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Everything posted by Villainous
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It's silly when you guess wrong and ragna punishes you for like 4k+ lol. But oh so satisfying when it works. Thanks for the tips Zeth.
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So what's a good setup to go for on oki with Bang? I was fighting a Ragna today that would run up in the corner and do 2B and it'd hit me either direction I rolled, was wonder if Bang had something like that as well? Any sort of option select that covers all bases? As a rule of thumb, what do you guys generally do with your oki? Also on pressure, what should bang do to keep people from jumping out? Namely after 2B I would sometimes go for jump resets and the guy was always trying to jump out, and I wasn't having much success other than a really early j.C, and 2C sometimes catching him out of his jump start up. Does he have any other good options in this situation? One last question (sorry I know its a lot, just started bang in CS and am playing catchup), generally what are the best command grab setups? 5A and 2A seemed ok but if they jump out I wasn't sure what to do, maybe 5C? I could TK the air command grab but I feel retarded guessing with that.
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I would just like the damage of the top and some of the more out there stuff toned down. Then bring some of the bottom up and make Arakune not kill you in one curse and I'd be happy lol. I'm content with tier whoring till then. I dunno what the general opinion is but I dunno why Litchi is below Bang on the lists. I think she has a lot more potential and a better game going than Bang.
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Practice so that everything you do in game requires no mental resources. Observe so that you can understand your opponents tendencies. React using the observations to know what to look for and when. Everything else is creating expectations in your opponents head and playing with that. If you're too busy focused on the combo or the mixup or whatever, you'll lose sight of what's really behind the match and if all your mental resources are tied up on DOING something you'll never have your eyes open to whats going on behind the match. Saying there's no strategy in fighting games must come from low level play because there very much is. Reaction is also important but if you lack strategy, all the reaction in the world won't save you.
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Grounded 4D works after B+C? I didn't know that, lol.
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Yeah I meant carl specific combos. Seems like a lot of the high damage options just don't work on him and getting anything that's not 236C-combo just doesn't seem to work well. So I found a funny combo today, it might not be that useful in itself BUT it does lead to getting on from range pretty easily: 5C CH 214D j.A j.C 5B 6A (1hit) j.5D~b Taunt (1hit) 236CC 2D8 236BBB Also if you're poking with 5C and get an air CH from a long ways away while doing this you can go into 214D j.C drive loop. But anyway this lead me to find the super easy get in on people option aka blocked 5C 214D j.B. j.A spam works too to keep them in place if they like to jump. Course on CH you can just get 6C but if you were using this to get in then atleast you can take the hit and run with it into a combo.
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So are there any good uses for 4D? I haven't worked it into my game yet.
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Anyone know Carl combos at all? No one replied before =(
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Ok so I'm having some trouble on a couple of the combos because I don't think they're physically possible. Namely ones like this: 6c -> 66 Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb There's 3 8D~6's in that combo, but you can only do 2 in the air. How does that work exactly / what should it look like? Also the second 8D is techable in this combo. ALso for characters like Carl, what are the best combos on him off of 236CC start, 6A starter, and 3C starter? Oh and forward throw too.....I can't get anything to work on him.
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So basically I have the choice of sacrificing 40-50 damage for a MUCH more consistent combo? Hellllllll yes. So basically it goes Hardest, Most reward: 6A j2D~b taunt 236C to easiest: 6A j5D~b taunt 236A. I opt for 5D 236C usually. I feel good, I pulled off a bunch of taunt combos in a real match vs a GOOD arakune player. They're really not that hard with a little practice.
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Alright when doing a taunt combo, I see in this section it has j.2D~b Taunt. I've been using j.5D~b taunt with excellent success and it's MUCH easier. Why is j2D preferred? Can I get by with just subbing in j5D?
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I had a lot of luck instant blocking and just super jumping backwards out and air dashing away. If you've got 50% the claw super seems to work pretty well too in the mix up situations where she can either go high or low. I wouldn't spam that. Barrier-ing the overhead pushes her waaaaay out too. But yeah I mostly just stay far away and use j.C to make contact with her. 6C is good too when you think she'll approach, especially since you can charge it and let it rip whenever she's in range. She seemed really hard for me at first but it seems like it's all just recognizing her stuff and escaping. Tao's range game seems to be better than hers, so use that to your advantage and once you get in RTSD. Once you lose advantage on the rush, just runaway again.
