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Everything posted by Villainous
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What's with the dandy step on wake up vs. Pot? Does it avoid slide head or something? Actually in general what's with dandy on wake up? Is it actually good for getting out of wake up pressure? Good defense though, interesting play style. Lots of dandy which is weird in high level play but if it works for you it's all good. Less fancy pile bunker shit more COMBOZZZZZ =3
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I'm stealing boss slayer's mash out -> air super when people drop combos strat. That shit is top tier on the scrubbiest level, lol Good shit on beating them though, it's nice to see the under dogs win. And Losing to Slayer when you're playing pot is no excuse. That's like his worst match >_<
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You mean the time super loop? And what's the game glitch?
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Mei-Fang and Kamui? I think a certain someone has a grudge against me, lol. Man time kamui is amazing. Have you guys seen what she can do?
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I'm just trying to help you out but we'll see how things go. This is just my point of view in the match-up, and it's not like it's a one day thing, that strat with order sol hasn't been working for like a month now. Maybe it's time to consider some other options? But yeah 'll dip out of here before this becomes non match up oriented and into personal stuff. And for the record, you HAVE done that before.
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Hmm, well, I'm sure you know better than me in regards to OS, but I dunno. The only time I had any trouble yesterday when we played was when you actually kept the pressure on me continuously. As long as you were creative with your mix ups and approach, I lost a large deal of my options, and throw in the corner hurts. Slayer doesn't handle in close pressure well at all unless you stick out a low predictably that I can 2H for free damage. I really feel like you gotta maintain a decent level of pressure to be effective in this match. You might be able to beat some of my range options every now and then but why do I care? I win out more often than not and the net damage reward is much higher than anything Order Sol gets at range. It's much easier for me to guess right when playing the range game than it is for you.
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Well, I don't really want to get into theory fighter too much here but most of the stuff you can do with level 3, you'll either have to run up for or take a risk and do it from range. I may not be able to completely react with a move, but if I know you have level 3, that stuff isn't that hard to block. Also if you get too comfortable with running away to charge, I have DOT and Mappa to quickly hit you out of it. I know you have action charge burst or whatever but that's risky. Really risky. Level 3 fireball would be great to use though. I'd suggest using it more often. Free mix up, opens him for approach, and slayer has no real answer to it. Why not?
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Hmm yeah but then you encounter the problem of "what if Slayer decides to let you come to him?" You can charge all day if you want but eventually you have to come in and no risk OS can take is not without an answer on slayer's part. It seems like both characters are trying to do the same thing here.
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Well not IADing with slayer but I can jump at you with j.K if I think you will j.P me. Just thought I'd throw in some input. Out of curiosity, what are my 3 ways of approach you think? I have... IAD with j.H jump at you and "wait and see", slowly work myself into range 2D moves me foward and gives me a hitbox low walk towards you teleport Mappa covers a lot of ground FAST and gives me a mid level hit box Mappa Feint Dandy Step 6H also moves me forward and covers any air approach you might make. 6P also moves me foward and covers a lot of your options.
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Why would you 6P outside of 2HS range? My 6P doesn't even hit that far. Also j.P is good air to air but slayer can beat it out with j.K if he spaces it right. If you're on top of me, then I may just have to block the j.P. I'm not sure if slayer's j.P would be able to win against it. But yeah properly spaced slayer j.K seems to beat it out a lot for CH into combo. Generally that match is a horrible guessing games. There's 2 planes you can attack on it seems like and 2HS's invincibility covers one of those and 6P/BBU covers the other. Slayer does have trouble once you're inside though, so try to keep the pressure on. On another note though, slayer doesn't seem to have a good answer to rockit. Atleast, I've had trouble getting something to beat it, but I haven't had a chance to try 6P / BBU.
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I play Mei Fang a lot and I usually use the fireball after a jump at range to cover my approach. Air dash in after it with a j.C and you can usually get inside fairly easy. Or you can use 214C HC to get in and start pressure. Or just let them attack and HC. Her 2A seems to be really good. Lan Gong gives you unblockable 3C which you can HC after and do a fireball loop with. Shit looks pretty cool. Oh and you can use the fire super to get them in block stun to start pressure / set up an unblockable. It also works in the corner with your pokemon summon super. Fire just gives her a lot of options. I'm thinking of trying love too. Haven't had a chance to mess with it yet but hey....robot+lasers= can't go wrong?
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Middle school text is too powerful.
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Doesn't Nov have some stuff recorded of you? I could swear he did.
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Hmm well, ok then for mix ups, what do you guys do? Mine generally consists of this stuff: blocked move that links into a low or overhead of choice, IE: 5K-> 6K/2K or 2S -> 6K/D/2D/2H 6K on wake up. 6K feint on wake up into bite -> BBU 6K blocked in corner into bite 2K on wake up. 6K early on wake up for last second whiff, 2K dandy step whiff under pressure -> it's late on wake up 5K dash in throw 2K dash in throw 2K -> 2H spam to make them want to jump after the 2K, then 2K 2S them c.S f.S dash in throw c.S f.S IAD over them, j.K cross up 2S mappa feint throw Hmmm....what else do you guys do? Also I think my playstyle now is more play super defensive and frustrate them into attacking and them capitalize on them taking risks with either batty foot fortress defense or 2S anti air craft gun. Then lots of good zoning and pokes. Once I get a knock down then I go for some pressure. Then when they get used to that style, randomly go on the offense. It really fucks people up.
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Yeah that was kinda WTF to me too. I was trying to argue that she wasn't all that amazing with some people who were saying she was S tier and then they're were all NO FUCK YOU WE'RE JAPAN WE SAY SHE'S S TIER. If you ask me I think lilica should have that other S tier slot. But yeah what do you see Kamui players doing vs. rushdown characters, like konoha?
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Alright, for Slayer's offense. What is your plan? How do you approach? What are some of your mix ups? I'm trying to get more creative with my offense so I could use some ideas. Help me out here peopleeeeez
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lol, I guess you don't know the legend of titanium. I'll save that for another day. Or maybe titanium beast can come in here and explain it to you.
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Ahh good information, I appreciate it ^_^ I messed around with time a little bit. Normally I use Gier but I was trying to see what she has in the way of time loops. Couldn't find a good combo that connects into the time super though. You know any? Oh and my main issue is against a Konoha player that uses water arcana. The bubbles make it tough to punish things like gaps in his pressure for throw attempts and just the general rushiness of her makes it difficult to do much, especially when you clash and lose a lot vs. her. I heard using JCable moves is good though vs characters that clash a lot so you can just jump away if you clash.
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Hey Woof, what's a good strat with Kamui? Do you think she's any good in Full?
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wtf how old is that?
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says the Eddie player OHHHHHHHHH no I won't run it back.
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lol I'm just fucking with him, relax.
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True warriors don't let jobs or vaginas get in the way of battle! says the guy with "titanium member" as his custom title.
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you gotta make it to a gathering first before you say you're gonna do all these other things, lol