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Moy_X7

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Everything posted by Moy_X7

  1. Got a link to that? I'd love to confirm anti-air/air hits with 6C > 214D whiff > corner stuff, should do crazy good damage since you still have your freeze to work with.
  2. A 5B starter that goes into 22C~D does 3.6K, I can't just ignore all that damage for a mere 25 Heat. Hizangeki will be a situational thing to use as you can only get its full damage in the corner or mid-screen-ish with 50 Heat (Hizangeki > 214D~C wallstick). I'll really only be doing the 214D~C follow-ups if I'm somewhat close to the corner for the wallstick or if it's off a 5D FC. That little 66 5B > 5C > 2C > 3C > Musou/Sekka extender doesn't really seem worth it to me unless it's for the kill.
  3. ....as usual despite jins simplicity their gameplans are pretty distinct. That said....i think i would use C DP in combos more than they do..it looks a lot cooler now. Ronitta <3 3C > Sekka, IAD j.2C seem like it will catch forward rolls at least and it launches the opponent all the way across the screen. Corner Sekka, j.2C catches rolls as confirmed on that Ronitta vs Az match. I'm guessing that the reason why people don't use DP C in combos as much is because of the time restricted combo system. Then again, if 5B > 5C > 22C~D, 66 5C > 2C > DP C > 66 5B(1) > 5C > Air Combo works then it should work pretty much everywhere else as long as you don't start the combo with a crappy starter such as 5A/2A. I for one will be going for DP C and Sekka ender awl dei, errdei.
  4. This might not be his point but not all Drives are connected to things like "the Azure", "seether", and "Ars" (story-related things). Makoto's Drive doesn't seem to have anything to do with any of the above. Rachel's wind is most likely her own, innate power. The same goes for Valkenhayn and I could go on and on about this. In short, Bloodedge could have a Drive of his own without it being related to any of that magical, mumbo-jumbo crap. Not too say I wouldn't want a Black Beast Ragna but I would much prefer to have completely unique characters such as Saya or Nine first.
  5. Nope, we've actually done a pretty good job to keep things under control there. Some other character General Threads went too far with the off-topic talk so it was decided that all General Threads should be taken down.
  6. I'm guessing that it has the same guard crush properties, the only difference here is the added range to the hammer and the +5F advantage. If anything it might deplete some of their Barrier if they were to Barrier block it since the regular version doesn't deplete their Barrier on block but that's just me making a wild guess.
  7. People have always been able to DP out of 5A > j.D but not from 5C > j.D. I wonder if that small gap will cause the 5C > j.D string to not be air tight any more. On the flip side, people mashing after 5C will get frame trapped by j.D. The only bad thing is that people will be able to mash out of 5A > j.D, which it doesn't matter all that much since it's too easy to just frame trap them with 5A/2A staggers.
  8. I don't think you can combo off the Cat (yes I call it "Cat") unless it's a CH as usual, unless you mean as a blue beat. j.D Pan definitely got buffed with the frame advantage and the ability to turn air-to-air confirms into highly damaging combos. The start-up nerf doesn't really mean much when people still get blown up by 24F start-up OHs (guilty). Pretty much all of her items got buffed. The hammer instantly crushes guard and can still be used to extend combos. The bombs and missiles seem to have gained more untechable time. The cat brings Plat straight to the ground which makes it easier to confirm CHs and start blue beats if they don't emergency tech. The bat gets more untechable time on CH, etc.
  9. I'm going to go ahead and close this thread as I've been told to do so (even though I was supposed to close this long ago lol). All of the discussion in here has been Jin related thus far so keep it up in the CP Gameplay discussion thread. You can talk about anything Jin gameplay related there (Japanese players/matches, general gameplay stuff, etc). Good-bye general thread, it was fun XD
  10. Well I'll be damned... lol, that Bubble > 214D (Present) > j.C > j.236AXB loop was hype. It seems that j.D (Pan) > 6A > 6C > j.236C > j.C > 66 6A > 22C > 66 5C > Stuff is the norm. I wonder if that 22C route would work in the corner, something like 5A > 5C > 236B > 6C > j.236C > j.C > 6A > 22C > stuff. Off something with a better starter, maybe Stuff > 236B > 6C > j.236C > j.C > 6A > 236AXA > 66 5C > 6A > 22C > 5C > 6A > 6B > 3C > Bubble Oki would work. I've seen in some matches that 6B > 3C > Bubble oki is iffy, if they don't tech immediately after the 3C then the Bubble blue beats because they're still in the air and we don't want that. Basically we're going to have to figure out a way to end corner combos with either 236B or 236AXA so that we can do 3C > Bubble while they're still grounded. 3.7K off an IAD Hammer RC/CH is sad, there must be a way to buff that damage up. Stuff > 5D (Pan) > 5A+B looks like it leads to really good damage, I wonder if 5C CH > 5A+B works.
