MarlinPie
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http://www.gamechariot.com/06frame_main.html Kakyun (MI) vs Axel (?) (ED) Kakyun (MI) vs ??? (MI) Kakyun (MI) vs ??? (JA) Kakyun (SO) vs ??? (MI) Kakyun (SO) vs ??? (SO) Kakyun (SO) vs DJ (?) (VE)
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http://www.a-cho.com Yuugengaisha Otoko Tamashii Omito Shachou: Shachou (ED) / Omito (JO) / Menso (AX) vs Omyouji Dry Ace no Akuryuu Taisan!: Koto (BA) / Dry Ace (AN) / NAL (SL)
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http://www.a-cho.com ナバイケン(Nabaiken) (BA) vs 飛翔兎(Hishou Usagi) (AB) 白河直人(Shirakawa Naoto) (ED) vs どぐら(Dogura) (RO) かず(Kazu) (JA) vs ナバイケン(Nabaiken) (BA) N男(En-o) (VE) vs R.F (FA) N男(En-o) (VE) vs かず(Kazu) (JA) ナバイケン(Nabaiken) (BA) vs R.F (FA)
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http://gamechariot.com/06frame_main.html seems like they fucked something up. hopefully they'll fix it soon. -- links fixed. Gazou (FA) vs Nanashi (VE) Kishitaka (SO) vs Sekido (OR) Inoue (OR) vs PON (PO) Lyrical Arisaka: Jam-Ojisan (JA) / Ogiwara (SO) / Ryuu (PO) vs ??? (押田臼くやりすぎてけつが痛ひ): Ushifa (黄ふぁ) (FA) / Domi~ (AN) / Nanashi (VE) Anata ga Continue dekinai no sa!: Kishitaka (SO) / Oosaka L0 (大阪L0) (FA) / Raimuki~ (AN) vs Hii-!! Kusei-Sol! (ヒィッ!!ク聖ソル!): Kusei-Sol (ク聖ソル) (OR) / Hase (はせ) (SL) / PON (PO) Anata ga Continue dekinai no sa!: Kishitaka (SO) / Oosaka L0 (FA) / Raimuki~ (AN) vs ???: Ushifa (FA) / Domi~ (AN) / Nanashi (VE) Kakyun (OR) vs Nanashi (VE)
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http://gamechariot.com/06frame_main.html Fio (BR) vs Mikuru (PO) <= mistake on webpage (says ED instead of PO) Akai (AX) vs Shou (FA) Zekusu Sei (ゼクス勢): Nuru (VE) / Tatsujin (達人) (SO) / Akai (AX) vs Bora to yukai na nakama-tachi (鯔と愉快な仲間たち): Noble (DI) / Ace (PO) / Densetsu no Megane (伝説のメガネ) (IN) A, hai (あ、はい): Waizu (JO) / Jigoku Ningyou (地獄人形) (ZA) / Hau (はぅ) (DI) vs Bora to yukai na nakama-tachi: Noble (DI) / Ace (PO) / Densetsu no Megane (IN) Zekusu Sei: Nuru (VE) / Tatsujin (SO) / Akai (AX) vs A, hai: Waizu (JO) / Hau (DI) / Jigoku Ningyou (ZA) Akai (AX) vs Jigoku Ningyou (ZA)
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wtf? how do you do that with chipp (<_<;
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oh. its just that there are several ways of reading that kanji, and o happened to be the way he wanted. 男 = otoko, o, dan
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i've pointed this out at least twice already but N-Otoko (N男) - N-O "en-o"
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http://www.a-cho.com Gibson (ED) vs Rion (KY) 9B (PO) vs Shiina (FA) Nabaiken (BA) vs R.F (FA) Shirakawa Naoto (白河直人) (ED) vs R.F (FA) Koto (BA) vs Gibson (ED) Kedako (MA) vs Shirakawa Naoto (ED) Gibson (ED) vs Shirakawa Naoto (ED) Koto (BA) vs Kedako (MA)
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Kuni(六合) (BA) i see "rokugou" being written everywhere. so. jus for the future.
