-
Posts
354 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Effenhoog
-
Is there a big freezing issue with the AC+ port? I have never encountered it at all but at this week's meetup we had at least 5 or 6 freeze issues on two separate PS3s. Of our 3 setups, the only one that didn't freeze was mine (the other two were on slim PS3s, while I have the old 80gb fat ps3, not that it should matter). My 360 copy has never froze either, it was pretty strange. I haven't been following the reception for this port and google searching did not seem to imply that the port was riddled with freeze issues, so I thought I would just ask.
-
What changes did Dizzy get in the new patch (1.1? I forget) that supposedly made her so good?
-
I cannot comprehend how Dizzy could suddenly be #1 what planet am I on right now
-
Whenever I play a Kanji that likes to use j.C to beat Akihiko's 2B, I just do j.A to counterhit him out of it for 2500+ damage off the followup combo
-
I don't really like to ask for critiques but Im kind of getting to a point where it's hard to noticeably improve on my own and I happen to have a recording of one of my recent matches that represents my current level of play fairly accurately. www.youtube.com/watch?v=bgS5-CrEBjw -too many dropped combos -too much not being able to react to things quickly enough -too much focus spent on what Chie was doing rather than what I was doing (aka 9001 EX crossup attempts in a row without realizing it) anything else? other than "stop being bad" of course There are some other matches of mine by that uploader from previous months but they are beyond terrible
-
Cthylla can do 2K > fish > 2K combos/pressure we Dizzy now
-
if you absolutely KNOW they are going to jump out of your kill rush mixups, corkscrew punch will obliterate that option and if it's level 3 you can score about 3.5k meterless off the followup combo, and in the corner you can get a super for a bout 4.5-5k. It will also crush anyone trying to mash jab or throw and score a fatal counter. Corkscrew is really unsafe on block though so you probably want 50 meter to cancel it just in case. You will also lose to invincible reversals. pretty much only do it if you have noticed a trend in the opponent's behavior and you want to scare them into respecting your mixup more.
-
The general advantage of 2B over 5B is that it (usually) results in slightly higher overall combo damage and causes less hitstun decay. They are generally interchangeable in most fatal counter combos but there are situations where using 2B will allow you to get an extra jump loop rep, or a combo may simply not work at all if you don't use 2B. 2B requires somewhat different timing and 5B is often easier to work with in general, but 2B has the above advantages and is more reliable for keeping the opponent at a proper height for jump loops. Sometimes the easiest way to execute a combo is to start the jump loop with 2B and then switch to 5B for later reps. Generally though you can stick with 5B for most purposes unless you are trying to squeeze out max damage and meter gain from your combos. OMB combos generally seem to be a waste for Akihiko as his damage is already very good and you often don't get much return for spending the burst. I only use OMB for doing 8k+ 5B fatal counter combos in the corner or occasionally burning a bunch of meter plus burst to get damage off midscreen air throws. You can also do a short corner combo into level 3 super, OMB, duck > weave > corkscrew and do another level 3 super if you have the meter, which can do 6k+ depending on your starter, but that's pretty situational too.
-
that seems to be about the best you can get off that particular situation
-
In the corner you can do 2B j.B 2B j.B 5AA sweep 236A 6C 6A super, that seems to be about max damage unless you skip the 6C and go for two supers or whatever midscreen you can only do 2B jB once and then you have to do 5AAAA B+D super if you want a full damage super at the end. otherwise you can do do two reps of the loop for meterless damage corkscrew causes a huge loss of hitstun in general, it's only the fatal counter property that lets you even do this much *note that 5B and 2B are pretty much interchangeable, I just use 2B whenever possible so I haven't tested these with 5B much
-
I want my Eva 01 color back that Tsubaki stole in CS I like the sound of this
-
over the years I have frequently heard Zappa vs Johnny is a really horrible matchup and possibly the secret worst matchup in the game that just doesn't get played that often. on topic, I'm wondering if you could do FB daggers and then Imperial Ray for a beefier pseudo-unblockable setup, that would be silly and awesome
-
I mostly get bubble loop opportunities off weird situations in the corner when I have dropped a TK bubble over the opponent's head. Getting this situation is not really an ideal mixup but once you scare the opponent into blocking you can start playing around with it a little. Once the bubble is out you can falling/airdash j.2S for the overhead and bubble pop into air spike for the loop or just land and low/throw. I like to do it to Baiken sometimes since she tends to block a lot anyway.
-
Okay, I thought it was still "old" information from previous location tests. back to researching dustloop for exploits
-
Which fish is it that does the 3 quick bites thing, is that P fish? also this thread could use an updated compilation of known changes in the first post
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Effenhoog replied to Hecatom's topic in Under Night In Birth
I really hope they address the average combo length in future patches/versions, it's getting ridiculous -
http://www.dustloop.com/forums/showthread.php?2887-AC-Okizeme
-
Having a Hard Time Adjusting to this Game
Effenhoog replied to Warhound's topic in P4:Arena Gameplay
Most of the time if an IAD does not come out it's because you did not return to neutral between inputs You could also try doing IAD differently, it can work as either 956 or just 959. I have always done 956 and even when I mess with 959 it never works for me, but some people prefer it. -
After 236S RC you can also just dash up and pick them up with 2S into whatever air combo you like
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Effenhoog replied to Hecatom's topic in Under Night In Birth
accurate or not, this is how it is used the vast majority of the time in the English-speaking fighting game community, generally with regards more to the character's capabilities than the player, such as GGXXAC Slayer -
360 version feels amazing it might just be me but I find it easier to do FRCs on it somehow, perhaps PS2 GG ran slightly faster like 3rd Strike?
-
Not skipping intros seems like a really big deal in this game. I was playing with a friend and it accidentally got skipped once and the match was 100% underwater, and that was the only bad connection we had the entire time
-
I'm glad to hear Nu might be getting a major overhaul, I found all the Lambda incarnations to be quite boring to play compared to her CT self I doubt it will be enough to bring me back to the game again, but I'll give it a fair shot
-
How do you get the 2C 2B to combo? I assume it's based on when you hit them with the 2C but I was only able to get it to combo once with a variety of different timings and I'm stumped.