Jump to content
Dustloop Forums

Mightfo

Members
  • Posts

    3,164
  • Joined

  • Last visited

Everything posted by Mightfo

  1. be sure to point out if you see someone mashing standing jab and beating it(although i guess he has ways to beat that mashing too, but not as cleanly) cause that would definitely require a focus on caution/conditioning with that move
  2. Eh. Ragna still has to guess that you're going to do that move at that time. If you delay your attack, you can whiff punish him. Not that different than, say, ryu trying to yomi DP your pokes and then you whiff punish.
  3. yeah, it is like 40f maybe where she arrives is pretty variable and ambiguous
  4. what the fuckkk at 623b being blockable. i could have sworn ive seen it used as a real grab vs characters barriering before. going to really have to rely on TRM to open players up, or 720 or 6d/2d+RC. overhead wont cut it.(jump->airdash sort of mixup will be decent on oki though, i think) she has a shitload of ability to recycle pressure 5c seems + on block from tons of matches her d moves seem like they can be +, at least when in heat up she can feint lock-on as a 20f cancel, or simply let it rip and hit them if they reacted to the lock-on and decided to hit a button thinking she would feint i guess people are scared of her jump cancelling and tagging them with j.c when they try to hit a button. her doing jump cancel into j.c seems better than most jump cancel options in pressure because her D can bait AAs it seems and jump->j.c seems to work as like a 28f pressure restart, faster than other jump cancel->pressure because her j.c hits pretty deep i guess. so yeah, if the opponent doesnt barrier/dp/instant block/jump out well then bullet can stay in on them forever.
  5. most of the p4 players went to austin and a few others stayed home because of no gg/bb so probably really low for p4
  6. Sorry i typed saturday again when i meant friday :< meetup was friday
  7. awesome meetup shoutouts to making sunfish salty about axl with those winstreaks shoutouts to daemon bride 4 MAN TOURNAMENT but seriously that game seems pretty fun shoutouts to makoto vs tager for being ick shoutouts to DAT CAKE shoutouts to PFHOR SENPAI'S!! birthday shoutouts to ruining gender boundaries shoutouts to THE GODLIKE $50 COUCH OF KINGS shoutouts to wakka=mr dink shoutouts to burst punishes shoutouts to little cups half-full of water shoutouts to the horrific turkey bell roaming the apartments shoutouts to mitsuru's goddamn j.a shoutouts to breadface's cool dyed hair shoutouts to amazing trades shoutouts to everyone for being cool, it was a fun meetup~ i dunno if i can do anything the next two weeks. we'll find out close to the actual meetup days. see ya'll whenever~~
  8. We'll be ok with it, so looks like we'll have a few MK players friday as well as 10-12 people according to sunfish. Meetup will end at midnight due to towing concerns. Hype as hell for GG/BB/DB. I hope I get to see you again O'Hara! Take it easy. At TBF you mean? Sorry, there's not really room at TBF so.. :/ We will definitely have at least a shitload of casuals at UCC, and if +R is out we'll probably have a side tourney if we cant get them to have an official tourney.
  9. Except he did say so and voted in the poll even though not many people here look at the event pages on facebook or use FB that much. And BB has been getting more players than MK9 at tourneys for the last 2-3 tourneys IIRC, but MK got included. They just have really limited space and favored MK9 because of perfectlegend and co, it is what it is. Dont blame Sunfish and lecture him for being inactive, he's gone to each tourney and its not our job to all rush to facebook to vote in polls or whatever as if polls meant more than player numbers. If you can learn Millia's oki setups and do them reliably then play her and in neutral just focus on movement and throwing her pin i guess, lol. Order sol has good reward on things but you need good execution i think for his really nasty damage, but he has very good pressure so you can stay on top, so if you like his neutral(dat low jump) and stuff then play him. If you can do slayer's links and get mileage on his combos and like his neutral then obviously slayer is a good choice. Hit effects bothered me on day one of watching footage but i got used to them, but im mightfo. I didnt even notice tech sounds until people pointed them out.
  10. aha, ive heard people say that but i have an easier time seeing it than other overheads even when it was 20f.(that may be due to her limited gatling options to it though) i can understand that though. i think part of that might be based on where people look when they're blocking(like if you want to block shorthop pressure more easily in kof, just watch their feet, once you see that empty ground you know to high block..although, i think that sort of approach might be why people get hit by noel 214a, they think a jump is happening and highblock)
  11. i feel like bullet's guard crush is harder for people to react to because the start up sort of "blends in" more with her other moves so one does not notice as quickly that her animation changed. i feel like people have similar problems with litchi 4d also i think it is a few frames faster than the others
  12. err whoops i meant friday not saturday there wont be post-TBF stuff as far as i know
  13. Sunfish is hosting friday at 6pm. There will be GG, DB, and probably other games depending on who comes. ALSO GG IS OUT ON PSN. $15. SEVERAL PEOPLE HERE WILL PLAY SERIOUSLY EVERY MEETUP. ERIC'S JOHNNY, MY AXL, SUNFISH'S VENOM, COOKIE'S I-NO, ETC. It is fun. Buy it. If I can do FRCs decently then you can too.
  14. i wish tbf had bb/gg, oh well
  15. there's no "went", people just made shitty early judgments based on partial information like 90% of the time because it is hard for individuals to realize their information is critically limited
