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  • Milln

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Posted
Lumin, I wanna play EX Iori/EX Iori/Whip, what's your input? Also, MTN Needs Skullgirls.

Drop an EX Iori pick up Rock Howard.

Posted
Drop Whip and stop feeding off my prayers of her making it into Kof13.

What you meant to say was, drop Whip stop feeding off my prayers of her making it to KOF13. And also add Rock Howard.

Posted

Am I the only one that thinks combo videos are awful? And double for the people that make combo videos trying to get "cred".

.....present company excluded.

Posted
Lumin, I wanna play EX Iori/EX Iori/Whip, what's your input?

You're a scrub.

Am I the only one that thinks combo videos are awful? And double for the people that make combo videos trying to get "cred".

.....present company excluded.

YOU DON'T LIKE ME MILLN????????? :C

Posted (edited)

Does anyone else have to compensate during combos for seemingly every single character? Also, is there a forum specifically for Skullgirls?

Edited by Volpe-de-Glacio
Posted
It's okay, Jackie. Your existence is still validated in my book. . . For now.

Agreed. At least until you teach all of the Ms. Fortune technology you know to me.

Posted

YOU DON'T LIKE ME MILLN????????? :C

You haven't followed me on Twitter, so no. F you. F you in the A.

Posted

Day1- Still trash at fighting games.

-Miss fortune is fun as hell. If only for the puns.

-Painwheel is surprisingly fun

-Cerebella is fun, and generally a great grappler. Doesnt fail in the places that tager would.

-The really subtle stuff about filia interests me, like her j.hk tricks and combos and resets and stuff.

Posted

I like combo videos because they show me what a combo is supposed to look like, instead of telling me to delay x normal for x amount of time. Though Jackie, I'd recommend more realistic starters for combos than a jump in medium or heavy, like a cr.LP or cr.MK

Posted
Though Jackie, I'd recommend more realistic starters for combos than a jump in medium or heavy, like a cr.LP or cr.MK

Actually, I'm expecting jump in heavies to be extremely prominent in Skullgirls. The way the air dash mechanic works, you can land something like Ms. Fortune's jHK and, even if the opponent blocks it, air dash into more air normals. What makes this valuable is that depending on what moves you follow up the air dash with and how fast, you'll stay in the air longer or fall to the ground faster. Simply put, it makes the mix-up game extremely strong, and you're starting off with either a move that causes enough blockstun to let you comfortable air dash afterwards, or a heavy damage combo starter.

Of course, anti-airs, but yeah.

Posted
I like combo videos because they show me what a combo is supposed to look like, instead of telling me to delay x normal for x amount of time. Though Jackie, I'd recommend more realistic starters for combos than a jump in medium or heavy, like a cr.LP or cr.MK

It's a combo video. Nothing about it is realistic.

Posted
It's a combo video. Nothing about it is realistic.

You've just been watching Lumin and I's videos too much recently. In all seriousness, some of the best combos and setups I've learned came from combo videos.

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