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Everything posted by zreb
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oh shit that tager combo video too godlike i only regret that it took me this long to notice it
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http://www.youtube.com/watch?v=bzE7kihxKM8 fasdfsaf if you have not seen this yet you need to you may not understand at first but you will soon see the big picture but you'll be SUPERSTRONG!!!!!! in cs2!
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Right, I suppose I just got kind of starry-eyed at all the new stuff that I forgot the value of enma combos in certain scenarios. It feels kind of easy to do so when I can't sit down and get real gameplay exp out of CS2 yet, so I suppose I shouldn't talk. :p
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Right, I think enma slipped my mind cause it seems to be a mostly "do not use" thing when you can help it due to proration. :p (Or at least I don't seen it used too much in CS2 vids, especially when compared to CS1..)
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http://www.youtube.com/watch?v=186-EhbSIGc lambder combo vidoe
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Interesting.. Was messing with CS2 again and noticed Haku seems to have some sort of 5A 5B gatling going on. The weird part is I stumbled upon this hitting the RC button not realizing it was bound, so he whiffed 5B but then could go into 5A before it was finished recovering. I think 5A gatlings into 5B too? No clue if this has any meaningful applications, but I know he did not have these before.
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I messed with it on the PSP. It's difficult for me because of the 1000 framerate issues, but it doesn't seem that hard in principle. You can't really TK the hotaru because you can't do that in a way that puts you high enough from the ground to allow air dashing after its recovery (you can do this even if you whiff it). It's not because of the jump using hotaru gives you or anything and it's not cancelling. The only other thing that makes that part seem difficult is that 2c doesn't have very much untech, so you have to get the timing right for it or they'll tech/if you do it too early you won't get the air dash or possibly the spacing will be screwed up for the 66 j.2c (since they tech in the air from a normal hotaru as opposed to a FC hotaru where they tech on the ground). I was using 9214d since TKing was no go, but that also means you have to consciously do the super jump since normal jump doesn't move you far enough fast enough which felt like a bit much for me at first. Beyond learning the timing though, it doesn't seem that hard?! I feel like I'd be able to do it after a few attempts if I wasn't having to deal with massive framerate stuttering.
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The mook format is much easier on the eyes than the old version in my opinion!
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The 2k (and probably 3k as well) dpads are like... You can actually feel them moving if you're going to the corner and stuff. 1000's dpad just feels fucking flat and bad. But yeah, hopefully we hear something about it soonish since the portable versions are out over there now..
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http://www.youtube.com/watch?v=tQtoiD_7TfI#t=7m17s is this guy your fucking hero yet
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I don't play pad/analog, but I just go 1c5191a--in theory. It's much sloppier looking in practice, but there's no accidental inputs you can do in that motion. The big thing is just letting go as soon as i start the input for 2c and not waiting (other than making sure you reset to 5 before you try to do the super jump or it won't come out.) There's lots of wrist flicking involved there, so I imagine that's a lot more nauseating on analog.
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ronin that video is v. hella boss
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Yeah, I tried forcing 333 Both JLF and PSP run poorly. Even if I turn it to test mode and make it not display the video on screen the PSP still lags very badddd. I don't know why! very frowny old man PSP can't play game with USB cable inside on the bright side I might know someone who can lend me their 2000 cfw'ddddd
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special cancel into voltic charge 720!!! it beats rapid cancelling
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Haku's actually good bnbs are already difficult for beginners. We'd probably have more beginners floating around here already if haku was a good beginner character. :p
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Mine still runs bad. Why is my PSP such a fat child!!!!!!!!!!!!!!!!!! i can't learn new shit with new timings if the timing is different every time
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I did find linking those normals together before gurren to feel pretty weird (thoguh, read: PSP D-pad), but I wouldn't say it was hard. Advanced input makes it simpler. The corner combo they list isn't really the best, which seems to be a trend for most characters' challenge modes. The new hotaru combos are anime as fuck. :p It's scarier in the corner, from what I can gather. Gameplay implications aside, I really love all the ridiculous blowaway/launching several of various characters on the roster's attacks have now. @New Mugen: I still feel like it has way too many strings attached. :\ It has enormous recovery, opponent can play keep away if you use it outside of combos at an otherwise safe distance, and then if that works out for them, they get 600 frames of meterless haku. The duration boost when you haven't done anything is nice, but at the same time even if you get an opening after 500 frames you've lost half your meter and when you spend 9 stars it's going to evaporate rapidly. At the same time, buffing it could easily make it too good, so I dunno.
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http://www.dustloop.com/forums/showthread.php?11290-%26%231046%3B%26%231077%3B%26%231083%3B%26%231072%3B%26%231077%3B%26%231090%3B%26%231077%3B-%26%231075%3B%26%231088%3B%26%231091%3B%26%231079%3B%26%231095%3B big old russian spam bot
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the PSP's dpad is rage inducing and i am not going to screw up my thumb over it for that matter
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http://www.youtube.com/watch?v=1zFG2FLjWNg#t=2m10s air throw hell is a real place where you will be sent at the first sign of un-cooperation
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Indeed, I believe they tried to make it more useful stuff for novices, judging by how Haku's looked too.
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FUN FUN FUN really though fuck you guys i don't want to see rebecca black here!!!!!!!!!! random supers without x factor are perfectly acceptable behind closed doors however
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CS2 PSP got leaked and people were asking about Bang's CS2 challenge mode, so here it is! (1 and 2 is the same specials/distortion stuff) Mission 3: -2a 2a 5b 2b 2c 623b (1182) -5a 5b 2b 6c j.d 2b 623b (1886, awards 1 seal) Mission 4: -5c 5d 2363214c (3369, requires 50 heat, awards 1 seal) -2d j.b j.4c 2j.b 2j.c (2092, awards 1 seal) Mission 5: (Air to ground) -j.c 5b 2b 6c j.d 2j.236c 5d 623b (2649, awards 2 seals) (Air to ground) -j.c 5b 2b 6c j.d 2j.236c 2363214c (3509, requires 50 heat, awards 1 seal) Mission 6: (Counter hit) -2d 6c j.d 2j,236c 6d 2363214c (3439, requires 50 heat, awards 3 seals) Mission 7: -623c RC 7 2363214c (4689, requires 100 heat) Mission 8: (Corner) -Forward throw 66 2b 623b 6c j.623b 5b 2b j.b j.6c 2j.c (3515; ends out of corner) Mission 9: -Air throw 66 3c RC 6d 623b 5b 6c 2j.4c 623b 5b j.a j.b j.4c 2j.c (4225, requires 50 heat, awards 1 seal) Mission 10: (FRKZ, Air to ground) -j.c 5b 2b 2c 5d 6d 6 2d 8 j.d 2 2b 2363214c (5366, requires 50 heat)
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[CS2] Platinum the Trinity Actual Discussion Thread The First
zreb replied to Circuitous's topic in Archive
quarter circles are infuriating to do on PSP's pad and this makes me very upset about my fatty not running well with JLF so I can't use my stick