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Moy_X7

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Everything posted by Moy_X7

  1. I know but it limits the opponent's options to wake-up block or wake-up DP. Its main goal is to keep the opponent in the corner, much like Plat's Bubbles. Edit: Oh wait, you mean that it can go through his Ice Blade and hit him during recovery. Well shit, I guess you'll just have to use it against characters without DPs or 50 Heat lol.
  2. I know, it happens. Your best bets are to finish a combo with 214A and do a safe jump j.2C or finish your combo with 3C > 236C. The latter is guaranteed to keep the opponent in the corner, the former requires a good timing on the j.2C as a well timed roll can still get them outta the corner.
  3. 2A/5B should tag them during pre-jump frames if you use it as "oki". If you use a meaty right, then it will tag them during jump start-up. If they have the time to jump out AND Barrier block in the air, then that's not much of a meaty If you're afraid of them jumping out or rolling out of the corner, you can always just end your combos with 3C > 236C as long as the combo hasn't been scaled to hell. 236C beats rolls, mashing, and jump out and makes it easier to bait DPs.
  4. A couple of people still play Extend at a regular basis, so yes. Who's talking shit about PS3 pads? This thing is da bess... up until it starts to wear down D:
  5. Once you get your modem, you should be able to do them without much of a problem. I can do those just fine as long as the input delay isn't too strong or as long as a random lag spike doesn't hit me in the middle of a 22C combo lol.
  6. Well I mean, you already saw most of the mistakes that you made from watching your own replay. I could point them out but you're already aware of most of them. As for 22C > 5A, I don't recommend doing that easy mode thing. With 22C > 5C, you can tack on a lot more damage if you have a melee item. 5C > 5D (Pan) > stuff, 5C > Hammer Loop, 5C > j.D (Bat) > stuff all boost your damage output by quite a bit. 22C > 5C is a must. In reality, you should be doing 22C > 6A but at this point just worry about 22C > 5C. j.C is something that should be abused but don't be too obvious with it. j.C cross-ups, wat? How do those work? None of Plat's jumping attacks (except j.D Hammer) have a hit-box that would make them good for cross-ups. Spam j.C during neutral but not so much during offense. There are much better options out there for Plat if she wants to open someone up.
  7. Yeah, you might as well just buy the game because CSII Plat and CSE Plat are way different from each other. Besides, it's only a couple of dollars more that you pay than if you were to rent it. Try Amazon or eBay and I guarantee you that you'll find the game for a dirt cheap price, specially if it's an eBay auction.
  8. You're not suddenly going to be able to hit them but if you do hit them that early on, then you'll have the stars to capitalize on that hit-confirm. Then again, I don't play Hakumen, so my input probably doesn't matter
  9. TK j.214D will have a similar effect. Mid-screen, you'd use it if it's for the kill but in the corner, you'll be getting 4K+ out of it.
  10. I've done those type of comebacks where I have a pixel of health left and my opponent has nearly full health. I wouldn't risk giving my opponent a chance to run it back just to get my OD back. After all, Tsubaki, Hakumen, Amane, and Izayoi might use their OD at the start of the round just so that they can increase their chances at winning. Watch this match: www.youtube.com/watch?v=KKgis_X4Rx4#t=7m31s Hakumen uses his OD at the start of the round and gets it back by the end of it. The fight did drag on for quite a bit and that's why he was able to get it back. He wasn't showing any mercy though, it just happened. Here's what we know about Burst and ODs: - Getting hit boosts the Burst gauge recovery rate. - If you use your Burst for an OD, you'll get 1/3rd of it back when your OD ends. - Full invincibility start-up for ODs - You can't Burst out of OD combos - Using OD freezes the timer, allowing you to get a couple more seconds to either kill your opponent or get the life lead before time runs out. I plan to use OD much more often than defensive Bursts. The pros just outweigh the cons of not having a defensive Burst when shit hits the fan.
  11. Actually, you get about 33% of your Burst gauge back the moment OD ends, whether you finish the round with it or not.
  12. If you manage to drag out the match for quite a bit after using your OD, then odds are that you'll get another chance to use it that same round. At that time, you can use it either as a Burst or as a reversal OD. If you manage to drag out the round for that long, then you're probably going to be at pretty low health, which is when OD is at its strongest. In the 11/21 Bururaji episode, Mori mentions that Burst/OD regenerates as you get hit. That and if you use your Burst for an OD, then you get a bit of your Burst gauge back. So yeah, for characters like Hakumen and Tsubaki, using their OD right away is actually a pretty sound idea. There's that and using their OD at the start of a match helps to draw out and intercept those "first strikes". Some people start out with an attack while others back dash/IAD back to get some distance. If you're able to recognize the start-up animation of attacks, then you can intercept them with a reversal, a move that low profiles under it, a fast move, or you can jump over them.
  13. Fixed that for you.
  14. No Zero (Megaman series) palette yet for Izayoi? (unless I missed it) Sons, I'm disappoint.
  15. The cross-up looking thing with j.236D or 22C stagger? If it's the former, then I'm told that it's just Tsubaki that might have moved forward before blocking the j.236D
  16. That's cookie... Anything in particular that you did that might have caused her to DC? lol inb4excuseforDC'ing
  17. Mmm, you might be right.
  18. There's no guarantee that Jin's 2D is still barely +1 on block. I haven't seen many people trying to disrespect it thus far and I'm assuming that it received a bit more frame advantage since the Guard Primers system is gone and his 2D no longer breaks Primers. It had always been +5 before CSE and while I don't expect it to be +5 any more, it should at least be more than +1 but not more than +5. Then again, my theory could be completely wrong and it might still just be +1. Kinda unfair since the only reason it was barely +1 in CSE was because it broke Primers lol.
  19. He's the only GG character that has those default colors. *sigh* If I must... Black hair? Check Red eyes? Check Exposed midriff? Check Red weapon? Check Same skin tone? Check
  20. Looks like j.236D has a bit of a vacuum effect to it: www.youtube.com/watch?v=xnhxpAAzK2U&feature=youtu.be#t=17m52s
  21. Here's to another prosperous year of mahou shoujo shenanigans
  22. Hey, you'll get your command throw to make up for that. Her command throw is going to be a really powerful tool considering her currently awesome jab pressure. People will wanna hold back+up to avoid the command throw but 5A/2A x N is an automatic frame trap/jump trap. If only Plat had an actual command throw and not that horrible 24+ start-up + whatever amount of time it takes her to reach her opponent with it. Oh well, at least she has her damage and instant OHs lol. GGs to everyone I played today, too lazy to name you individually. lulzy games to ExcelBlitzBlue with that obvious lag switching. Not even lag will allow you to take games from me, buddy
  23. 5 seconds on the clock, I had the health lead and my trusty Lion smasher then bam, Shield Charge D + that full-body invul thingy and I DAI'd.
  24. I just got robbed for the very first time, no me gusta lol those mid-pressure Bats were supposed to be command throws, so much for half circles. Edit: What's that supposed to mean? D: lol I just noticed that my Plat ball is different. I liked the old one better (no offense to whoever made it, it's nice but I like the other one better).
  25. Sorry for the delay, who's up for games now? Rooms of 3 at most tho :D
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