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Dandy J

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Everything posted by Dandy J

  1. afaik its always been like that? thats common in every modern fighting game
  2. so does yrc slow the opponent down and leave you at full speed? does that mean i can like do some sort of whatever yrc to say, slow the opponent down in the air then air throw them? or use it just as they attack and then bs their normal on reaction? or does yrc not slow the game down?
  3. yea i dont think im caught up o how yrc works either. does it work for like anything on whiff? or only normals + projectiles or what?
  4. what mixup? his short hop is too easy to block. the only crazy mixups ive ever seen w/ seth are non-meaty corner crossups but ive only seen the rank 1 seth do them so idk all the setups. lemme see if i can find the vid here http://www.nicovideo.jp/watch/sm22691626 27 seconds
  5. well this game is mostly ground based, so youre not going to find characters quite like the ones in your av. carmine is still plenty fast on the ground. carmine and orie are probably the most oki-based characters, merkava too but no one ever uses his meter for the bugs lol. orie is more straight mixup (more suited if you want a high/low game), while carmine is endless lockdown but easier to block.
  6. the thing about new rc to me is that it seems that it will allow universally damaging combos. like during the time freeze it seems like youd be able to do multiple heavy hits before you even start the rest of your combo when it returns to normal game speed. so someone like venom who doesnt have straight away big damage it will probably help a lot.
  7. changes to venom have always seemed kind of all over the place. but if he gets higher damage from like rc slowdown and stuff + bigger combos off throw that might make him stronger in a straightforward way. but idk about all that in a game where eddie is the best again lol
  8. the damage will be ridiculous in this game
  9. really? so i guess its just considered a normal hit then? i thought it was still this way because i hardly ever see people use it. why is it so underused?
  10. Are we tieroizing? *______* Weeeeeeell I am bored and and I like to think about this kind of stuff, so I thought I'd write up a tier list and explain my reasoning for the placement of everyone -- since I now feel like I've seen enough of the game to form something resembling an opinion. S Vatista S- Gordeau Merkava Waldstein A+ Carmine Hilda Orie Sion Yuzuriha A Hyde Lynne B Seth B- Akatsuki C Chaos S to me means the character has no bad matchups. I don't know if that's how it's supposed to be, but that's the logic I use. Anything + or - just means there's enough of a difference to note, but not enough to put someone in a separate tier. Overall it seems to me that everyone is close together, especially everyone I put in A+ and above. All 9 of those characters have something to fear. It also seems that aside from just the lower characters, no top character has any overly lopsided matchups versus any other top/mid. S / Strong + no losing match-ups Vatista - Best character in the game, and the only one I think has no losing matches. Great zoning and keepaway, normals, neutral control, damage, and maybe the best 50/50 in the game with her low air divekick. She even has practical Veil-Off combos for huge damage and comebacks. Even being floaty, her movement is not really that lacking, considering her 6D trajectory is covered by her whatever that jump move is that's really good and can cross-up and go into her 50/50. Really the deciding factor to say that she is S, and that there is an S tier, is that I think she's the only character that seems to handle Gordeau really well, since she can play so well outside of GRIM REAPER range. S- / Strong characters Gordeau - To me the most unimpressive of the top characters. The sole reason he is here is GRIM REAPER, straight-up. If he didn't have that move It'd be a whole other story. He certainly is solid in every way -- big normals/space control, solid damage into hard kd off basically everything, basic but effective command grab mixup, a slow overhead...and that's basically it, a very simple character, but he rises to the top because GRIM REAPER makes it so you can't fuck with him if he does not wish to be fucked with. If you could punish it on block from any range (or even just a bit closer), he'd be A+ or even A, but as it is, this move just keeps everyone in check and makes certain that no match-up is ever too much for him. Merkava - Man this character is silly! He has it all - big normals/space control, pressure, mixups, runaway, anti-zoning, anti-pressure, oki, damage. EX flaily arms is quite the equalizer, kind of like GRIM REAPER but safe (advantage if you don't shield I think) even from close range. There's not much to say really, he's in like every match vid so it's not hard to see how good he is. I think the only thing he lacks is a really scary mixup. Seems like everything he has is reasonably blockable, but he has all the tools to be in control of the match. Waldstein - Took awhile for me to see enough of this character to get a feel for how he is. This guy is scary! Because of his own size, the size of his normals and 6D trajectory, he is never far from being able to 6D~j.A his way in and do his thing. 