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Everything posted by TD
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Great idea, actually. Perhaps this is worth optimizing. Without the j.2c fatal, average starter, and still almost 6k. Fixing these issues is sure to increase the damage by 500+. How exciting. What is the aoniku though? I mean what does his combo consist of.
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right now it's either ECT or UMAD. ok before infraction hammer - ggs to akira shiro last night
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this... minus the never stood a chance part and l do my research. l'm definitely not unbeatable (I would have won a major by now), but the skill you see now is a result of literally hours upon hours (upon hours and hours ) with this game, like it was some form of experiment. that is what character love will do to someone. l still enjoy playing all of you guys of course. particularly the stronger guys.
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The notation is 5c1d slight delay c b lobelia. 1d will wind them down enough into the baller 5cc (the one that gives you a massive untech time rather than just summon time). Relatively simple actually, you just have to consciously do it so you won't get 1d5cc or something. I'd recommend it on characters like hakumen, litchi, and Hazama, which (5cc dash 5b jc2d j2c stuff) isn't as reliable on. It's also good for accelerated wind as you stay on the ground longer than the above combo. Thanks for watching guys. I should have known something like this would already have been discovered lol
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who likes 3c? who likes painful combos? who likes spinning until you're sick with dizziness? all of that in one combo: the 3c loop. http://www.youtube.com/watch?v=_L1fcJ9Bm2o 38 seconds in
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we will cross paths when the time is right. l actually would like to play you, but my notorious run-ins with several wc players have marred my perspective on ec to wc netplay, so i'd rather the real deal be offline eventually.
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no. and next time l should clarify my post with ec only, because the distance was killing the games. that is just an observation, no hard feelings or anything. ggs guys.
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Would anyone like to play in a few minutes? Ill be creating a small room.
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you're in luck. l believe last year at a major (NEC?), a bunch of US good/top players tried their hand at unlimited mars. said footage was recorded, pretty sure it's on yt somewhere. the results were something... resemblant of Ninja Warrior. lets just say this course is fucking difficult!
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Considering how she made tager and her aggressive personality, among other things, it's not impossible at all.
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very nice idea and l for one appreciate the initiative and hard work going into these episodes as a whole. the videos so far have highlighted the strengths of the relative characters decently. some of my friends don't like to read long walls of text, this is an excellent way to keep things short but sweet and my guys to remain interested in the long run. can't wait to see how you guys do A.B.A and zappa in particular.
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Much better
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E-penis increase from 12 to 25 inches Thanks, zeth... Now I'm just a monster.
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Not sure if that would be a troll though. Some people like a challenge. Though that would be interesting to see how the developers would make her (or anyone else, really) strong yet difficult. As long as its not ridiculously hard, like having to press like 20 buttons in one frame. Because who does that anymore?
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I imagined jubei to be a spacing powerhouse with strong normals, a mobile special or two, and something resemblant of a hop - dash. Kokonoe would probably be something of a rush down with some sort of zoning And nine would be offensive zoning/trapping. These would be great.
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Still funny and amusing, ill have trouble hiding my smirks amongst random passengers on the train tonight. Ggs bang and kokonoe
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
TD replied to HiagoX's topic in Makoto Nanaya
There is a list? Assuming its legit and/or not theory crafting, do you mind posting it or a link? -
Yes I use pad for everything lol. I never really tried to learn the different character specific ones, but on yosuke and co. I can do them almost flawlessly. (Funny, I was going to upload a vid with my 8k skills in action, lol) Anyway, I don't think they'd be any more difficult than using a stick. The execution isn't as strict as the timing.
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Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
TD replied to furix's topic in Misc Fighter Central
Very good, suscribed. This is pretty interesting and with getting into. Btw how good is scharl ATM? -
Wow, thank you very much. Optimal isn't required right now, I just needed something stable to practice tonight. Thanks again.
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Recently I've come to the same conclusion as well. While 214b 214d/c may give people who can break out of ice well a good chance to escape, the reward is very much worth the risk. As long as we keep in mind that it still is punishable, at least midscreen, by some characters. What are some things we can do from said oki? Mixup and confirm wise. I know the combo on hit will likely be an fc combo, so jb d Garu stuff is (the only) one of my confirms ATM. Mastering this oki and it's counters can prove really effective in the long run.
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They won't drop out because stein hitstun/level got buffed, not because of the new combo system.
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depends on the player. on one extreme, there are those who arent so great/dont know the matchup/made an error somewhere, and then there's the complete opposite of those points. either way, someone is going to be in serious pain, and it could be you. @OP with tager you want to know some spacing and footsies as well as how to get and keep momentum. you dont get many chances to hit a decent player and you usually get only one chance against a good one. you must think about everything you do and if it'll net you an advantage, and the risks (only somewhat mitigated by his high health and comeback factor), this matters to tager because most of his matchups tend to favor his opponent.
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whoa, this looks creepy and intense... I like it. l assume its someone's crest? terumi's? wow if they give up on xbox maybe psn will get some more good or upcoming players. because of that (and owning a ps3 myself, lol), it's hard to see it as a bad thing -if- cp does turn out to be ps3 exclusive.
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from the wiki: 214A looks like a forward jump and puts Arakune directly below where he teleported 214B looks like a neutral jump and puts Arakune one character space ahead where you performed the input. 214C looks like a forward dash and puts Arakune right back where you performed the input. j.214A looks like a forward double jump and puts Arakune one character space ahead of where he teleported. j.214B looks like a neutral double jump and puts Arakune directly below where he teleported. j.214C looks like a forward air dash and puts Arakune directly below where you performed the input. because of the lack of cues to show when it is a feint or just one of his jumps/dashes, you pretty much need to keep in your mind his original location when he is performing a jump or dash. pumpkin is your most consistent punish tool against them, you wont have to overly commit and get punished. because both the feint and regular movements bar dashes have no invul, you can always hit him before the actual feint if youre quick