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gotta be more clear than that, but. you're probably talking about.. Haneru(summon release D), K, S, Shoukougeki(summon release P*1) OR Mawaru(summon release K*2) D(hjc), j.d(pref), Shadow Gallery, (set Drill Special) ---> then unblockable. *1 = XX and Reload *2 = Only in XX exp's/tips -haneru + k. hits at the same time = unblockable -for before your ground Dust, you need to slide tap imput summon's move. so.. enemy otg (hold D), (release D), run up, k, s, (p or k*d slide tap), --> (rest of the combo) -p or k has to be pressed first for the slidetap, or you'll get another haneru, which may connect, but obviously you wouldnt have enough eddie gauge for the next drill special. -there are other ways to do this combo, but im pretty sure this one is the easiest way for most of the people. ..yeah only works in XX and Reload. in reload, haneru takes away 80% of the eddie gauge so you can only do shoukougeki after the first unblockable. and in XX, haneru only takes away about 60%, so mawaru is possible for SLIGHTLY(haneru scales like a meany) higher damage and easier combo. also, in slash. haneru puts enemy airbourne on hit with shittyass untechable frame. so obviously your ground combo cant continue, and therefore your Dust wouldnt hit. well, if you and your friends play either R or XX, use the combo. if you have slash, maybe not.
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http://www.a-cho.com more.
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http://gamechariot.com/06movie_GGXXAC.html lol @ kaqn's 66 winning streak. Mitsutoshi (充利) (KY) vs Cha (MA) Mitsutoshi (KY) vs Kurokami (KY) Mitsutoshi (KY) vs Kakyun (OR) vol.1 Mitsutoshi (KY) vs Kakyun (OR) vol.2 Mouse (SO) vs Kakyun (OR) Kurokami (KY) vs Kakyun (OR) vol.1 Mitsutoshi (KY) vs Kakyun (OR) vol.3 Mitsutoshi (KY) vs Kakyun (OR) vol.4 Kurokami (KY) vs Kakyun (OR) vol.2 Mitsutoshi (KY) vs Kakyun (OR) vol.5
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http://www.a-cho.com
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im not playing this game.
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UB? UB's? unblockables? eddie's unblockables are usually of two attacks, high and low, hitting at the same time. the low attack is usually the summon's drill special (release hs when summon is out), and the high attack is zato's (aerial attacks, 6k, dust etc[usually aerial moves]) heres one simple setup. in a corner: "with your summon" damned fang, 'set drill special about 1~1.5(depends on opposing character) seconds before zato puts his arm in the ball', jump up and time your aerial move to hit on wakeup as the first hit of drill special is hitting the enemy. thats one (<_<; the reason you have to set your drill special depending on the opposing character is because every characters have different wakeup timing.
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well, its still pretty much useless in a blockstring, or doing this move anywhere besides combos. still very dangerous when its blocked. you're even in counter state while you're coming up from the ground. i'd use it when i want a knockdown from an aircombo. well, you still have to position it well though, in order to make it hit (^-^; two more things, unlike in #r, you end up literally right next to the enemy if you make it hit, and they removed the corner faultless defense glitch with this super by making this super move hit only once.
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the only way your j.d wouldnt hit after your j.hs is because its too late. there is no way the hitbox of j.d wont catch your enemy after hitting the enemy with j.hs. so, you must be doing the j.hs when your IAD momentum is gone, or almost gone.
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no its not harder. and yes its still great. ill make a thread about variety of combos you could do in the loop. eventually.
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after your nobiru, try to hit your j.hs as soon as possible. your enemy cant be too high in the air when you land your first j.hs on her, if she is light weighted. also, whenever you confirm your enemy to be a bit too high after your j.hs, j.d, you should try holding your S button for about 0.5 second on "41236S", so nobiru comes out delayed, so it catches your enemy when he/she's at abit lower than the peak.
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interesting. "the hs hits, but the dust would hit". if thats actually the case, you must be having problem even hitting that j.hs. since the only way "the hs hits, but the dust would hit" is possible is when you do the j.hs too late after your IAD. oh, and doing the j.hs should be giving you another problem, since the stun on nobiru (eddie anti-air attack) is now level 3.
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honestly, i think its not a useful move. even if you manage to hit it after a combo with your morph, the automatic respect at the end of the move holds you long enough to put you at a disadvantage, enemy could easily get away. although the respect could be blue cancelled, but if i were you, i would set drill special instead, and lead into an unblockable to a knockdown, and use that tension for a mixup or a pressure string (^-^; so yeah. i wouldnt use it.
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Okay. since i was chosen to be the moderator of this forum, eventhough i wasnt informed. i should make it a good one. im gonna start with Q&A's. feel free to ask anything about eddie. but please dont be too general. like.. "how do you win vs axl?" or some stuff like that. ill start making threads for strategies, combos, jouji eddie(zoning with eddie) strategies, general eddie guide, etc etc. please be patient until i make them though. (<_<;
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Sir Plus = croc's sur pulse?