  16. Do you mean 2d with staff or without? I was referring to with staff version, where she places it, and in that case no, because 22f is more than almost every normal's blockstun, so while placing during pressure can set up decent ranged situations(6c[m] 2d might leave you in a good situation now) it wont really set up situations where it is hard to DP. If you meant staffless D, where she launches the staff, I didnt look at those but maybe I should have.(you can already act really quickly after launching the staff anyway) Did you have some particular string in mind?
  17. yesss finally looks like 2d[m] is a few frames faster. maybe just 22-24f total? kind of hard to tell exactly when the animation ends but it definitely does not seem to add up to the 27f it was before corner combos involve the two new moves..is this the primary reason they were added? combo fodder? still hoping we'll see more kanchan used in neutral to deal with certain things, doesnt seem to have blockstring use. i wonder if staff version is any different than staffless in that regard.. itsuuB into four winds is really cool finally seeing some tech for daisharin, especially if you have meter. looks like you'll be able to get good damage off staff pokes with it, although im not sure if it will be possible with say, max/almost max range 5b 5c without meter. i hope she has more fun new stuff aside from that, new toys pretty much all being based around spending your burst in hit confirms is a bit shakey imo would be nice if max/almost max range 5b[m] could go into good damage via OD since that would help use the main strength of that move(the nice hitbox) instead of just off hits that anybody's 5b could do(except ours is slower) (plus that would make it more exceptional than doing 5b 2c rapid sort of stuff) still wondering what sort of pressure she could set up with it(especially if you somehow drop it or activated it when you were out of range, lol) in any case being able to turn a "normal" staff hit into strong damage and a good situation with daisharin is nice still really want to see 6b[m] CH combos and if you can do itsuu in blockstrings
  18. there's two versions of kokushi now, that's just the..i dunno, useless version? i dunno what the hell that's for.
  19. crush trigger seems about even on block. lol spending 25 meter for 30f move outside of combos (or maybe during projectile oki if you can put them in danger state...?) 4b helps you get some decent combos after thing like j.b[m] CH air to air land 5b 4b, or off anti air 5a, or off air counterhit staff return into 5b 4b Have we actually seen this in a video? Would this require crouching for 6b[m] 6c[m] to work?
  20. It hits twice on hit, but sometimes when the opponent gets hit they're out of range of the second hit, strangely. No second hit on block, is like -4 or something on block. I think i saw the same footage you did.... litchi autoguarded another litchi's 6b but the second hit didnt combo. However, I saw the B followup combo in corner, so at least it works sometimes.
  21. Yeah, it seems like more hits in combo=less meter gain per hit over the combo. Very noticeable when you compare, say, the meter gain of Litchi/Hazama in combos versus before. I really dont know why they changed it. I geuss just downgrading importance of longer combo tech? It probably works as a nerf to some characters like Litchi.(maybe hazama too? i dont know if he's as dependent on hotenjin for damage as he was before)
  22. Jet is hosting saturday, 3pm to whenever. PM him or me for the address/his number. PARK AGAINST THE FENCE. DO NOT PARK ANYWHERE ELSE OR YOU WILL PROBABLY GET TOWED.
  23. You mean how it pauses her forward movement before it actually hits? Yeah, I could see that leading to some nice dodges. Im not sure how it is telegraphed, they cant just watch for it or makoto will do break into pressure. 214->opponent has to decide whether to block or poke or move. D makes them scared of poking. Obviously it is risky but whatever, if you know when they're going to poke, you know, just like shit like Roses doing her anti air special based on yomi. And yeah, other things can beat DP mashing after 214ac, but D is nice since it will beat both DPs and normal pokes, unlike A/B/C which lose to DPs and blocking and blocking which "loses" to pokes. If you know they're not going to just block, it is a nice option. That sort of comboability is nice but I really just do not generally care about comboability aside from generally having decent abare, getting setups, and generally getting good amounts of corner push, all of which she would have without that. Non-combo options excite me more. But seeing more footage reveals that she can do the juke out of 214 series anyway so whatever~
  24. Yeah, i've noticed that, seems potent. Do we know if either of those are safe? If not, that's more of a mixup on yourself than the enemy.(Guess right and win a punish combo which might be bigger than my combo!) Also, it seems like she safejumps pretty well with J.C. I know she has good pressure options like that, I just want better options vs crouchblockers and was hoping for a mobile grappler, although she still looks like a potentially fun "normal" rushdown character. I guess you could tick into 623b a lot to make them occasionally eat lows for real damage...still wish she had something like bang's command grab at least...
  25. Gimmicky? There's nothing gimmicky about conditioning someone to want to block or jump by making them scared of hitting buttons when you approach. I'd rather have that sort of tool than yet another combo tool, although obviously it isnt as useful in certain matchups. Ah, I hope so. That sounds good in any case, GH followup seems safer than before, like -4. Before you could always just punish him once he landed, I think, since the followup couldnt be delayed enough to be a true rekka mixup.
×
×
  • Create New...