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toanenadiz

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Everything posted by toanenadiz

  1. I know what you are referring to and I've seen Hakumen wait until right before Renka's second hit to make me afraid of just mashing out of Renka(1) > Kishuu. I thought that was normal. So if Hakumen delays the Kishuu cancel from Renka, is he unable to combo from it?
  2. Isn't canceling stuff into Kishuu normal? And isn't Renka(1) > Kishuu a standard way Hakumen players hitconfirm off of Renka(1)? I must play against too many gimmicky Hakumen cause I see them cancel Zantetsu(1) and Renka(1) into Kishuu all of the time.
  3. But then they would have that loss staining their record in the room
  4. GGs to everyone in joeboy's room. I feel bad with all of the fraudulent Lambda wins I got today because people never play against her.
  5. The negative penalty change is confirmed. It doesn't drain the barrier gauge but it prevents you from using it for a time period. Regarding FC, I believe it was stated that j.214D and (j.)632146D had their FC properties removed but Luna gravity well still has it.
  6. Tsubaki just doesn't feel that much different in style than characters like Ragna and Makoto. Taokaka is just in a world of her own, like Carl.
  7. Doubt it. I've always liked fighting Taokaka. It forces me to play completely differently than normal.
  8. It is said to still have some throw invul but the amount of frames where you had throw invul has decreased.
  9. I didn't realize you had responded. Did you still want to play? And GGs XDest. Been so long since I have fought Tao. It's a complete different style than every other character.
  10. Anyone on this late at night?
  11. Post your questions about CP Nu and someone will come along and answer them This thread is just for CP questions so if you have an Extend question, continue to post them here
  12. Litchi's 6 actually doesn't stop. She just continues turning around and puts her leg back down without it going active. It just happens really fast, much faster than Hakumen's 4C feint/cancel. Similarly, Lambda's j214D~C has her continue the animation for TK crescent just without the actual projectile fully coming out.
  13. So he can cancel 4C after he hits the opponent? I thought he could only cancel it during the start-up, hence it being called a feint.
  14. It is a feint (like Lambda's j214D~C) and not a cancel (like Hazama's 5D~A) right?
  15. Yes
  16. If they are reacting to the hop and mashing you out of it, wouldn't doing anything besides hop Hotaru get beaten by the mash?
  17. And said flaws don't always make a character not amazing. I'm not saying that they don't know their character. I'm saying that people tend to overstate character flaws more so than their strengths. Are you really trying to argue that people don't do that? This has happened many a times in the Lambda/Nu forums. People will focus on her less than stellar defensive options rather than her amazing neutral, mix-up, oki and damage and make it seem like she isn't as awesome as she is. Sophisticat gave me a pretty good explanation about why people do that and I guess I am just weird that I don't like doing that.
  18. That is not a feature on PSN. Yep. It is great.
  19. Since when has PSN had that option?
  20. You can also air throw Jin out of his 6B and Tao out of her 6B as well. Second hit of gauntlet hades can be air throw if you IB the first part. I haven't been able to throw Hakumen out of Tsubaki yet or Plat out of her 6B though.
  21. It isn't as easy as throwing her out of j4D but you can air throw Noel out of 2D. It feels pretty good to do it.
  22. You can throw her out of 2D too.
  23. Well yeah. It's a fighting game. Some characters will have inherit advantages and disadvantages at certain ranges. You can't always have safe and right choice. It would take the fun out of it. I'm not honestly sure what you are trying to argue here. My post wasn't about the differences between guessing games at the start of a match. It was just that it is important to at least know your opponent's options, which you thought was pointless to point out. The start of a round is a situation that you will every match so you should know it inside and out, all the more so if your right guess will eliminate the hassle of having to get in.
  24. You are at a guessing game at the start a fight against every character barring like Tager. Since the start of the round can easily dictate the rest of the round, it's important to know the most used options the other character has so you can guess right.
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