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Moy_X7

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Everything posted by Moy_X7

  1. Speaking of beating stuff, here's a list of shit that 6A loses to on hit (not counting DPs/reversals) Ragna 5A - 5F, trades with 5A but loses to 2A 2A - 7F, win Advantageous, 2A will beat his 2A and low profile under his 5A. Jin: 5A - 6F, trades with 5A but loses to 2A 2A - 7F, win Advantageous, same as Ragna. Rachel: 5A - 6F, hits crouching so it will trade with 2A but lose to 5A. 2A - 7F, loses to 2A but wins against 5A Disadvantageous, guess right on her 5A with 5A and you win. Guess wrong on her 2A with 5A, you whiff and lose. Trade her 5A with your 2A and you're back to neutral (not good for Jin as you just gave up the momentum in this little game of rock-paper-scissors). Carl: 5A - 6F, loses to 5A and trades with 2A 2A - 6F, trades with 2A and beats 5A You're fucked, his 2A trades with your 2A and beats 5A. There's no reason for him to use 5A in this scenario when 2A puts him back in neutral at worst. Arakune: 5A - 6F 2A - 10F Disadvantageous, same as Rachel. Bang: 5A - 6F 2A - 8F Disadvantageous, same as Rachel and Arakune. Hakumen: 5A - 5F, trades with 5A but loses to 2A 2A - 7F, loses to both 5A and 2A 50/50, guess right and you'll beat his 2A with both 5A and 2A. Guess wrong and you'll trade with 5A, putting you back in neutral. Tsubaki: 5A - 6F 2A - 7F Disadvantageous, same as Rachel, Arakune, and Bang. Hazama: 5A - 5F 2A - 6F You're fucked, same as Carl. Lambda: 5A - 6F 2A - 8F Advantageous, same as Ragna and Jin. Tager: 5A - 7F, loses to 5A 2A - 8F, loses to 5A I'd say advantageous but that pitiful amount of frame disadvantage doesn't mean shit to him. In fact, he wants you there so that he can employ his own guessing game of A Buster, AC, and backdash/DP punishes. Litchi 5A - 6F 2A - 7F Advantageous, same as Ragna, Jin, and Lambda. Taokaka: Her 2A low profiles under all of your ground normals, beats 2B and recovers on time to dodge or block 6B. Nuff' said. (You're fucked, same as Carl and Hazama). Noel: 5A - 5F, hits crouchers. You're fucked, same as Carl, Hazama, and Tao. Mu: 5A - 6F 2A - 7F Advantageous, same as Ragna, Jin, Lambda, and Litchi. Makoto: 5A - 5F 2A - 6F You're fucked, same as Carl, Hazama, Tao, and Noel. Plat: 5A - 6F 2A - 8F Disadvantageous, same as Rachel, Arakune, Bang, and Tsubaki. Valk: 5A - 6F 2A - 7F Advantageous, same as Ragna, Jin, Lambda, Litchi and Mu. Relius: 5A - 6F 2A - 7F Advantageous, same as Ragna, Jin, Lambda, Litchi, Mu, and Valk. So we have 7 advantageous situations, 5 disadvantageous situations, 5 situations where we're completely fucked, one 50-50, and one where it's not worth being in that position. I don't know about you but this is some bullshit right here. So the verdict says to push buttons against Relius, Ragna, Jin, Lambda, Litchi, Mu, and Valk. Don't push buttons against Makoto, Carl, Hazama, Tao, and Noel. Push buttons at your own shitty risk against Plat, Rachel, Arakune, Bang, and Tsubaki. Push buttons for a 50-50 with Hakumen. I'd say don't risk it against Tager because of a guessing game of his own. Well that or TRM them if they're in range for it lol.
