 Valk's favor then?
  9. Let me simulate: Sledge...Sledge... If the world dies so will I... Okay, sounds about right.
  10. Updated. Let's get some feedback in here.
  11. I like utilizing Wolf form as a variable airdash for Valkenhayn's human form. [W]j.C>D>j.B/j.C/j.214B from about full screen will make your opponent think twice about blocking low/jumping into the air. I mean, sure you can stay in wolf form and have 236A/B, but you can't empty jump into low mixup during it.
  12. Really now? That just sounds like a huge coincidence considering how it sounds like everyone has lost their sanity in here today. Sweet though.
  13. Wind is the most annoying thing about this matchup since it can throw off a lot of Lambda's airgame. Wind will severely screw up spacing in the air or lobelia speed. j.2C with Wind hurts so don't misjudge when that can happen. 2C beats every random Act Parser (even A is unsafe). Tempest Dahlia is a good reversal for absorbing Lambda's D moves, surprisingly. 4D will trade. Sadly that's all Tempest Dahlia can do. Other than that, it is fairly difficult for Rachel to kill Lambda- Lambda has better projectile speed, zoning movement and can deal much more damage in a short amount of time. Rachel has to HAS TO rush down Lambda in order to deal sufficient damage and be safe from Lambda's projectile game. Gravity Seed fundamentals here. Rachel's 2C clashes with Gravity at a severe disadvantage (Lambda can attack after the clash). Try not to rush Rachel down- even though her close range is on par with Lambda's. Overall, Rachel had a bad matchup against Nu despite being the best character in CT. With Rachel's mega nerfs and Lambda's nerfs with new toys, the matchup falls into the abyss. 7-3 matchup for in Lambda's favor I would say.
  14. Predictions. If I'm right about this one, I win dustloop forever.
  15. Valkenhayn has poor spacing options- probably his biggest weakness. He's got good combos for when he starts them and has decent mixup options. His escape game I would consider as good or better than Hazama's and lasts a good 2~3 seconds. His range and pokability is great, but not very worrysome for the rushdown gang since it doesn't cover as much of the screen as Hakumen's C moves. I suggest he's probably on par with Makoto or slightly better because of his range. B Tier.
  16. Dustloop: kenja0 PSN: KenjaNet Sub: I can play the whole cast effectively except Noel/Rachel. Mic: No- Chat Roulette is bad. PS3s are everywhere (at home and at my college)- I can play anytime.
  17. Not very useful- you do not want to be point blank from Hazama because of his 236C invincible grab. If Hazama is close up trying to do a blockstring, remember that the best way for him to start his air combo is 3C and/or 214DC. Try to 4B when you sense him going for the low- Lambda has low invulnerability for this move and can score a good combo on the CH crouch (for 3C). And on not CH, for some reason, no one really knows wtf is happening when they get hit by it- they usually miss the blockable second hit.
  18. Press the 'lag' button and force the opponent to blue beat a combo. In all seriousness though, the best way to equal it up is defend better and learn when she's open. You also have counters, but don't be so hasty, especially in lag. And getting combo'd for that much isn't as bad if you can hit with a full combo as well. Luckily, Hakumen can deal around 4k per full combo. If your opponent can dish out massive damage, then learn to give it right back.
  19. I know its sarcastic. I was being lighthearted with my response as well (despite the internet for being terrible at sensing emotion). This matchup is done though- no more information to add really. It's just fun to liven it up every once in a while.
  20. What's he going to do? Spark Bolt us to death? We can just slap his magnetic hands with Gravity Seed and deny him the secks.
  21. Actual matchup: Based on my experience using Valkenhayn and maining Lambda- this is how I think this matchup will go down. Valkenhayn: Mixup 6C is an overhead with outstanding range AND low invincibility. Best normal overhead next to Litchi's 1 frame low invincibility, invisible 6D that leads to 100 Heat, 9001 damage combos. Valk's 236B hits low while his 236C hits high and launches for air combos. Both are comboable into (low with corner/50 Heat). Fuck. Valkenhayn: Movement Bad. This is Human Valkenhayn's biggest weakness. It makes that mixup not look that bad. He has Wolf form that is fast and nimble, however, he abandons most mixup and block to do it. Any and all of Wolf Form's dashes send him in directions that he really can't position himself to catch a whiffing Lambda D sword which is good. Watch out for cross ups though since his dash is quite fast. Also be weary of a Wolf that transforms back into a Human- it will create a falling arc. Valkenhayn: Distortion Reversal 632146D is basically a Daifunka- invincible during travel. This can shred through Lambda's projectiles and hit her. Be weary of this and stay mobile when he gets about 50 Heat. Valkenhayn: Command Grab 2300 damage for a Wolf who can't block or do mixup. The only time you should expect it is during a Human Valkenhayn blockstring. He can turn into Wolf form after any command attack, so watch out. If he's using his C dash, be careful when using a jump escape since he can do an airgrab out of it. Lambda: Spike Chaser Valkenhayn has 4 primers. It's more than welcoming to use Spike Chaser anytime he's far away or waking up. Watch out for his 6A guard point as it will crush even Spike Chaser- but that needs to be well timed and leaves him open for Lambda's 5D/4D. Be weary of your spacing since Valkenhayn has range, dashing command attacks, and Wolf form to maneuver around it or hit her before it is summoned. Luckily, if he goes into Wolf form and mistimes it, he can't block- free combo. Lambda: Gravity Seed Always useful. Don't try to use it against Human Valkenhayn since his reach is outstanding. Wolf Valkenhayn can't block so use this to your advantage. Summary 60-40 Valkenhayn's favor. Valkenhayn has got some great pokes and apparently nearly broken mixup. Wolf form's mobility is reminiscient to Tao's- which is bad: he can be evasive and zoom through our stuff. Together, with the speed of the transformation- he can change styles very fast- adjust accordingly. It's still early to tell if this is a bad matchup or if it's just an undiscovered one.
  22. I can see how 214D can really screw up Tao's momentum. Is it more suggested to 214D after a 3C or 236B? Obviously 236B when a corner loop is possible, but what's better in the long run- damage or okie?
  23. Really shitty. This Tao's defensive game was low, but the player kept their evasiveness up. I can't hardly find any Tao that was both that fast and knew the Taunt loop. Most players I meet base their game off of one or the other. My reaction is also based off my interest- most Tao matches are as boring as hell to watch.
  24. http://www.youtube.com/watch?v=qo-rqJOa48M http://www.youtube.com/watch?v=bhaRfjf_D9s http://www.youtube.com/watch?v=I2J35nVHPNM Discuss.
  25. ...I...derp, wow that Tao is amazing... That's better then almost all of the Japanese people that play her. If Tao is going to 2A, CH 4B her. If Tao is approaching from the air then 6A/2C depending on timing and spacing. Be on the move as much as you can. Time Gravity Seeds when you feel like she's going to go in real close. Other than that, you didn't make bad decisions to counter her- you just have to react faster and predict her. Remember, in CT, this was Nu's worst matchup- zoning is not a great option against someone of that skill. And don't feel bad, I doubt most of us here (except severin/Xie/etc) could do a lot about that. Dear god... we'll figure this out in the vs Tao thread.
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