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Everything posted by pulsr
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6A has a bit of scaling so no the combo won't work. Besides, J.D starter already implies you went for an overhead setup anyways. I'm surprised I haven't seen too many 2a or 2b starter combos with frying pan though.
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I still play Mu guys :P I just happened to pick up Plat. I don't really know combos but I make people sad.
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I've been meaning to post something creative forever in here, but I find myself realizing Plat is a character based entirely off of strong fundamentals and that is difficult to explain. She reminds me a bit like Testament from GG where every normal fulfills a certain situational purpose and I don't know how to really share what knowledge I have with her, sorry guys ;[
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Havin your back to the wall sounds like a death sentence.
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Well, I dunno what I think... Yesterday in IRC i was raging that she was ass, but now i feel she's like .. okay, a bit counter productive but she's still okay. I don't really know what to say. It is pretty damn near impossible to force your opponent to the corner with her, so I dunno what i think of that.
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Yeah, I'll see what I can offer on the boards. However, I don't have her yet, so I can't give any information that is really why I haven't posted because I don't want to lead anyone astray with my speculation of her as a character. I'll be pretty frank though, I come in with a bit of varied logic as of how I approach fighting games so if you don't really understand where I'm coming from with my strategies or concepts don't be afraid to ask where you think I'm coming from because I'm always down for improving myself as a player. Me being mod here though does more or less imply I'll be taking her on as a main so you can expect me to post what I feel is most viable in "American" level of play. Let's have some fun and get our magical girl on.
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Power to the people, Stalin has arrived.
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try having him mash 5c in between, he doesn't have to hit you just the hit box of the move.
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http://www.youtube.com/watch?v=c5uWMuDCJR0 Since this match is like 6 months old... I'm curious to see what people think
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Risk reward in that situation isn't worth it, Tager can mash inbetween that... and the 1k damage from SoD is kinda ass compared to the 4k + oki tager gets. Take your 2 steins and gtfo.
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Maybe I'll come down with you Kevin. I have a bit more freedom with my classes this time around.
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Uhh, I was going to say when... you know... Jump in? or fall on an opponent? kind of like whenever you actually have the objective of hitting your opponent lol Shockna, to me, it looks like you might be lacking a bit of fundamentals. Everything looked a bit rush. It almost looked like your master plan was just to get a 236D out there and didn't take into consideration how or where it is going to bounce. I saw a bit of 6D 5D placements which is pretty poor for a 236D because you ultimately want to have the laser out for as long as possible and as quickly as possible. Hence, 5D -> 6D is far superior. It'll have to travel all that distance to 6D back to 5D back to the opponent. Doing 5D -> 6D means basically lose out on a third bounce. Also, going so quickly into 236D means you aren't even giving the steins a chancto shoot, and those little moments actually add some chaos to characters like Hazama who have a bit of difficulty trying to avoid the steins. My head hurts but in summary calm down and think about what you are trying to accomplish with each stein you place. You
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So, this has probably been posted, but lol. whatever in the corner j2c (keep it low) 236a charge level 3 sod lol. I think this is guaranteed if they neutral tech or roll backwards. it makes me laugh I had to clarify the guard crush thing for aginor too so... OKay, so what you are doing after 3c 2b 5c 6c... 6D (charged) 4D (charged) go straight into SoD, right as they tech You let the SoD go (should be level 1), (begin charging SoD ASAP) 6D hits right as they get out of block stun from the first SoD, 4D hits, Max Sod is released.
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1 and 2 are about the same tech wise, i think level 2 does more damage 3 SLIDES, 4 wall bounces.
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I learned v13 in I think to quote deci "3 hours" I practice Mu still, and probably have 70 something hours logged in training mode with her.
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None of you guys apparently use j.b... thats a bad sign.
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Weekly Versus - SoCal Weekly BBCS/SSF4 ranbat and casual play sessions
pulsr replied to Legendary Lotus's topic in Archive
I will F' people up in BB in an educational kind of way. -
Well, honestly these changes help her a lot. 95% of the time you are just out of range to land the 2b combos but it makes rage that they give this to her after they remove tech time on 3c. The 2C, 6C is freaking amazing though. j2C is the one i'm really curious about.
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I don't know what to say, I've been staring at this stupid box forever and can't think of anything. Just give her to me already so I can quit her and go get my magical girl on.
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Time to drop dat Mu and get my magical girl air dash on.
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xxx 6c, 6[D], 4[D], SoD on the opponents tech, D hits, next D hits, lvl 3 SoD, SoD again. Bye bye primers. As for 236D I know I was preaching about it being bad after xxx 6C stuff, but some characters can't even roll away from it so they have to neutral tech it. I've been meaning to make a list because it would be incredibly useful. Especially since 236D pressure can be pretty damn good.
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This match can go both ways, but because of the over nerf on rachel it still has to be in Mu's favor. 5.5 atleast just for how little girl rachel's damage is and FOR SURE she'll be wasting wind trying to get in. The cannon shot (the far one) is really annoying and forces Mu to move because either she'll get hit or have a lightning rod on her. However, Mu does the same to Rachel. Mu can set steins up quickly and isn't wasting any special gauge trying to get going. Overall I think the match will be a lot more interesting in the new patch where Rachel has full screen pumpkin back? ( I think)
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214d prorates like ass