6D~B or C or whatever that air normal is that whiffs into land -> command grab seems strong, especially considering if you jump early, you're going to block the air normal anyway. Some of his enders don't give him oki, but as mentioned it doesn't matter as much as it normally would for a grappler, since he can move in easily if you just give him a small window of opportunity. And once he gets you to the corner it's just WALDWORLD. He's got a pretty fast overhead to boot. A+ / Strong but lacking something, even though at times they seem S tier Carmine - The character that is always one opportunity away from stealing the round, haha. I have seen way too much domination and comebacks by this character. The only reason he's not higher is I think his space control and midscreen damage are just a bit lacking, and his mixups are just on this side of blockable. But man once he gets going it does not stop. Once he gets you in the corner he has so many ways to extend his pressure, it seems like there's almost no way out but to shield and Chain Shift to try and dp something safely. That and his oki and puddle pressure offer many opportunities to bait escapes and keep himself completely safe and at the advantage. Hilda - Seemed like this character was really unfair at first glance, especially since Acho and other vids featured really strong Hilda players. Her weaknesses seem to be random invincible bust-out moves and supers, and her low health. Her overheads are also seeable, but she does have some tricky cross-up divekick -> low oki setups and such to break defense EDIT oh and she has a great mixup with falling charged j.C or land -> low, similar to Vatista. I knew I was forgetting something. That is definitely a significant part of her being good. Basically she tries to keep you in that midrange sweet spot where she can attack you but you can't do the same to her, and force mixup when she can. Orie - Her only weakness I think is the lack of big/buff normals. She's got all the fundamentals of a strong character, especially her oki and mixup. Her 6D~j.B or whatever it is into the knight sword thing is obnoxious and seems to always hit eventually and leads to full combos. Her 6D~j.A at fastest overhead height looks very difficult (impossible?) to block on reaction, making her very scary on wakeup when she either has meter for the EX knight blockstun thing, or Chain Shift to combo from it. She has a standing overhead as well on top of that. She has a dp too, which while common, is always a significant tool because of CS > reversal. Sion - Pressure out the ass, with the classic 6B that everyone says they can block but somehow hits all the time~ Other than her pressure and mixup, she has a gun laser super thing that leads to a combo, which is very good in this game for fighting those big normals/zoning characters to keep them in check. And of course the classic DP and a invincible bust-out kick super thing that I'm not sure is safe or not but you can combo after it. She's also got a big whip normal that fills her 'has a big ass normal in UNIB' quota. Probably the most well-rounded character in this tier. Yuzuriha - God of the neutral game, but no mixup (other than throw which honestly isn't bad) and no oki. She does seem to have a random bust-out super with her jump forward star slash thing which is good. Basically a character that wins because she stops you from doing your shit, rather than running hers. I think only the most patient players will force her below the strongest tier, but inevitably I think this is where she goes. A / Solid Hyde - Solid. Yeah. Throw into combo in the corner seems good. Has some tricky mixups from rekka -> air CS and cross-up rekka -> air fireball super. I think maybe that big charged slash he has is overhead, but I wouldn't know since no one has ever gotten hit by it. Good pressure from EX fireball. Short short short pressure, throw, and throw bait with 6D seems to be his bread and butter. He's got solid normals, DP, bust-out super with range, but not safe. All the tools you need plus a couple tricks, and good corner carry on combos so you can threaten with his grab. Seems good to me, just nothing too crazy. Lynne - I think a big reason as to why this character is good is because she is a pixie with non-pixie hp, or at least it seems that way. Her fireball thing and rolls seem pretty good, though I think you can disrespect the rolls depending on where they are placed. Her fireball basically makes up for her stubby normals, letting her get in and pressure, which seems not too dissimilar to Hyde. She even has the same EX fireball pressure. For some reason her throw seems to do soooo much in GRD Vorpal lol. I've seen a lot of matches decided by Lynne sitting on Vorpal and taking fools to throw city, which augments her playstyle perfectly, since she can run up in your shit real fast. B / Lacking Seth - To me this character just doesn't seem to have anything to deserve his low hp. In terms of what he can do, he seems the same level as the characters in A, but because of his low hp combined with his short-range playstyle, I think it doesn't quite add up. I've seen the rank 1 Seth do some pretty tricky stuff, but still nothing was really airtight and really hinged on playing by feel and very open, not so much forcing the opponent to eat bs if they didn't want to deal with it. He seems to be played best in the Melty air-footsies sort of style, double-jumping around, setting up orbs and waiting for an opportunity to dive. I think the orbs are a bit weak for this style to be strong. They take too long and don't track well, and combined with Seth's small normals, he can't really be opressive in any way. Most of the time I see this character win, it's off the fundamental throw/6D bait pressure that most, if not all characters can do. B- / Better than the Holocaust Akatsuki - There's not much to say here, which is good because I don't feel like typing anymore. He does Akatsuki stuff. His overhead is way too slow. C / Uh Chaos - I've never seen anyone do anything good with this character.
