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Dacidbro

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Everything posted by Dacidbro

  1. Ey yo black star you free
  2. If nothing else, a great new addition to play-styles to learn from
  3. Creating very odd frame traps in his block strings to keep people honest, highly creative command grab gimmicks, intelligent meter use, wise use of d2B j623B 2B 623B daifunka, and just generally intelligent play all around.
  4. That white bang did a lot of things right that I haven't seen any other ones do
  5. But you're right, on the ones where you can, Guard Point gets massacred by counter cancel. Overall, counters > guard points. The hard part of this match up is dealing with Bang's pressure responsibly (IE not mash 6/2D, use smart IB counter, block correctly when nothing else is available), dealing with FRKZ (Haku's lack of mobility hurts him bad if FRKZ gets in on him, so if your opponent FRKZ's try to use that Haku "RAAGH" jC zoning game) and just generally understanding where Bang shines/struggles (Shines on mixup/pressure/damage, struggles on defense and his pressure is gimped largely by counters) and where Hakumen shines/struggles in this matchup (Hakumen's zoning works well, bang's projectiles can and should be cut when possible, countered when not, Hakumen may have difficulty against a bang that understands how to utilize dash grab tactics, so get good at teching throws and not getting throw countered) Also, on Bang wakeup, if he has 50 meter and likes throwing ashura as a reversal, if you block on his wakeup and 2A shortly after he has had opportunity to do things, you option select punish a quick ashura or put him in block stun.
  6. That's cause you free
  7. Do I have to put in like.. gigantic red blinking lights in my post if I understand that you are not being serious, I'm used to people just understanding that I got it when I troll them back
  8. Mayhaps you are illiterate, but text does not mean arakune :3
  9. Hmm. The text in the lower right is two different shades of red.
  10. Most people would call it a color scheme
  11. Good call. I'll try to slap that on tonight, so you have plenty of time to print em out and put them places.
  12. Dacidbro

    Guard bonus?

    I really don't know, but I would imagine. It should only activate if there's a decent amount of attacks hitting per second though.
  13. Got any thoughts about the flyer bro
  14. Dacidbro

    Guard bonus?

    I am fairly certain it just makes everything auto-IB. Mixup should still apply. But.. overall, people know very little about guard bonus, because most often if you get guard bonus, you block well enough to live in Japan. I most often see it happen when people block Carl pressure, or when Bang blockstrings into FRKZ and pokes on the other side of superflash.
  15. High jump is good stuff. Be careful about over-stretching your air options (IE Super double jumping, then just falling in a easily understandable line). If you screw up bad enough Bang might start picking up free air-command grabs, which could lead to you being forced to use aerials or heat to cover yourself. Rule of thumb, never pattern yourself. If you follow that the above is significantly less possible.
  16. "HE SAID I LOVE YOU, AND DIDN'T SAY NO HOMO, So... we're feelin the homo pretty bad in here" PS Dabbit, good, things that could be better, etc?
  17. Rough Draft, on 8.5 by 11;
  18. Sure. I'm going to guess you would want them printable on 8.5/11 sheets?
  19. Ahh. I think I know what was throwing me/my result off. I forgot to account for activity of the move. Nevermind then.
  20. A quarter? You might as well just set up a sign that says "Hey guys I'm free"
  21. I think we just have different perspectives of what it means, that's all. Nothing you have said is wrong, Scott, for sure. I feel like Ragna's mix up is unique because a very large aspect is that his pressure is very solid; for this reason, you can't get away with a lot of the things you can in other character's mix up, and it benefits his mix up as a result. His meter gain is also a great supplement.
  22. Then why is it always a different number when I check
  23. Something that's always been sadly lacking from frame data and is very easy to derive is actual block stun of a move.. I know a lot of people who take one look at static difference and then forget about everything else, because at a glance it might seem as important as the block stun number.. obviously with any playtesting, however, we realize that Ragna's 5C does not always leave him 8 frames punishable. So why they've never put block stun on there is beyond me. All you have to do is add the static difference (If it is negative, still add) to the move's recovery time and you have block stun. Using this new, actually useful number, you can see if you can create instant overheads, frame traps, etc.
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