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each-dustbin1 · 13 hours
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Anti-Airs part 1
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frailgun · 5 months
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oh i'm gonna fucking kill this guy undoing my dustloop edits
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[EDIT] i have a bug up my ass about this because i think it's wholly unreasonable to expect people who do not play a character to know the inputs for that character's moves. im coming at this primarily from a meta-game discussion and commentator's perspective; if ram player's wanna call it jay too won for ess go ahead but other people need to talk about the move too
however i don't think this applies to moves with more than one variation based on attack button i.e. millia's s-disc versus h-disc. with only a cursory understanding of how the game works and the what the different attack buttons do it's instantly clear that h-disc is the slower one
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arashi-no-saxlphone · 2 months
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Dustloop is my fucking favorite because it's such a good resource for Gear specifically and it's always pretty clean but I also love the little bits of personality that get thrown in. This is exactly how I write too when I'm trying to get to the important part I want to talk about
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"[whatever] > rensen(8)" whoever did this part I desire you carnally
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sethan-obsession · 2 months
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people in the dustloop space are looking into Guilty Gear X more after all these years since ML's getting some attention, and it's shitty in a much similar way but in more of a proto-XX to +R way rather than being toe to tip rotten a little like ML is
specifically though i'd like to share some things about GGX Anji
first off, i'll assume readers are somewhat familiar with GGACR Anji's gameplan and mechanics. if not, short description: solid but specialized normals, consistent okizeme, Autoguard/Guardpoint on specific normals that either blocks strikes that hit High and Mid (High GP) or strikes that hit Low (Low GP) for a specific, usually single-digit, burst of frames; and belligerent defense and a way of consistently "getting in" that is colloquially considered "toddler-accessible". (mainly through H Fuujin being an advancing, extremely long range 1f invuln pseudoreversal that goes into mixup OR combo followups on hit or block)
that and a little skim of the DL page should get you well prepped for this iteration of our boy! this character makes people explode off of grounded mids and doesn't have a full gameplan yet.
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first off, your normal that matters: anji isn't proximityless in this game, and c.S is your button. when FDC'd (an exploit-mechanic exclusive to GGX, where you kara cancel a sweep which you gatling into from another normal into FD to functionally instantly cut said normal's remaining active and recovery frames to zero, leaving you neutral and usually Plus A Lot), this move infinites into itself by doing a couple FDC ones in a row, doing an FDC microdash, and repeating.
yes, this hurts your hands (especially considering the Sweep input in GGX was 2S+H, as the D button didn't exist yet). it also has jab pushback, so even if you can't hit the FDC, doing c.S > c.SxN will crank guard bars while beating mash, jump, and usually recovering fast enough for you to catch their backdash (often with another c.S).
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5H has autoguard because, like... whatever, sure. the move property was new. live a little. this does make it a reversal that beats meaties, and notably if you're pressing 4H on wakeup, this is an extremely belligerent, obnoxious, and easy option from throw OS since it will stick people in autoguard-stop until it's active if they're hitting you out of throw range and result in you getting wakeup thrown if not. only really loses to spaced lows and projectiles. good ass guilty gear.
Dust, however, tragically lacks autoguard, leaving 5D autoguard > Kou to not be an option anymore, alas. you do have your 6P, though, which uh-
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huh
so, that's your overhead animation, with... randomly generated hurtbox shift frames, and it has high guardpoint at an entirely arbitrary (and mostly entirely useless) window. i guess it's uh... harder to challenge, though you still need RC to do anything with it. quite a move.
aside from that, his 3K is on his 6K, and both the tyrant 6K and 6H have f1 High guardpoint, but this creates an unfortunate lack of any low autoguard in Anji's kit, which is a significant thing to have, and prevents Anji - lacking any Low Crush options in his kit, in this state - from dealing with lows much of anywhere, and especially makes him unable to compete with strong sweeps and low profile moves, which he already has trouble with even in +R, where he's a much more complete character.
but hey, that's just buttons. how's butterfly?
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...alright! so, meterless Shitsu is FB shitsu. neat. this lets Anji set up meterless high/low unblockables assuming he gets oki instead of just Raohing them. so that's neat. it is still butterfly, though, so it's not good at zoning, contesting projectiles, or pressure outside of okizeme. so uh... guess he can keep it.