  2. Assuming that 6A is -4 on block and I need meter to hit-confirms, yes, I really did want it to be free, just like it was in CSII. I mean if I can't get a combo off of it on regular hit then I at least want to continue pressure without trading or getting beat :/ Since we're in the subject and I'll copy-paste this data to the Jin boards because we need it anyways lol. Ragna 5A - 5F, trades with 5A but loses to 2A 2A - 7F, win Advantageous, 2A will beat his 2A and low profile under his 5A. Jin: 5A - 6F, trades with 5A but loses to 2A 2A - 7F, win Advantageous, same as Ragna. Rachel: 5A - 6F, hits crouching so it will trade with 2A but lose to 5A. 2A - 7F, loses to 2A but wins against 5A Disadvantageous, guess right on her 5A with 5A and you win. Guess wrong on her 2A with 5A, you whiff and lose. Trade her 5A with your 2A and you're back to neutral (not good for Jin as you just gave up the momentum in this little game of rock-paper-scissors). Carl: 5A - 6F, loses to 5A and trades with 2A 2A - 6F, trades with 2A and beats 5A You're fucked, his 2A trades with your 2A and beats 5A. There's no reason for him to use 5A in this scenario when 2A puts him back in neutral at worst. Arakune: 5A - 6F 2A - 10F Disadvantageous, same as Rachel. Bang: 5A - 6F 2A - 8F Disadvantageous, same as Rachel and Arakune. Hakumen: 5A - 5F, trades with 5A but loses to 2A 2A - 7F, loses to both 5A and 2A 50/50, guess right and you'll beat his 2A with both 5A and 2A. Guess wrong and you'll trade with 5A, putting you back in neutral. Tsubaki: 5A - 6F 2A - 7F Disadvantageous, same as Rachel, Arakune, and Bang. Hazama: 5A - 5F 2A - 6F You're fucked, same as Carl. Lambda: 5A - 6F 2A - 8F Advantageous, same as Ragna and Jin. Tager: 5A - 7F, loses to 5A 2A - 8F, loses to 5A I'd say advantageous but that pitiful amount of frame disadvantage doesn't mean shit to him. In fact, he wants you there so that he can employ his own guessing game of A Buster, AC, and backdash/DP punishes. Litchi 5A - 6F 2A - 7F Advantageous, same as Ragna, Jin, and Lambda. Taokaka: Her 2A low profiles under all of your ground normals, beats 2B and recovers on time to dodge or block 6B. Nuff' said. (You're fucked, same as Carl and Hazama). Noel: 5A - 5F, hits crouchers. You're fucked, same as Carl, Hazama, and Tao. Mu: 5A - 6F 2A - 7F Advantageous, same as Ragna, Jin, Lambda, and Litchi. Makoto: 5A - 5F 2A - 6F You're fucked, same as Carl, Hazama, Tao, and Noel. Plat: 5A - 6F 2A - 8F Disadvantageous, same as Rachel, Arakune, Bang, and Tsubaki. Valk: 5A - 6F 2A - 7F Advantageous, same as Ragna, Jin, Lambda, Litchi and Mu. Relius: 5A - 6F 2A - 7F Advantageous, same as Ragna, Jin, Lambda, Litchi, Mu, and Valk. So we have 7 advantageous situations, 5 disadvantageous situations, 5 situations where we're completely fucked, one 50-50, and one where it's not worth being in that position. I don't know about you but this is some bullshit right here. EAD Toan, eat a fucking dick XD I have enough guessing as it is with DPs, instant overheads and whatnot, last thing I need is more guessing lol
  3. Well yeah, shoot me an invite and I'll play. Specially in the morning when there's no one to play but random people lol. It's +1 on hit but his 5B and 2A have a 7 frame start-up, so anyone with a 5 frame jab will beat mine or anyone with a 6 frame jab will trade. I could try using 5A which has a 6 frame start-up but the problem here is that if they were crouching they'll still beat me. I could DP but DP C will most likely whiff and DP D requires Heat, not too mention the huge risk I'm taking by frame trapping someone with a DP lol.
  4. Feel free to think what you want. GGs to Toasy_Tiger and LastStarSavior I'm starting to hate Lambda's 4B(1), from now whenever I see a Lambda dashing toward me I'm just gonna assume that they're going to 4B me lol. Sad that people can mash out of Jin's 6A on hit and there's absolutely nothing I can do about it unless I'm at point blank range where I can try a TRM setup.
  5. Pretty much this. If I'm already playing someone then chances are that I won't accept other invitations. That's unless I'm playing some random ranked/player match guy at which case I'll finish my match and join your room afterwards.
  6. You want to use 5A and 2A as much as possible until they push you out with barrier at which point you can dash back in with 5A and continue that same pressure. You want to delay your 5As from time to time in order to automatically bait and punish mashing as well as jump out attempts. Use TK Swallow and throws as well in order to add mix-up to your pressure. If they block TK Swallow j.B then you can just resume your 5A pressure. You can also jump cancel 5A and 5C and do rising j.2C to reset pressure but that involves a bit more risk. Example: 5A and 2A x N > Dash > 5A and 2A x N > TK Swallow j.B > 5A and 2A x N 5A and 2A x N > Dash > 5A and 2A x N > 2B > 5C > JC > j.2C > Swallow Moon > j.C > 5A and 2A x N
  7. I think you might wanna give VTC > Hammer a try in training mode and see how that works out. Hey, better than just sitting there and eating a DP either way lol.
