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Mightfo

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Everything posted by Mightfo

  1. no lol at thinking that everyone can agree on an aesthetic change i think the hit sounds are worse but the UI and such are much better imo. a lot of the current colors are really good imo. i dont like the character art quite as much as CS2 but whatever. dont extend how much your reaction to an aesthetic means further than it actually does.
  2. no, mystery game is a game that is actually seems good and will be played at each meetup if interest stays.(primal rage is fucking hilarious kusoge though) i just cant mention it
  3. you're full of shit and you're just riding on some random ass emotions that have no basis in reality. please stop. if you're not having fun and dont feel like you're getting anywhere with fighting games, stop playing them. i dont mean that to be condescending, but that's how you should treat hobbies, if you're not having fun and not advancing in a way that matters to you, do another hobby. anyway, skills transfer over, period, and saying shit like "entirely new game" is just misleading nonsense. do not junk up threads with trash like that.
  4. autoguard B no longer does followup on block. however, it looks better on block than it did when it was last like this, i think. unsure. i hope this at least means we can cancel staff normals into autoguard again and yeah, i saw that loketest footage too. i hope that capability is still there
  5. looks like 6c[m] pushback is lower. bad for fighting tager, but i suppose this will be moderately nice against others because blockstring into 6c[m] 5d leaves you +1 iirc, so i guess that's a reasonable way to set up what is argueably a slightly advantageous neutral staffless situation kanchan looks about even on block for frontal version. crossup version at least wallbounces on normal hit. crossup version doesnt seem good for mixup but for evasive properties. i wonder if that will be a good option in certain situations where she is even or slightly - on block? startup looks too slow, but maybe the non-crossup version is fast enough for certain situations to be useful. i dunno if non-crossup version has any evasive properties. kanchan probably works well with staff set. set staff, hold launch, and use launch either to control space as you rush in with kanchan or to establish a + frame situation after kanchan. https://www.youtube.com/watch?v=snExQuqJvQk#t=29m40s new daisharin looks like it could be a really strong pressure and neutral tool. in this you can see how she extend a basic combo significantly thanks to it. how long does it take to come back, can you do it twice in one round reasonably? can you confirm into it? autoguard A no longer automatically does the block followup :| i wish that had a wider hitbox or something kara throw is going to be much more important due to throw range nerf litchi's new anti air seems to be 20f by my count, doesnt seem to have any cancels and seems bleh on block. even if has a shitload of head invuln, you'd have to do it very quickly relative to their jump-in attack for them to just not block it when they land. BAD ANTI AIR DENSETSU
  6. "everything" neutral and pressure and defense is still mostly the same lol. combos changing, overdrive, many matchups changing a bit, and some move changes are major, but being better at bbcse still helps.
  7. yeah, a lot of charas seem to be able to use it to perform some very nice combos, so i guess a lot of charas will have pretty nasty reward sometimes when they have 25 meter also if you barrier block it it takes a good chunk of your barrier, and you can hold it to take more barrier. lastly, IIRC at least one of them is + on block(i think it was plat's?) i also suspect that holding it may make it more + or something
  8. wait..2a tick throw whiffs but 2b tick throw works even though that has more pushback?
  9. that's true but at least more meter gives him better pressure options to make them not want to jump or hit buttons, more yukikaze(helps make up for normal parry nerfs? did yuki get nerfed?) and stuff like double zantetsu sounds a bit promising also fast meter gain essentially means you have a really cheap rapid cancel. i know that traditionally doesnt have much of a point, but there may be good uses for that, perhaps a way to set up solid mixups(rapid move with a lot of blockstun, then...?) no but i am just interested in how all the characters are changing in bbcp, im interested in the effects of general changes like the throw range thing on specific charas, and dioxide is my friend and i fight her all the time so i should pay attention to haku lol. also honestly, his improved movement and meter and blockable parries make me a lot more excited at the matchup.(oki works but i have to deal with a stronger neutral aside from damage, sounds fun imo.)
  10. video/timestamp?
  11. so apparently throw range was cut in half like in location tests. does this mean 2a throw still whiffs like in location tests? how will haku open up players with good defense? imo tsubaki and zantetsu dont really cut it against those sorts of players. 6b kind of does but doesnt really lead into damage, although i guess with CH it does now? if you can get a fuzzy going that will help, but..
  12. calm down and keep your eye out for good uses of her two new moves or adjusted moves. you may still find her neutral/pressure interesting. never judge a character by some shitty player, lol.
  13. did they keep the throw range nerf if so i guess trm mixup is not going to be very strong anymore
  14. her defense may also be bad depending on how long invuln on her command grab lasts or whatever
  15. in one of the vids i saw an azrael get counterhit a ton after blocking 5d. either people are fucking up a lot or that thing is + also, in some of the old location test videos bullet could briefly D and then let it go or whatever as an 18f total feint for resetting pressure. has anyone seen that in the release footage? seemed like an amazing tool
  16. arghhhhhhh mobility nerf upsets me pretty bad(even if she ends up good) since thats one of the main reasons i enjoy her, especially in synergy with her tools
  17. measured her running command grab startup frame by frame in vlc, looks like about 20f at close range. not bad!