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I found a pretty ridiculous combo that did 100% on someone in danger (not that doing 100% in danger is impressive but here goes) 5B 5C 236236B 5B dash Taunt 5B dash Taunt 236236D Dunno if that was known but I thought it was pretty funny being able to use both supers and 2 taunts in a combo. It does 75% or so non-danger.
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Can you actually get IAD Kx2 consistently? If so......hats off to you!
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So the may I fight all the time just runs away with j.H and turtles behind a hoop. Problem in the match is that she is ALWAYS in the air, and I have to take a risk getting her out of there because if I go to air to air her with j.K, that may not work in time and I'll get CH into like 60%. BBU is also an option but once again it's a huge risk vs her. I guess my biggest problem is, how do you win this fight without taking risks?
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I was never big on ending combos in pilebunker. Yeah it looks sexy but I'll take better wake ups over that. I guess if you're in the corner it's all fine and DANDY, but I don't like to give up my cross up options x_x Also for 2S into 6H, I find that pretty hard to do consistently from a hit confirm, because you give up your opportunity to land j.K if it was just a normal hit. IAD j.H is probably better since you can jump and have time to see if it was CH before you air dash. Other combo doesn't give me enough time to confirm since 2S into j.K has to be kinda tight. But man I forgot all about the Slayer section. What's up guys?
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Yeah you can do it from ranges where 5P and stuff wouldn't hit or on characters that might not work on, it just doesn't work from like super mega long range 2H or whatever.
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Something silly-ish I found tonight if you want to invest the time into learning it so you can get a knockdown off of 2H regardless of if you have meter or not: If you forward dash the moment 2H hits on normal hit and let the dash carry you a bit, you'll gain the distance and momentum to catch someone who techs 2H with an air throw. It doesn't work at all ranges but damn it looks sexy regardless.
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Sad thing is I still use that if I have 100% tension and somehow land EW mid screen -_-
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or you could use my trick. Input DOT, fuck it up and do f.S repeatedly, then DOT at a really horrible time like when they're blocking half a screen away. BEST STRAT EVER. Then you can start whiffing f.S from far away to scare them into blocking. IT'S A MIX UP! Edit: ZEYEDOU, very nice combo video, I really gotta get DOT FRC down, it's so damn useful. I want to land a 100% on someone who's not chipp in a real match just once. That's all I ask! Edit Edit: KristestamentLOL, I want to see some real non-dropped combos from you next semester when you get back man! Kid shit execution has got to go!
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Link it to meeeeee! And yeah I've been alive, just haven't had a PS2 so now way to practice other than playing people = NO NEED FOR COMBOX But yeah I know 5K DOT is like...."kid shit", but no one ever told me about it till last week T_T
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My combos are always set to autopilot. Need to work on It's Late DOT though, seems like it's got potential. Also I didn't realize you could do DOT from 5K, that adds a lot compared to 5K 5K 5K 5K K Mappa >_<
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Lessee.....she's very easy to anti air since a lot of Jam's WILL use instant air dashes in their pressure, so looking for those and reacting quickly is key in this fight. If you can deter her from jumping around constantly, you've already won the fight. On the ground, your usual zoning games works fine on her and remember that things like 2D help stop her rush. BBU will go through FB puffball if predicted correctly. Otherwise just don't try to beat that thing out, let her waste the meter. BDC when you can to avoid stupid 6H wake up pressure. Mostly this fight for me is looking for 2S opportunities, anticipating her rush move and countering accordingly, and zoning with 5K / 2H. Don't get predictable on wake up or in pressure with 6K as it's easily parried and then your ass. You both only really need 2 or so openings to kill each other, so make it count.
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Aladdin's got nothin on Slayer. If you really wanna go for a carpet ride, FRC dead on time and immediately do Foot Loose Journey. I did it by accident once and it was amazing. If the screen went on further, I imagine Slayer would have ended up halfway around the world.
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Actually MCR always makes me think of my chemical romance too. It totally woulda been a good name otherwise, lol.