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Everything posted by Villainous
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Multiple 2H's is bad isn't it? It force prorates like 80%? I assume that's stacking so like.......that's just adding proration to your combo. best combos in the world are mappa air hit combos. They're so easy to get on backdashers >_<
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More stuff: Shishio: Seems like a good character to me. Lots of good spacing tools and mix ups into damage. I need to get some real match experience with him but here's the stuff I've found. 5D has massive range, 2D is retardedly fast and combos into 623A (here to referred to as "ass chopper"). 2C works really nice as anti air, covers a lot of ground distance, and can be step canceled. If hit as anti air, you can step cancel and go for a throw reset or mixups. All non-sword normals seem to combo into 6A or 6C. 6C is an overhead and combos into 6A ->214C ->Ass Chopper for good damage. 2B has good range and combos into 6C or 6A bread and butter combo. Throw combos into A version of ass chopper for about 1/4 health. 623A is slow but knocks down and covers pretty much a 3rd of the screen and works as anti air. It also OTGs for good damage so do it off of like....any knockdown if they don't tech roll. 236A covers nice distance, stays active for a while, and makes them stumble on hit and can be comboed into 2D, 5D, and other things if you're close. It seems like it leaves you at frame advantage on block. 236C pretty much covers any air space in front of you and will hit standing opponents. If it lands as an anti air, you can combo it into the C version of ass chopper for almost half health. (WTF?!) 236K counter stays active for fucking ever and recovers quick once the active frames are over, and can be super canceled into 632146A, which will now be referred to as "key blade". Mixing up between 6C and 2B seems to work pretty well. Both lead into the same bread and butter combo. Also the BnB combo is safe on block so you don't have to even hit confirm if you're lazy. in the corner: 236A ->6A 6C 236A -> 5D step cancel -> 2D Ass Chopper (does around half health) 236A ->6A 6C 236A -> D-Assault Anywhere: 6C/2B 6A C version Ass Chopper 2A 5C 6C 214C Ass Chopper
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So I was messing around with Neo Dio today and I found something out. His electricity thing does more block damage than regular damage and also takes off like... a 3rd of their guard bar. He's actually really good at raping the guard bar in general. I have no idea how he was meant to be played though. I wonder if he's related to JoJo's Dio? He says MUDA MUDA MUDA and WRYYYYYYYY for two of his moves. I sense copyright infringement. Also is shishio any good? Oh shit found some nice nio dio stuff: just about everything combos into 236K which knocks down. After that you can jump up and either do 236HK or 236LK and depending on which on you do, you either get a cross up or a regular block, and it's pretty ambiguous. After that, it kinda does a reset thing and as they land, you can do the ice command grab into the kick super for over half health. Also if you jump over them, you can do those same moves to cross up yet again, giving you 4 different ways to cross someone up on wakeup. Also it seems most of his moves knockdown and leave them at dio's feet, so it's perfect positioning for the wake up games. Oh and the lightning hair seems to either have a buttload or priority or some invicibility on it. Hmm....
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So I found out tonight, you can DOT Zappa's Raoh ghost super on reaction for a free counter hit. Pretty nice stuff. Don't let them try to chip you, haha.
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3rd rule of DOT: If you're gonna do it, learn the damn FRC!
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Ok I'm picking up testament as a main but I gotta know.....how do you combo Ky? >_< Doesn't seem like you can do anything after a throw, and a regular loop is really tough on him. What are some ky specific combos?
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So what is your general strategy when playing Slayer? What's your game plan with him? In general, how do you approach the opponent? Are you more aggressive or defensive? I'm switching to testament for now but I still wanna try to improve my Slayer in the mean time. I'm just having mad trouble getting the character to work for me, and was wondering what other people like to try and do with him?
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yeah, I think everyone except goodman is.
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I'm trying to learn mizuchi right now, he seems like he might be good. What's this infinite I hear of though? Also why couldn't they have made Asura good? Do all his normals have to be like......40 frames? I mean seriously.....why?
