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Toasty

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Everything posted by Toasty

  1. The saltfest is what draws me in more than anything lol. I use characters like Dan/Hakan/Fuerte, so I am not the one who gets salty. I am the bringer of salt, and those characters are the harbingers of my will. I think in the few games of the SF4 series that I played, I received more delicious hatemail than on pretty much any other games combined lol.
  2. USF4 is looking quite appealing to me. Quick, someone talk some sense into me before it's too late.
  3. Thank you Sony for having your consoles cross compatible. I honestly have no clue who I'm gonna use in Xrd either but as of the characters listed I'll more than likely go with Sol. They really cut the roster down but I also hope it's Johnny that we see on console since he's just fun to watch. I have to wonder if I'll need a new stick for PS4 though...
  4. My 2010 senses are tingling. Grendy do you plan on getting Xrd on PS4? I miss playing GG despite how terrible I am at it lol. Everyone still has sigs of things I said from the golden years and it makes me feel like an immortal dispenser of one liners. I had been in somewhat of a lull as far as FGs go for a bit but I can just feel that turning around quickly. I just gotta shake off the rust in 90% of the games now, and starting with HnK just sounds like a good idea.
  5. My HnK senses are tingling. Time to attempt to remember bounce combos in under a week.
  6. Katz you just HAD to go and get me interested in Terumi, didn't you? All of his moves look so violently satisfying.
  7. Almost. The legend never dies.
  8. That feel when I see Del still has me sigged after all this time.
  9. Sorry for being gone for a little bit, everyone. I was just a bit busy and didn't really get to watch the new vids (and therefore contribute what I was seeing). Looks like I got some thread updating to do~
  10. I was kinda wondering why CTs aren't used more often in his combos. I mean the few times we've seen them used has lead to big damage so I'm not too sure why more players aren't using it more frequently. It might have something to do with scaling that we're unaware of, since iirc it's only been used in combos with a really good starter (like FC 6B).
  11. New combo path. It does just a little bit more damage than the one involving two reps of 5C > 6C, but it makes me wonder if either of them can be used off a non-CH starter.
  12. SpinKing may have played far more than anyone else, but iirc this is his first BB game so he didn't have the background experience as someone such as Shadow. Wherever he does end up on the tier list, it's safe to say that he'll be more than viable. An Amane player got second at a recent tourney (I'd link it but it was on Jourdal's old channel) and only lost to a Jin. The main reasons I think Amane is rated as he is are that he's a new character and there are only a small handful of Amane players atm. That said, I honestly think it's too early to make a tier list without it being extremely volatile, and no matter what, us Amane players will have an advantage in that he's not used very much and less people will have as much matchup knowledge/experience. Matchup experience is imo far more important than tier list positioning anyway.
  13. I remember seeing 5D > Astral in one vid, and iirc it was lvl 1 drill too. It doesn't get much easier than that as far as Astral combos go. And I sandbag for Astrals all the time too, so this is something I'm mad hype about. Don't worry, I'll clear out all the dead links. It's the least I could do after all you've done. :3 I've seen an opponent attempt to punish it but fail, so my guess is that it pushes Amane far enough back to make it very difficult to punish to the point where the opponent will have to react as quickly as possible with a fast move to do so. Of course this doesn't mean it's a good idea to throw it out at neutral at random anyway, since you're probably only gonna get away with it once.
  14. Nah they just didn't tech fast enough so it was technically a reset. You'll notice the 2C is considered the first hit of the combo. It is nice that 2C can force a neutral tech from so far away though.
  15. Thanks everyone. Hopefully everything will continue to run as smoothly as it has been. :3 <33333 Wait, more work? What have I done? D:
  16. Thanks! I shall abuse my powers wisely. <3 Also your document brought to my attention that the front post wasn't up to date like I thought I had done awhile ago. It's all fixed now though.
  17. Yes you're right in that the SF/Tekken descriptions for mid attacks are ones that must be blocked high, but everything I've ever heard regarding any airdasher lists mid as something that can be blocked both high and low. Something like Ragna's 5B would be considered a mid since it doesn't matter if you're crouching or standing to block it. If j.2B were an overhead then there would be no need in pointing out that it hits overhead since that's the standard for air moves, so since it can be blocked crouching we get the description of it being a mid (which would otherwise be unnecessary). Edit- Ninja'd.
  18. Mid hits actually mean they can be blocked both high and low. The first hit of j.C and j.2C might be overheads though, since air moves usually are unless otherwise mentioned. Sorry I must have missed that first question earlier, but you only get one jump cancel if you're in the air for any reason. You only get one jump on the ground and one in the air, so anything that puts you into the air removes your chance to jump from the ground. As for j.C, it's the diagonally downward move that's generally the first air C move in his combos and is the most common air C move used at neutral. Some of the stuff in the combo thread might make it more clear.
  19. Was it this one? And the combo right after that looks incredibly useful, since Shadow used a Hariken cancel to knock an airborne enemy into drill oki as opposed to following the normal combo route(s). Arakune may have used his invuln backdash to get out of it, Amane got a free punish for it anyway. I can see plenty of cases where it would be more useful to take this combo route to get lvl 3 drill instead of the extra damage from an air combo.
  20. I guess I'm not the only one keeping a record of useful information. :3 But yeah, keeping a list of where we should start once we get our hands on the game is probably our best bet for now, but your mentioning of a guide gives me an idea. I had planned on making an Amane guide sometime after console release, but maybe in the near future we could start a community guide project. I saw it in another character section some time ago where everyone contributed information into a thread that was used to build the guide they eventually made, so that way any additional information that someone might know about a move or tactic would not be overlooked. Your document and any others that are out there would be extremely helpful for when the time comes for that guide since all sorts of info will already be readily available and organized in it, and in the meantime it would offer a good understanding of where to begin with Amane.
  21. I bet certain matchups will also be a big factor in deciding when to use OD. Against someone like Nu for example, you might not want to use OD at the start of the round because she might be able to keep you out of drill range until your drill meter drains. Against her I might save OD until I get a combo off a C move or begin close range pressure.
  22. You can change your block on superflash, and can even put up your barrier too. Of course this is provided that you aren't doing anything else at the time. Those sticky hand thingies were like childhood 101. So much nostalgia right now.
  23. Yeah I agree with this, but at the same time getting a combo while at lvl 3 drill is probably gonna lead to really good damage in most cases. Though sacrificing a lvl 3 drill or good positioning for a single combo might only be good in certain situations. A lvl 3 combo that leads to drill oki would be insane though.
  24. Just one slight correction- The first hit of C moves does pull your opponent in to some degree when on hit, as evidenced by combos that use 5C > 6C(1) as it pulls them towards you still. On block however, you are correct. Also I'm not too sure how safe 236D~D would be against him after C moves, but it more than likely is at C range. If not, there's always a backwards fabhop to prevent you from pulling them in. Whichever works!
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