  8. Maybe I'll be able to block it if he does that XD
  9. They'll be able tech out in the air after a 3rd 214A, 2 is the max if you want to catch rolls with safe jump sj.2C.
  10. Can't you special cancel 6A into Voltec Charge to bait DPs or would the Guard Point kick in too late? If you can then you might as well, sure you run the risk of getting your bait baited but so do people who use DPs in this scenario. I don't believe that 5D being -4 is that bad, it's not punishable unless they IB and even then I hardly doubt they'll have the time to dash in and punish it if you used 5D at max range. Besides you're playing a character that can guess right and fuck somebody up. If you feel they're going to dash in and try to start pressure/punish then you could always backdash > Buster lol. You know what's bad? Jin's 5D being -14 on block. Yup, 10 frames more punishable than your 5D lol.
  11. I'm not asking for a huge start-up buff, just a couple frames is all. I did say have that OR increase the frame advantage that you get on block. The Primer Breaking property might just me being greedy but whiffing 2D because the opponent got smart and did dash forward + barrier break to read it when you were trying to break that last primer will cost you dearly. I'd much rather have 6D break primers than 2D, because with 2D not only do you have to be at the right distance but you also have to pray that they don't read it and dash forward. If they're mashing on your 6D then you just frame trap them next time. I guess you should add a faster Drive charge speed along with my faster Item Equip speed to the wishlist XD
  12. Forgot my character specific wishlist lol Jin: + Make j.B's start-up into 8-9 frames or make it so that the forward and lower hit-boxes come out faster. If you don't know, j.B has three different parts and hit-boxes during this move: above, forward, and below + above. It takes way too damn long for the forward and lower hit-boxes to active in this game and even then, the hurt box on the 2nd and 3rd parts of the move are bigger than the fucking hit-box lmao. I mean, just look at this shit lol: http://www.dustloop.com/guides/bbcse/hitbox/jin/j.B.html So yeah, make j.B useful again, at least to CS-CSII's standards and fix the hurt-box. j.2C suffers from the same stupid hurt-box and hit-box shit so, they should try and fix it: http://www.dustloop.com/guides/bbcse/hitbox/jin/j.2C.html Why the fuck is there a hurt-box where the blade is at instead of a hit-box? Why isn't there a hit-box at all where the blade seems to reach below him? Jeeesus. http://www.dustloop.com/guides/bbcse/hitbox/jin/2A.html and http://www.dustloop.com/guides/bbcse/hitbox/jin/6A.html Invisible scabbard and grip, thank you based Arcsys. + Make 6A -2 on block as opposed to -4 and have it so that we can get more than one fucking + frame on hit (it used to be +4 on hit on CSII). Have it so that we can cancel to the EX specials on hit, in the same way we were able to special cancel on hit back then. I'm being reasonable by having it so that we can only cancel into the EX specials though :/ + Have it so that 2D gets +5 on block again but remove its Primer Breaking property and give it to 6D. + Decrease the start-up on 6D by 5-10 frames or increase the frame advantage to something like +18. The hit-box and start-up on that thing is pitiful. + Increase the freeze count caused by 5D so that we can hit-confirm into DC > 5C on regular hit or DC > 6C on CH. If they can't do that then at least reduce the frame disadvantage to -7. -14 is just way too fucking much for a poke that leads to nothing without meter and has a shitload of recovery on whiff. + Decrease the start-up on 236D by at least 7 frames. That thing has too much start-up for a move that requires meter and most people can jump, DP, or jab out of it on reaction. It loses it's freeze properties on a trade and brings us both back to neutral (best case scenario) or I lose 25 Heat, the momentum, and some health in the process. In a similar note, decrease the landing recovery on j.236D to 11 frames so that it has the same landing recovery as the other Ice Blades. I mean, seriously, I pay 25 Heat and have to worry about whiffing or having the opponent read my anti-air bait and lose 3K and my Heat. In that case I'm better off using regular Ice Blades. + Decrease the start-up on j.D and increase the freeze count but increase the landing recovery. I wanna have an actual high risk, high reward cross-up not some easy to react to and punish shit. - Decrease Hirensou's and j.A's P1 to 80. Like I said, no reversal should be able to net that much damage and that air jab into 2.4-3.2 is a bit too much lol. Plat: - MAKE THE ITEM EQUIP ANIMATION FASTER. Seriously, 29 Frames to get an item is way too damn long. 22 Frames would still be too long but at least it would be slightly more reasonable. - Decrease j.C's start-up by a frame or two. - Give her a normal that hits above her in the air. - Have it so that either 6B or 6C break a primer. - Go back to CSII's Swallow Moon's cancel speed. - Decrease 6A's start-up by a frame or two or have it so that the I-frames kick in at frame 5 or 6. Decrease the recovery. - Give her a horizontal Mystique Momo, have the command look something like 214D~C. - Decrease the start-up on Mystique Momo, the Bombs, and the Missiles to 17 frames. - Decrease the start-up on her command grab, 24 frames + the amount of frames that it takes to get to the opponent is too long. - Increase the damage on CDT as well as its P1 to 90. - Increase 6B's P1 to 80.
