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TittyFOFO

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Everything posted by TittyFOFO

  1. This thread is so serious all the time. Its pretty lame.
  2. It died because I got interested in playing again. True story.
  3. Because stick is gay, and pad 4 life? Now that I'm not good at anything anymore, I might actually try to learn stick. You know, if I can get over all the gayness.
  4. Sounds good to me, just post up what time to be there. I'd say the earlier the better, since I gotta chill with my broad later tonight. I can bring a setup (19" monitor and PS3).
  5. I could be wrong, but I think Fairfax is pretty far north. You'd prolly be better off talking to the NOVA/MD boys.
  6. If you PM me a link to a vid, I can tell you which part you're doing too slow. Or I guess you can just do everything faster <_<. Negative edging the VCL helps too. Hi guys.
  7. I don't play GG anymore because noone else does either, but I guess that doesn't mean I'm not willing. I-no is my secondary. So..... GG: Venom/I-no (Sol and Slayer occasionally too) BBCS: Bang/Tsubaki AH: Heart of a Hustla SSF4: Akuma/Deejay (maybe E.Ryu when AE comes out) T6: Lars MARVEL: Wolvie/Sent/Wesker? Monster Hunter: Greatsword Pokemon: Dusclops etc My AIM sn is titaneatbabies. I'm in TX right now, but I'll be back in VA next weekend.
  8. .....wtf is this shit? How have I never seen this thread...?
  9. Lets have a Monster Hunter money match. FT5.
  10. Depends on what you mean by "hang out". I don't particularly care to go stand around at UFO when I can't even play stick, but I'm down for other shit. Let me know what you're trying to get into. Also, Merry Christmas to all of you. And to whoever asked about my sig, it's from an Afroman song.
  11. Yo. I'm in Austin for a bit now that I'm back from deployment. I'd love to hang out with you guys a bit for old times sake. Also, I dunno if any of you are still playing Monster Hunter or whatever, but maybe we can get into that. I don't have MHP3 though, so maybe one of you can hook me up with that if you've got it
  12. Games tomorrow? I read that yall normally just meet at the arcade and come up with a plan, but I'm looking for something a lil more concrete. Hit me on AIM or whatever to let me know what's up.
  13. Not in my new phone. PM me. Any of you know how to convert a 2G save file into a Unite save?
  14. Surprise, faggots! TittyFOFO is in town to pay you all a visit.
  15. TittyFOFO

    Axl Low

    I haven't really played a good Axl in a couple years, but there are a few things that still apply. He doesn't really have anything awesome in terms of anti-air unless he's waiting for you to jump and not poking much, so there's an opportunity for you to get in. Another thing to keep in mind is that S stinger aim crouches a little bit during startup, so it goes under Axl's 5P chains. Good to try to get some pressure/momentum going, even if you have to eat a 2P for it (forces hm to either jump or block). Aside from that, be careful when poking at the start of the round since he still has those stupid counters, and just try to keep the pressure on as much as possible.
  16. TittyFOFO