Fuujin's the same, mainly, but you can't go into followups on whiff, and the H version has significantly shorter invuln, which... is a pretty big hurt considering the lack of other tools Fuujin could've compensated for. if nothing else, Anji can still play favorable RPS when the opponent blocks Fuujin, so-
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oh. hm, that move's mainly only good because you can airdash after it to pressure re-buy. otherwise that's kind of just a slow air backdash that resets you to full screen probably, uh...
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hey why are YOU here
(of note, this move is usually used as an air combo knockdown ender. and it still exists in GGX anji's kit, largely untouched. InvisibleWater describes this move as "Probably one of the worst moves I've seen that isn't some 'Oops, we forgot about our own juggle rules' followup".
it's an overhead that's minus a billion on block, gives a bad knockdown on hit, is slow, and doesn't combo from or into anything unlike the great move that's usually the overhead followup out of fuujin as Rin. FB rin is also missing, notably crippling metered options and options in general as Anji.
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but hey, Nagiha's here and... it can't be used as a surrogate combo ender in the place of other missing tools... and uh... oh, there's no H followup, so we also don't have Hop, the usual K followup. so, uh... hm. that's pretty bad. Kou is probably still good, though...
but that's most of what i wanted to say about GGX Anji! everyone that's been contributing to this game, linking old arcade tournament vods for it, and generally doing their best to explore an otherwise written off entry is super cool. hope you enjoyed reading.
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naocaat · 22 days
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pov you're an opposing kingdom and you're about to get fucking demolished
this is oatcan btw, before they were killed
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justamedicalbat · 1 month
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The doctor said 6 months The clock says 90 seconds
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thetruejerrycan · 9 months
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b-alerted · 10 months
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I've been browsing the Dustloop wiki (Its a very well put together place to find guilty gear tips/frame data) looking for a few image references and I'm enjoying the little snarky move descriptions a lot.
For instance, Bridget 6H:
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Nagoriyuki's command grab "Bloodsucking Universe":
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Testament 6P:
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And of course, Potemkin Jump Dust:
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optimisticlucio · 1 year
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Babe wake up the dustloop wiki has a Limbus section now
https://www.dustloop.com/w/LCB
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weav-art · 10 months
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compilation of all my oc dustloop mockups (featuring Lee and Coda from gliscorachnid and Ocio from Cheecan)
i think you should do this too if you have ocs teehee :3
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tribrigkitt · 10 months
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was reading testament's dustloop and uh
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THERE IS NO OKI
YOU GET NOTHING
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each-dustbin1 · 1 year
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Shout out to that person who went through the effort to describe just how bad Potemkin vs Justice is on the Missing Link Dustloop page
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hiddensoundtest · 1 year
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Otto doing the j.D. This pose is the Sol reason I gave him the weapon that I'm gonna call the Seasaw
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Posting this here because it took so long just to get the footage I had to post it everywhere
New GGST patch brought back dustloop after fucking over Sol's 5k, please enjoy my Magnum Opus.
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tallgreenlady · 11 months
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This is very funny of Dustloop
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hcomfall22 · 2 years
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The Importance of Dustloop in the Fighting Game Community
Fighting games are a genre of video games that have been enjoyed by people of all skill levels for decades. Originating in arcades and later coming to home entertainment consoles, people mostly improved their skill through word of mouth and by analyzing their own gameplay. Today, fighting game wikis are revolutionizing the way that new and old players approach fighting games. Wikis for fighting games have always existed and have been seen as valuable assets to players, but the release of Guilty Gear: Strive has made online resources grow more rapidly than before. Guilty Gear: Strive was seen as a good starting point for beginners due to it's simpler mechanics than previous titles in the series, and a fresh start for all players. With the abundance of new and old players starting out with a new game, it was natural that they would look for tips and strategies to get better. Fighting game veterans quickly recommended Dustloop, among other resources like game discords and videos, to use as a learning tool. Within a week of the game having been released, images, diagrams, and notes had roughly been entered into the Dustloop wiki. In a short span of time, many players from around the world contributed to this resources in order to help out new players, and also to see how good the best players could become if they had access to the right information. By reading the information listed on the wiki and integrating it into their gameplay, players quickly reached a skill level that previously took arcade players years to reach. These improvements in knowledge have not just improved players of the recently released, Guilty Gear: Strive, but also players of older arcade titles like Street Fighter III: Third Strike. Communities of players from older games have begun posting more resources and this has raised not just the average skill level of a player, but also what was thought to be possible in fighting games. We at a point where the skill limits of fighting games are being broken and players are discovering and sharing information more than ever.
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