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Hey when you did the anti Pot j.D DHD, did you block the j.D then do it, or did you just straight up DHD? It kinda looked like you blocked so I wanted to make sure. I think I've asked this before but I can't remember. What do you guys do for 2D RC 5H combos?
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Oh yeah he looks fun. I wish I could walk forward constantly and have stupid priority attacks and get silly mix ups all the time and cross up like no problem and have a super that cuts them in half vertically and get throw setups off of like everything
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haha nah Lei Lei's my main, I play sas for the fun of it. I just short hop and randomly do ice tower ex mostly with sas >_< Sadly that works vs. like 90% of the people on GGPO.
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Any reason why VS2 got less play than VS1? I really like the cast of 2 better, I got rid of all the gay furry characters and replaced them with cooler dudes with floating swords and laser robots. Plus I mean....Gallon gone? Yes please?
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Alright biggest tips I can give you really are try to FD more vs. HOS if he has you in the corner so he can't rush you all day, it helps a lot. Also if you're doing BBU -> 2D 5K JC air combo, if they're too low to combo with j.K, use j.S and let it vacuum them up for 2 hits and then continue the combo. Helps a lot vs. HOS. Also don't use regular pile bunker x_x Good combos though when you got them.
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Sometimes it loads multiple frames and one will actually have the real spectator match in it. Try moving the screns and see if one of them has it, if you're getting like 3 or 4 all on top of each other when you try to spectate.
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GGPO needs JoJo's. For serious.
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ahahaha, you saw my scrubby Hsien-Ko? I just picked it up a few days ago. The game's so fun though, and I like so many characters, I can't decide who to settle on. First game where I actually liked half the cast. I'm up for playing anybody that wants to on GGPO, that program is amazing. There's like....no lag. At all.
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I always wondered about that too. If I air throw it's usually because I got lucky, lol. >_<
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Thanks for the advice guys, that pretty much covers most of my problems with her, I'll see how it works out next time I play. Good shit! Also, how do you guys punish backdash? I was having the problem of 6K on wakeup getting backdashed so I need a good punisher.
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Ok how the hell does Slayer beat May? Like here are my problems. May's air game. J.H beats out almost everything Slayer can do unless she's at the perfect position for 2S. j.H also beats out all of Slayer's air to air so there are very few options against it. Her j.2H is also impossible to AA it seems if she's directly overhead. How do you handle dolphins as well? Will any moves straight up beat the horizontal ones? And what's an answer for her whiffed short vertical dolphin into command grab? If I just block, it doesn't touch me, but if I try to poke it my hit box extends and I get hit. I can just jump away but this doesn't put me anywhere. Also, her jump is ridiculous. It's almost impossible to pressure her for long because she can jump so high and fast that using 2S and 6H to try too catch jumpers when pressuring usually just whiffs against her. I'm seriously at a loss for how to fight this bitch if she just dolphins and jumps around mashing heavy.
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Yeah I sort of agree with this. If you go for knock down all the time, they'll never actually use their burst and you'll be doing just as little damage with your combos as you would be if they had just bursted in the first place. I'd rather just eat a burst and not have to worry about it for a bit if I had to. But yeah...I guess there's always RCing the BBU and blocking >_< For me, people usually try to burst the follow up AFTER BBU. IE 2D and they burst. 6H isn't JCable......that could be your problem.
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Yeah I do that every now and then. Undertow prorates like a bitch though. Also for DOT, just FRC it and do 6H when they're stuck to the wall into an air combo. Seems to be the most reliable / highest damage.
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It's cool that you can do that but the likelihood is very low of me either doing A) CH 2D from the very maximum range and then B) noticing it CH from max range and realizing I should do super situational tight timing combo right there. And I guess the timing isn't hard on CH 2D 5P but it's more getting the spacing right and spotting it before they're too low for it to combo. I'll try some of those mac and cheese combos when I get home later though. Looks hawt.
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The timing on 2P after CH 2D is hard so I can't imagine how tight the 5H one is >_< This is also unpractical but up close 5K links into c.S on standing, normal hit. So you could do 5K c.S P dandy pile bunker if you wanted, no tension. Pretty sure it's 1-2 frame timing though.