  18. i tested with litchi 2a. my execution isnt the best though so if i messed up then whatever. in before someone who is an expert on running in BB somehow finds this discussion and tells us what's up arent the charas with normals faster than 7f that hit crouchers tsubaki, noel, platinum, bang, tao, hazama, noel, makoto and carl? good chunk of the cast but just barely under half edit: oh wait, litchi 5a hits haku crouching, so i guess that counts as well vs haku, so that's a majority. only litchi and makoto's big-chara-only 5a are 5f tho, bang's isnt anymore etc btw good points about dash cancelled hotaru etc wtf why am i posting so much in this GD i dont even play this character
  19. actually im pretty sure the 5a 22c thing is a weird special dash jab that bb lets you do which allows an otherwise impossible link or something, i remember reading about that. it is weird as fuck and i can understand how that would be deceiving. anyway, i believe what i said because i went and tested jab dashes in pressure and because it makes sense with how runs seem to work in general in this game in my experience. go test runs with makoto 2a and stuff. you definitely "lose" at least one frame-which means that hakumen would not be broken with a run, as i pointed out. you said that the reason ragna's pressure is unsafe is because dashing after a - move is unsafe, i pointed out that isn't why ragna's pressure is judged poorly. ragna's pressure problems have very little to do with jabs and early normals which is most of what we're talking about regarding hakumen. its not that ragna is really that different in terms of running restarts(2a 2c for example) but that his options towards the end of his chains he is worse than say, makoto or litchi, which is not really what we're talking about. but everyone has to take risks eventually, especially hakumen, even if he had a run.
  20. by better grappler do you mean her command grab mixup is better or do you mean she's overall better in neutral/damage/whatever?
  21. This also applies to running after an even move or, IIRC, a move that is only +1 because of minimum run. IIRC it takes +2 to make an actual frametrap with run jabs. Plus, that is assuming that they are absolutely fucking perfect with their dash poke to make it an actual frame trap, and it is much easier to just use 5f button buffer to jab when you expect they're going to run. Yes, the defender has to guess to hit you out of attempting to restart pressure, but the same applies for other mixups which I noted before which hakumen is worse at. no, ragna has "unsafe pressure" because gauntlet is unsafe, dash cancel is lol, dead spike isnt fantastic for continuing pressure due to instant block/good dps/the pushback, etc. he doesnt really have good ways to recycle pressure off heavy strings without meter. "run in off almost anything and win/trade" what the hell are you talking about? the only move he has that is more than +1 is 2b. that's it. and that has a higher attack level which means pushback from barrier would be pretty effective against it, and it is low to the ground, so jumping would work against that. except he cant for reasons i already established. 6a and 5b being even doesnt mean shit for dashing after. 2a being +1 means little.(see: noel 2a run, litchi 2a run, etc. takes the same risk of "what if they guess my pressure restart?" just like other things i noted earlier) so the absolutely only normal that is exceptional in this regard is 2b. i could see well executed 2b run 2a being nice but i am pretty sure barrier and jump would deal well with that, and hey, it would just mean he'd have real ability to make someone scared of just blocking him, which would make having lower damage or whatever fairer. again, crucial difference between, say, litchi 5a run 5a frametrap silliness vs tall characters and haku doing pressure with a theoretical run- haku's 2a and 2b are low to the ground. you cant jump between litchi 5a run 5a normally, but you could jump out of haku 2a 2b run 2a pressure, just like you can jump out between litchi 2aaa link(no run) 2a even if you barrier that third 2a(making it +2, like haku 2b.) frame data does not exist in a vacuum outside of hitboxes and universal tools such as barrier. so yeah, 2b is the only normal of hakumen that would seem a bit exceptional *in this game* for a character with a run, and it wouldnt be broken.
  22. i think there's a lot of things which OD's change of supers is analogous to which are older than emotion high. like how in kof98, when you activate that B+C+D mode you have improved supers iirc
  23. CLEARLY SUNFISH IS DODGING MY AXL So yeah. I'll host. Currently thinking 2PM-1AM saturday. GG,BB, "Mystery" Game, P4, TTT2 depending on who comes. LET'S GO. PM Me if you need my address or havent been to a DFW meetup before.
  24. that's pretty flawed logic. the pushback on stuff like 214a and 236b are pretty sizable.(and arent THAT + on block) you would just have to make more serious guesses about hitting buttons vs letting him continue pressure. ralf in kof13 has a run and a very + frame special to cancel into, but that doesnt mean you are "never able to stop blocking him".
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