North Carolina Players Thread LV

This is actually somewhat false. Bold Move has some really interesting properties. It has a “startup” of 16 frames, and he is considered airborne after the 5th frame. My guess is that during this 16 frame “startup”, he is vulnerable. However, if you use Bold Move and hold back or downback to block and an attack comes within contact before the 5th frame where he becomes airborne, you will still block on the ground. I tested this with Chun’s Kikosho, which is 1 frame after the freeze. I whiffed a standing M right in front of her and held back, which ended up with me being hit. I tried the same thing, but I entered a Bold Move when I saw the super “freeze” animation and I was able to block. Similarly, if I entered the Bold Move early so that Dante was airborne when the super came out, I was unable to block.

Yeah, but your Zero is twenty times better than your Dante. You still do random teleport with Dante and basically just mash on airdash normals. Dante is not Zero, so you can’t expect to have the same level of success when using the same strategy.

Re: Dante vs. Zero, I hate to beat a dead horse, but without assist coverage, Zero’s air approach can’t fuck with Dante. It’s basically about who beats the other guy to the punch, and with how ridiculous Dante’s normals are, there’s really no reason for him to not hit buttons whenever Zero decides to airdash into his effective range. You might be able to bait out a normal with Hienkyaku H, but then I can just whiff cancel to Air Trick to move out of the way.

On the ground, Zero fares a little better. If he’s within range, his standing M will dominate most of Dante’s moveset, but Dante’s crouch M will still outrange it pretty easily, and Dante can just string into a Stinger to combo from there (and Zero simply cannot afford to get hit by Dante). Stand H can beat out crouch M, just don’t whiff it or you’ll get punished. The only problem I see here is that Dante’s ground movement outclasses Zero’s in almost every way. The only way Zero can match it is with Hienkyaku, which, again, needs to be covered by an assist, unless you like to get randomly hit into death. Zero’s ground dashes are ass.

Zero having better mixups/mobility, again, this is all only true if you’re backed by an assist, otherwise Dante pretty much trumps him. It’s really easy to say your character has better mobility and priority when you use assists to cut off avenues of attack and keep yourself safe. Dante can do basically the same thing and is better in other aspects. I give a slight edge to Dante.

Judging from what I experienced last night I’d say air normals to ground normals in Dante vs Zero I’d say Dante has the edge. Dante’s normals hit about 2 feet above his head as well as behind him sometimes. So that edge to me goes to Dante. Once you add in his Buster shots and Lightning though I think it makes it a more even fight in terms of an airborne Dante/Zero against a grounded Zero/Dante. Just my 2 cents.

Level 3 Buster can make things more problematic for Dante. Lightning has to be spaced right. I’m more or less talking about when Zero is trying to actually rush down. A lot of stuff seems invincible when you have assists covering you.

I hear what your saying Blake. A good Zero player would always be charging a buster though as well. I guess in my estimation I’m more “fearful” of Zero jumping in on me than Dante while I’m more “fearful” of Dante in a toe to head ground battle and by that I include any air dash move from a barely off the ground canceled jump. His range just makes it difficult to get him off of you. I will say that I like Dante in a one on one battle with Zero though slightly. Take away Zero’s Shadows and his Level 3 and I’d take Dante in a landslide.With assists involved I’d say its about even. They both can easily pressure you, set up unblockables, or what-have-you. I’d say Dante has the edge in a long range battle while Zero has one of those wonderful small sprites to try and tag. I think it’d basically come down to who could get pressure on the other first in a full 3 on 3 battle.

Actually, no, we were playing mvc3 :slight_smile: he was only 3 days into it, but he has great defense and zoning. we had talked about playing ST next monday though, if keith and damdai are still up for it. Keith (seasofcheese) has posted a few times about hosting on mondays, it’s also on Jimmy’s first post. as far as I know, anyone is welcome.

Saturday is good for me.

Erik, lol, that sounds like the whole game in general. Whoever gets started first seems to mostly dominate the whole match.