  11. 1. there will eventually be a patch 2. having a character that everyone hates does wonders for popularity. everyone hated phoenix in mvc3, but everyone had eyes glued to tourney matches when she was involved. injustice became way less interesting to spectators when scorpion got nerfed. right now the game has a villain, and if the game stays like this for evo then it will be exciting in that way. the players should want to beat tsujikawa and the best kokonoe players, and the audience will be entertained watching players try to do it, whether they succeed or not. and if the patch is out by then, then theres no argument anyway. win win
  12. If you're nearish to Cinci, check out this group: https://www.facebook.com/groups/CincyFighters/ And also check out Arcade Legacy: 662 Cincinnati Mills Dr, Cincinnati, OH 45240 (513) 874-8766 This is where everyone from the Cinci area plays. They have fight nights on Thursdays, usually the admission is $10 for the whole day, I forget if there's a discount on Thursdays. They have some GG and BB players there ranging from new to really really good.
  13. Sorry I didn't make it out last night, but glad to hear there was a good turnout. Milkman, we got GG players, around 10-ish people that play but maybe only 5 or less would be there on a given week. Probably a good idea to hop in irc the night of to see who's going, or just keep in touch with Ben (Amadeous) since he's in your area and he pretty much exclusively plays gg. P4A had some play but a relatively short life here, I think most people have moved on but you can try posting in the fb group and see if there's interest.
  14. Right now people are mostly playing BB since it's the new thing. People typically play whatever's new. KOF13 I'm pretty sure has had the most longevity at game nights, there's always a setup (thanks to Todd) and at least a few people always playing ever since release. Other than that there's a mix of everything but nothing certain. You'll usually see a sf4 or mvc3, sometimes both, sometimes neither. Injustice sometimes. We had been playing +R pretty consistently until CP came out, if people get tired of CP you'll see it again. I've seen people bring laptops for Skullgirls and I've also seen divekick but I think the dudes that were playing those are all playing BB at least for the moment. I'll add you on PSN so we can get some games in sometime. Also if you use IRC, there's a channel on irc.synirc.org at #cfg. Not a lot of people in there right now cause it's new, but I'm always idling at least.
  15. https://www.facebook.com/groups/131043940327851/ We play every Weds at the Donatos on campus - http://bit.ly/1fiWIOV Starts around 6pm until they close at midnight. We got a few to several ppl that play GG depending, but people show up relatively often. Probably a good idea to join the fb group or hop in IRC the night of. Some additional ppl have picked up BB but dunno how long that's gonna last you know how it is, but it is the new thing for now. Oh also if anyone wants to play BB add me on PSN
  16. yea i pulled that number off the cse wiki. is there anywhere with the life steal values listed for cp?
  17. im pretty sure its because of the combo timer. try consciously doing everything at the fastest speed you can, with no delays. personally its missed enough for me that im anti-belial in this game. "The term belial (בליעל bĕli-yaal) is a Hebrew adjective meaning "worthless"" lol also has more health gain right? 100 for hf followup and 50+50+100 for dp ender
  18. hey can someone explain what 41236a does? i read something about curse hoing down slower if it connects but i dont notice it? i thought it was specifically for re-curse but the projectile disappears as soon as curse ends. what the dillyo?
  19. Like everyone has said, you're not going to get the spiritual successor to Millia. You are going to have to pick and choose the things that you like about Millia if you want to go that route. Valk and Taokaka have the mobility and mixup game, but they lack the 'put stuff on the opponent for oki' aspect. Rachel has that, but she's a floaty zoning character (though wind makes her move completely different and her mixups ARE fast). Like was mentioned before, Bangs nails are the only thing close to the pin. Litchi has mixups but they aren't Millia-esqe and she doesn't gain a whole super everytime she combos you anymore to make you block the super afterwards lol. She also doesn't have the crazy movement. Personally I'd try Taokaka first, then the other characters mentioned in whatever order.
  20. Man Testament has so many fucking cheap mixups in this game. It's disgusting honestly lol. I'll make a post within the next week and try to lay out everything I know of.
  21. I guess I can assume you're having trouble with j.H,D into net, after doing the initial ground net for his standard net loops. Wait a moment to jump after setting the ground net, then when you cancel the j.D into net, mash H hella after you do the motion to make sure it comes out. You can delay it manually as well but mashing works just as well. You just have to delay because you can't put another net out until a net that's hit someone has disappeared. Then just land and jump or superjump up for the S into badlands, depending on how high up they are.
  22. From Jonio's stream last night: http://www.twitch.tv/joniosan/b/468974898 and here from 0:00-7:50 and 17:25-46:05: http://www.twitch.tv/joniosan/b/468980333
  23. yea after playing him awhile i decided its worth it to spend the meter to end with them in the corner if the meter for mop isnt there
  24. updated the above post with much better, much more universal and reliable net loops other fun stuff, if you have a doll, if you gravedigger from about half screen to the corner, so that the opponent get some good air time after bouncing off the wall but doesnt go behind you, you can gravedigger -> tree and itll pick up. follow with the net loop of your choice for at least 60%
  25. damn look at them leg muscles on axl
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