  11. From Stuff > 5C > 3C > 236AXB > sj.C > JC > j.C > j.236AXX, she gets around 1.8K. That's her mid-screen BnB if you're close enough to the opponent, of course you can get more damage if you hit a crouching opponent with Stuff > 5C > 6C > j.236C > j.C > 66 5C/6A > Air Combo/236B. We still don't know if Stuff > 5C > j.C > j.2C > 66 5A > Stuff still works, that used to net 2.1K back in CSE. In the corner, she still does 3K in average but has a hard time getting past 4K. I'm guessing that we probably won't be seeing any significant jumps in damage output until people get their hands on the console version. There's still a lot of experimenting left to do as we've yet to see a single Plat combo video.
  12. Yeah, that's the one. So it's not Izayoi huh? I wouldn't mind for that character to be either Saya or Nine.
  13. Actually, I wouldn't mind a little machine loli either. What's another big breasted woman in a game full of ass and titties though? lol Anyways, in that image from the trailer, the one right before the one with Jin and Ragna butting heads, is that "berserk" Izayoi or something?
  14. We have well-endowed women and we have (flat-chested) machine women, so now we need a mix of the two haha What? Would you rather have another loli instead? lol
  15. We still don't know if Amaterasu is a suit of armor, a sentient being with a human shape, or just some machine. Still hoping for a machine-woman, not a suit of armor wielded by Saya
  16. I'm okay with this I guess we'll find out just exactly what "she" or "it" looks like in due time. I'm personally hoping for a well-endowed, machine-woman in the end
  17. Ooh, thanks for clearing that up. Do you think she might be a playable character in the end or just an inanimate unit like Tsukuyomi? inb4anothermechamusume
  18. Yu fits the "balanced" fighter archetype that I tend to end up maining but Chie has that godlike oki and rushdown. Yukiko is fun with the unblockables and Agi oki but at the end of the day, I'm just not cut out to play heavy zoning characters.
  19. When and where exactly was it made clear that the CP crest belongs to Amaterasu?
  20. Yeah, give other characters a try and see if there's one that's just right for your fighting style. I'm probably going to end up dropping or subbing Yukiko in P4A since I seriously fail at zoning, I play her as aggressively as possible but that doesn't get me too far against people who know what their doing lol. Different strokes for different folks
  21. The thing about playing a heavy zoning character is that you have to be confident in your ability to predict from what angle the opponent will rush at you and intercept them with the right tool. At this point, it seems that you're not very confident if you "freeze up". My advice is to try and learn a sub so that you can get more familiar with how neutral works. In the beginning of CT, I tried Nu out since I loved her character design and her black/pink palette. However, as I played more matches with her I realized that I wasn't meant to play a zoning character so I just turned to my sub, Jin, and eventually he became my main. Some people are just not cut out to play certain characters, I know that I'm not cut out to play heavy zoners because I'm not all that confident about predicting my opponent's approach. I'd rather play characters with a balanced fighting style, Jin and Platinum are just perfect for me since they can fight fairly well up close and at a distance and have the defensive tools (Plat not as much) to deal with pressure as well.
  22. Yeah, her combo options have been crippled thanks to the 6C and 22C SMP nerfs. So anything that required two of those in the same combo needs to be reworked. I'd say keep playing her so that at least your Plat fundamentals carry over.
  23. That's the least they can do for that move since it lost its screen coverage and cross-up potential lol. I wonder if the frame advantage is so good to the point where you can go for a simple jump mix-up (AD j.2C or feint j.2C > 2B)
  24. Hehe, it's only a real bad match-up when it really counts (nationals). The same goes for the Jin-Tager match-up, GET Butterchurned.
  25. I think it's more of a "Valk just being Valk" thing than an actual bad match-up. Jin has some decent tools to deal with Valk; j.B, j.C, and DP B to keep his flying wolf form from moving around too freely, DPs to escape from time to time, and Hizansen/j.236D to bait and punish that stupid [w]5B. Valk's mobility, pressure and mix-up are just too much to handle for even the stronger players like Ryuusei. Dat screen name tho lol
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