Thing about Zero always charging Buster is that they’re sacrificing access to one button, unless they can do some impressive finger gymnastics to shift their charge outside of combos. This is in addition to losing it if you get hit, having to recharge it if you fire it off without the desired result, etc etc. Level 3 Buster is great, but it has weaknesses like anything else.

So what’s everyone’s opinion on Trish? Top 5? Top 10? Whose her bad match ups, etc. I’ve been messing with Trish-B/Amaterasu-B/Wesker-B today wanted to see what others thought of the team. As for charging Zero’s buster you simply piano your inputs, Marn seems to do this flawlessly every time to the point that it’s second nature. The buster definitely changes a lot of match ups drastically, if you aren’t good at pianoing your inputs to keep your buster charged then you aren’t playing Zero up to his potential.

I’m not good to play this Saturday since it’s my birthday. I’m good to play through the rest of the week since apparently I’m not going to Florida for spring break. Planned on visiting my brother down in Jacksonville but he has to do some kind of training in preparation for another deployment I think (he’s in the Navy).

True Blake, getting hit and losing it sucks for but the finger gymnastics don’t seem to hard for a good Zero player, at least from from what I’ve played and seen.

Just played MK9 for a few hours…

Horrible. At least with the char I’m playing (Raiden) you are done inputting combos long before they are done taking place on the screen and it leaves for a very large disconnected and weird feeling. The whole time I was playing whether I was winning or losing I was bored.

The movement in the game feels and looks very sluggish. Also not a fan of the block button.

It’s almost like people have never played MK before.

I know what I described was basically how MK games are played, but that’s just how it is.

Story is the shit though.

The stuff’s starting to come together a little bit for me. Too bad I’m trying to main a character who doesn’t really have much comboing. I think people who are expecting it to play like something they’ve played before are the ones who are really not digging it right now.

I’m a little worried about the game lacking depth at high level- it needed to be a little more Tekkenish I think. MK’s going to be a keeper for a while though, it’s going to have to prove that it’s bad, though I think Tekken is better.

I played a little Arcana- the chars I’d want to play have too many difficult inputs, the chars that have reasonable inputs don’t interest me (Eko might). Still got a few more chars to look at though.

:wonder: Nah, no Silent Kill and extremely easy to land… dood.

Samurai edit: Just made a combo with Jill & X-23 that does 1,358,000 damage. Jill is just too much fun on this game… dood.

Who were you trying to play with all the unreasonable inputs? The only things I can think of as “difficult” are Yoriko pents, and that’s more a matter of being strange than hard (plus you can just triangle in matches until you learn to hit pent). I mean, yes - some characters’ combos are difficult, but combos are muscle memory.

Sup Guys,

Can anyone that does the UNCC gathering at charlotte pm some info, me and a friend are looking for other people to play against.

Thanks

What do you mean “still” free to Yun? Yun hasn’t beaten Chun since like, 2004.

Yeah the charge switching isn’t too hard with zero. It just takes a little practice to get yourself programmed for it but once you’re used to it, you can always have a charge. The only thing I hate is trying to get rid of the charge in a combo when I don’t want it lol. IE: I hit two characters at the same time and want to xfactor right away, can’t do it if I have a charge.

RE: Zero vs Dante, saying (if you take away X and Y then they can’t do Z) is kinda silly. Zero is no where near as good as Dante by himself but I think the assists give him the edge there. But that’s just my opinion, maybe as my Dante improves, or I fight better Dantes, my opinion will change. The big thing here is a good Dante will kill Zero in one combo, where as Zero probably needs 2 hits if he doesn’t have lightning loop, so that’s something to consider, but I don’t think Dante can get 800k unless he gets a ground hit, or uses a level 3.

They are both top 5 IMO though so it’s whatever lol

Also the entire movie of tron legacy is up on youtube for no apparent reason. Enjoy: [media=youtube]wUb2mAUggW4[/media]