Jump to content
Dustloop Forums

kenja0

Members
  • Posts

    636
  • Joined

  • Last visited

Everything posted by kenja0

  1. Here's hoping Nu and Mu for S+ tier upon release.
  2. "Opening Folder in Windows Vista..."
  3. Regenerating Bursts are an illusion of infinite. You can only influence so much before the timer runs out. The most you'd see per 99 second round is 2. As for Guard breakers, plausibility will be determined by their speed. Too fast will be broken. Too slow will get DP'd/backdashed. However, making it one animation would make it easier to spot and make its usability worse.
  4. The difference between modes is the Halo above her head. I wonder if the mode change is fast enough to switch in mid blockstring/combo. Also, I wonder if she has extra moves... or they split apart her moveset and Supra Rage isn't normally accessible. :s
  5. Where is everyone getting the idea that Nu has an armorless mode? Her mask is just off in her artwork exactly like how she's not wearing armor in CT artwork. And Unlimited Nu as an overdrive would be kinda meh. I like the idea of 236B>236C>44/66 for combos in it but double Swords is pointless. In CT, Unlimited Nu's double swords made her combos do less damage (In CS they did more because of 236B/C and minimum damage supers). If anything, I want OD Nu to shoot double swords in the 5/6 directions for 5D, 6/2 directions for 6D, 5/2D directions for 2D, and 4/5 directions for 4D. Make everyone rage.
  6. So in other words, new combos can be made out of this. The biggest problem with reaction time/linking combos together for some characters is the required input timing. It takes 3~6 frames for a Tager player to react and perform the motion for a 360 (and also why Unlimited Tager's 3C is amazing because it takes away additional frames of input time from a 720). Same with Makoto, except with her, you are required to hold down a button for a certain amount of frames before getting the optimal effects of a Level 3. Makoto's Level 3 D moves have amazing startup and framedata, but that's only on paper- she's forced to add frames to that startup from charge time. Now with that gone, new combos can be strung together with additional 3~5 frames given to her in OD mode.
  7. It's a portion of their emblems or at least characteristics of them on their health bars. Look at Amane, Bullet, Carl, and Azrael's. You can see some designs used from their emblems.
  8. And then everyone was nerfed in BBCP anyway... with some characters nerfed so hard, they don't exist any longer.......................
  9. I want the Team vs option from AC+. Players choose 3 characters and fight their teams against each other, KoF13 style. When one dies, switch to next. Player who survives stays with same HP/Burst/Heat(maybe). That was the coolest feature and adds a bunch of play value for Casuals. It would even allow for cool tournament ideas instead of Spark destroying the shit out of every other team at EVO.
  10. (╯°□°)╯︵ ┻━┻
  11. <- Lambda player How does one...not mash D?
  12. Just saying in general, not just Jin. It's the most easily noticeable in the Jin mirror video because they're mashing A to test speeds.
  13. I didn't know if this was brought up, but I was watching the Jin Mirror and noticed that his A's and B's have much less hitstop than previous versions. I assume this means that the majority of gameplay will be faster because of less hitstop for a lot of moves. Command moves look like they have the same hitstop though.
  14. Amane for final boss. His diabolical plan: to rape every child in the world. Some people are adults? That's what his Astral is for.
  15. Judging by the way the character select screen is made, I see room for 3 characters on each side and 'possibly' 1 below random.
  16. "Why don't you go down to the cauldron and kill the SHIT out of Amaterasu?" - Best line ever.
  17. I like this idea. Still screaming in agony until I see her.... AAAAAAAAAAAAAAAAAHHHHH!!!
  18. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! What's up?
  19. Knowing the difficulty of a combo can help determine the skill level of the opponent. Scrubby players will do scrubby tactics like throw out random ID and fail hitconfirms. It's obvious that the best of the best will be able to do that, but we're fighting all sorts of players playing the same character- they will have different tech or may approach a situation differently. idk, maybe I'm just overly analyzing the situation... or maybe you're being overly analytical for noticing something so unimportant.
  20. Hey, I remember playing you online the other week. Meeting dustloop members in ranked matches never happens...
  21. I don't retract my statement. Gauntlet Hades is a good overhead that Ragna can throw out at any time. To combo off it, it requires 1 of 3 things to happen: Heat, correct spacing and timing so he can get that sj>j.C, or a CH that carries farther. I didn't state it wasn't impossible without Heat... just difficult.
  22. I don't trust 2A anymore. It's lost me too many games where 5B in those circumstances has done far better. And 5B's hitbox can still hit crouchers because of how low its hitbox is. Attribute invincibility is another story though. But I say this because majority of the time, people are jumping to get back in, they're at a frame disadvantage anyway so 2A/5B works anyway in their readjustment, OR they're probably going for a tick throw/frametrap set up.
  23. Updated the front a bit. Since Ragna is the most common character online (and the best character no less), I think it's important to focus more on this thread.
×
×
  • Create New...