    FRC on Pad

    Shut the fuck up already. This isn't the "should I buy a stick" thread, so if you don't have anything constructive to add to the subject at hand then keep it to yourself. At any rate, I use the triangle+circle+X method that was previously mentioned. Your right thumb is already kinda aligned to the outside 3 face buttons, so that's the easiest way to do it without getting accidental IK activations IMO.
  17. 2S can beat STBT towards the end of the animation (when she's coming back up). Too early and she'll go right under you, too late and you eat the CH. Prolly not really worth trying in most cases.
  18. You know, I kinda think this game forces you to damage whore regardless of what character you play. With so many characters being able to do stupid damage with no real effort or setup due to braindead forcebreaks and shit, you kinda need to be looking to end a round as quickly as possible IMO. Offense is way too good in AC for pretty much every character, so you don't wanna give the other guy a chance to get things going against Venom and his relatively terrible defensive options. Fortunately, AC Venom happens to be pretty damn good at getting decent setups from his damaging combos, so it's not really a huge deal as long as your execution is up to par. He also, cranks guardbar like nobody's business, so that helps.
  19. Rachel, from what I hear. Interesting, since she's one of the characters I was most interested in.
  20. You have no idea how not surprising that is.
  21. 2HS and Warrant are good moves for Testament players to use every now and again for shock value, but I don't think they should be your main concern when trying to apply pressure (although warrant FRC combos can get pretty messy). I'm much more afraid of HS EXE Beast. That shit is pretty dumb. Even if you hit him during the startup it won't stop, and you are NOT gonna want a trade. Venom really doesn't seem to have a good answer for it, aside from like.....not being on the ground=/. CR cancel trickery into IAD combo might get the job done, but I dunno. Aside from that, the first post is pretty spot-on IMO. Do most of your summoning in the air to avoid S EXE Beast, and use angled ball strikes to try and get rid of nets. Also be very cautious of where Testament has trees set up, or you'll regret it. Apply a little pressure once you can for him to block something and no traps are in the way.
  22. Thank to Zand, this is prolly the match-up I've dealt with most in my GG "career. Allow me to share my thoughts with you~ This isn't really a hard fight IMO, but you have to go into it realizing that you're only going to be allowed to make wrong choices 2x if the May is good enough. Her damage output is just too high, and she has better ways to lock you down and force the mix-ups in AC. With that, the best gameplan is to get some space and spazz out on balls until you get the advantage. If you can force her to block, apply some real pressure since she doesn't really have any awesome ways out (be on the lookout for random dolphin uppers during CR pressure, especially if she has bar to FB it). If she jumps towards you, 6P that shit. May aerials won't beat your 6P unless it's at max range, so she's kinda helpless once she jumps. Restive rolling can be used to change the timing/speed/direction of the fall, but that's about it. If she tries to get directly above you and use ambiguous j.2HS cross-ups to fuck up your 6Ps, the tip of 5S© will beat it (maybe a trade, but still in your favor). Also, when zoning with balls, beware running 3K. Very risky for the May player, but she kinda needs it to get in occasionally. I think you can DC it if you wanna be a dick, but she's in CH state forever after it so you can punish with whatever you want on block. Jumping is always an option too. Once you score a knockdown or whatever, do your normally oki. She doesn't have a DP or anything really annoying like that, but I guess you have to watch out for wakeup supers still. As far as dealing with her oki goes, my first bit of advice will be to not try to throw on wakeup. Her 5K has throw invincibility, so you'll get fucked. Anyway, there are a handful of things that could happen here. One would be her going for low air-dash mixups, in which case I hope you have either good reaction timing or good luck. Next scenario is her doing meaty 2K/5K/5HS in an attempt to get some strike vs throw mixups going on. 5K is great for it's unthrowable properties and the fact that it goes over lows, and it makes a hella good tick for OHK. If she thinks you'll mash after it to hit her out of the throw, she can hit 5HS afterwards for painful frame traps. Good answer for this basic strat is to FD the 5K so that you'll be pushed out of OHK range. Of course, she has the option of skipping the 5K and running up with OHK (also has throw invul), but there's not much you can do aside from guessing. You can also backdash the 5K and intentionally eat the hit. She can get free combos off it if the May player just does a string, but I have yet to play someone that successfully comboed me afterwards. Still falls victim to dash in OHKs, but oh well. She doesn't really have much of a way to keep you pinned down somewhere aside from FB dolphins, so just be kinda patient. If she tries IAD shit to get back in, 6P it or airthrow. She jumps hella high, so it's not too hard to do either one on reaction IMO. Other stuff you gotta learn about this match-up is dolphin spacing. She can do fucked up cross-ups or whiff dolphin->OHK is the spacing permits, so you gotta keep an eye out for that sorta shit. Comes with experience, I guess. There's also a silly glitch she can use after doing a normally throw that puts you into the corner. Forces you to block in the opposite direction on wake-up (i.e. you'd have to block the next attack by holding forward). That's all I can think of right now. Hope it helps someone.
  23. Maybe the Venoms you've been playing don't know what the fuck they're doing, but that N-otoko blockstring combos on hit when done right. Unless you're gonna do some magic and jump out between the 2S and the ball actually hitting (not possible, mind you), you are NOT gonna hit Venom for the next 2S. You know, assuming you even get out of blockstun. And are you really asking me why startup on a DP matters? The more time it takes you to be hitting, the more time I have to recover from whatever the fuck I was doing before. That would seem kinda obvious. The invul is completely irrelevant, as I'd hope it'd at least have enough to cover it's own damn startup. As mentioned before, I'm a lot more concerned with putting distance between me and OS when I do this match-up than just trying to land a few quick hits. OS 2S range might be a tiny bit longer than 2D, but it's nothing serious (also, it definitely trade with Venom 2S at best). BHB won't move you in any unless it's lvl2 or 3. BRP advances and it's a fairly fast overhead, but at that range I don't have to be concerned with blocking low at all and lvl1 BRP leaves you at disadvantage. Gunblaze is just a shitty idea if you're only trying to close the gap. Unless you intend to blow your charge just to get inside, jumping and RI are far and away your best options. Also, maybe if the Venom you play against knows when you're gonna jump, you're just getting predictable. I was pointing out the fact that Venom is NOT gonna beat j.HS with 6P on reaction to the jump. If you're eating 6Ps because the guy playing you can read all your shit, then that's your problem. Also, I'm calling bullshit on Venom eating a CH j.HS at the start of the match for 2Sing. Tell me which vid and give me the time. And there's no way in hell you're gonna double jump to punish a 6P with j.HS. If anything, he'd have time to whiff it and put out another 6P before you even got in j.HS range..... Finally, I said that I don't know what to do about j.HS. Clearly I know this matchup better than you do, or at least I'm willing to go test my shit before I start running my mouth online. Maybe I won't blow off your posts when you get your facts straight. Besides, they don't even take you seriously on the Sol forums last I check, so why do you think I'm gonna assume you know what you're talking about enough to say that Japanese players are wrong about their match-up analysis? If this post sounds hostile, it's prolly because it is. You might wanna check yourself next time you run up in someone else's forum talking like like you're some kinda expert and everything you say is the gospel, especially when I don't see your name in any rankings. Maybe you didn't mean to sound like a dick, but you might wanna work on your presentation if that's the case.
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