  13. - Yes to the auto-pass function online - Yes to the starting position in training mode. Seriously, this shit needs to get in there somehow. - Yes to the palette editor I don't really care about non-gameplay related shit so I'll just stick to gameplay related shit. + Playable Jubei, Nine/Phantom, Kokonoe, and Saya. + At least two completely new characters - All free reversals (those that don't need meter) should have a P1 of anywhere between 50 to 60 max. No free 1st frame I-frame/Guard Point move should be able to do 3 to 5fuckingK (Noel 4D says what?). In that same note, slightly nerf Jin's DP D and Plat's Excaliborg P1. Yeah, they require meter but 4.6K for Jin in the corner and 4K+ for Plat anywhere on the screen + full-screen carriage is a bit too much. If that were to happen then reduce Jin's Hirensou P1 to 80 and Plat's Excaliborg to 70. - Nerf air throw hit-boxes, that shit looks silly when Character A is way the hell out of Character B's arm reach and they get magically dragged down from above or below by the air throw hit-box. - Fix hurt-boxes in a way that they seem a bit more logical. There shouldn't be a hurt-box on a character's weapon/clothes. I'll give you Plat's hair and Carl's hat if only because it would be a pain in the ass to do combos or land hits on them. - Find a way to balance Noel just right. Improve her normals and specials and give her some new ones but nerf the various D moves' P1. Like I said, I shouldn't have to lose fucking 5K and be put in the corner because I made a mistake or I left a gap on my pressure string. - Give characters the ability to break Primers in reasonable moves and at least in two different moves, not in ones that leave the characters highly unsafe on block. By reasonable, I mean the ones that have a pretty slow start-up but are positive on block or the ones that have a moderate start-up but are slightly negative on block. Some characters have them in one right move like Ragna's Death Spike, Jin's 2D, Valk's 6C, Hazama's 6A, Litchi's 6D, Rachel's 4B, Lambda's Spike Chaser, Carl with the various Nirvana specials. Mu has them in the two perfect places being Sword of Decimation and Stein Explosions, both have slow start-ups and the latter requires positioning. Then you have the characters that have to take a huge risk if they even want to break primers such as Plat and her Heart Car, Makoto and her unsafe Drives, Noel that needs to use a Drive before she can use 6C (I guess she could do j.D close to the ground, negate the start-up and go straight into 6C). I'm also aware that Plat can break primers with the Hammer but that shit is too situational because of the random factor. The only character that should keep his slow and unsafe Primer breaking moves is Arakune but only because of his shitty Curse design.
  14. I have to trial and error a lot of stuff in order to find the most optimal combo for each starter, and each item, in each section of the screen. That and I'm always learning new things as I go along. For example, I just now learned that I could do Air Throw > 66 2C > MJ > 6C > 22C. I forgot that the downward Bell counts as a "knockdown" which enables me to use 22C that early on.
  15. You should take a look at the Plat combo thread, it's probably going to take me a good two forum pages to write everything down lol.
  16. They can be fun but it's a LOT to memorize. It's going to take me a good while before I get all of her combos down to muscle memory D:
  17. That which can be used for CDT, just in case they somehow survive the 4K-6K combos lol.
  18. Spamming my shiny new combo video all over the damn place lol: http://www.youtube.com/watch?v=3RIYDhLNPHE&feature=youtu.be
  19. Oh hey, Plat does damage from mid-screen. I just gotta have the right item at the right time as well as 50 Heat lol. http://www.youtube.com/watch?v=3RIYDhLNPHE&feature=youtu.be
  20. Shameless self-publicity time Platinum Combo Video "Loli Install: THE MOVIE" XD http://www.youtube.com/watch?v=3RIYDhLNPHE&feature=youtu.be
  21. I play him because I love his and Plat's playing styles. Some fast normals, decent pokes, projectiles, DPs... balance. I don't really care that he sucks, except for the j.B nerf which was just totally uncalled for lol. That and if I just dropped characters because they suck then I would be a horrible person.
  22. Anyone without a DP/reversal, the AI reads your inputs and they'll DP you anytime they're not on block-stun. Lambda and Haz are good since you can practice reacting and IB'ing swords and chains.
  23. Moy_X7 Platinum One league I'll use Plat and another one I'll use Jin, BALANCE
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