-Tsu-
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Augusta
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Tsurael
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sooo..... since CS2 is out on ps3 i was gonna run the tourney on that and was wondering if there was any platinum mains that have an objection. We'll be playing on SDTVs and the corners being cut off has come up as an issue in casuals alot.
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srry bout last night, my internet died like 15 minutes after i left.......followed shortly after by my pc's harddrive:vbang:...... ugh, saturday can't come soon enough.
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I'm up for some matches <--(needs to get bodied for a few hours to get back into shape:vbang:)
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Talked with Dru today, gave us the ok for BB (he'll put it up in SRK later). See you next week gentlemen. ninja edit: also if the ps3 patch were to come out by the 21st, should we use that to avoid the problems with the edges of the stage being cut off in 360? Obviously if it doesn't come out in time we'll just go with the xbox version.
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Dru didnt put BB up in the thread b/c at the last one only 4 ppl entered Blaze and it ended up getting canceled (none of ya'll were there and half of columbia decided not to enter for some reason). I'm gonna try to see if i can get it going as a side tournament or something, had 4 more ppl here pick the game back up when the patch hit
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After hitting [w]236A you can do C dash>D>{h}2c>j.B>ect... for like 7% extra wolf meter (don't quote me, just eyeballing it). This does 2 things: 1. You get a lil bit more Damage out of the combo 2. Though the timing is tricky, you can pick which side you end up on, and since these combos carry over half the stage you can pretty much guarantee that you'll get to the corner for the [w]j.B>3C>j.A... extension Also for trolling/flash (both work on normal hit as well, the timing is just ridiculously tight): CH236A>9d (remember you cross them up)>D>236236C>RC>ect..... CH236A>5C>D>[h]2C>Astral (could probably do without the 2c, but it makes buffering the astral so much easier. make sure not to hit em too high)
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1.Any training tips beyond just grinding out combo practice (particularly for improving IB)? 2. (sort of an extension of 1.) How to improve with a lack of local comp? to be more specific, Augusta consist of me and 1 other guy, nearest comp in ATL is a 4+hr round trip drive (can go sometimes, but not often), and online is.....well its online:psyduck: 3.Opinions on Litchi v Brokenhayne (other than the stuff in the litchi thread, valk boards are kinda dead).
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My notes on this matchup: PUNISHMENT (meterless, if not listed it's either safe be made safe from gatlings, jumpcancel, etc) Drive punishes (IB ONLY) 5d - (-9IB): 5a, 2a or 5b punish, 2a>3c>2b will usually be to far to work, best stick with 5b>3c>236b>236b for about 2k unless you have meter. 2d - (-10IB): 5a, 2a or 5b punish, recovers in crouch so 2a>5b>5c>236c combos. 5b>2c>6b will get pushed too far for the 6b to connect 6d - (-9IB): 5a, 2a or 5b punish. Will usualy be close enough to do 5b>2c>6b>ect. j.d - (-6IB): dont even bother blocking this shit, 2c on reaction almost always hits after the guard point. Drives can be a pain in the ass for your pressure game, make sure he pays big every time, most of these arn't to hard to IB if you pay attention Normals/Specials 623B- (-5)(-9IB): unless the bang player is dumb, you should never be in range to punish this anyway 6b - (-3)(-8IB): 2a>3c>ect if close, 2a>2c>6b>ect point blank, 2a>3c>236b>236b 3c- (-16)(-21IB): ya you know how unsafe this shit is, once agian tho unless the opponent is being dumb or desperate, he'll rapid for safety. DDs 632146B - LOL, backdash will usually clear it midscreen at least 2363214C - (-27): Punish with whatever you want, fatal 6b combo recomended. 236236D - (-5) (-10IB): 2a>3c relaunch if point blank (usually will be), 5b>3c>236b>236b from far Strats: 2c rapes everything he has for jumpins, beats it clean or trades in your favor for a combo. If he tries to get cute with j.d you can jumpcancel and IB if you see it get autoguarded. j.C will win air to air if your higher than him, any other angle his j.A and j.B will wreck you. 5a has a really dumb habit of whiffing on him standing when very close, hence it's not recommended for the punishes above
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http://www.youtube.com/watch?v=tOR0Y4V2V1w#t=3m50s The relaunch still works so unless they slowed down or changed the hitbox of his DD, it can probably still combo, and it still looks pretty damn fast at 4:18 when he hits her out of BBS almost simultaneously with the fist appearing. Also the combo at about 9:40 , starting off a jab, does 3251, in tried it in cs1 training mode and it does 3639. And in one of the vids that i'm too lazy to dig up, the Valk player gets something like 5700ish off a 2c starter /w super ender, with a similar combo doing around 800-1k more in CS1. In conclusion, I think he can probably still dish out some herp-derp damage, just not quite as easily anymore. Most of the players in the vids so far (with the exception of the guy above) seem to me to be just picking him up. Lots of little things like seeing almost no AA in despite stunedge specifically mentioning his strong AA options (which im hoping means 2c is still good) and odd combo choices like 2c>3c>236b>236b at point blank instead of 2c>6b>etc. Even hima looks like he's winning more off his fundamentals in his matches than anything else <insert mandatory do not live in Japan, basing this off vids disclaimer>
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http://www.justin.tv/sctourney/b/275931431 @14:00 -My 3rd match vs a Jin @58:00 -Loser's semi's vs Bang and part of me getting blown up by Ragna in losers finals Constructive criticism/thoughts/advice much appreciated (bonus points if you can guess what my favorite Valk normal is:eng101:)
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Name: Tsurael/Tsu/Casey Location: Augusta Travel ability: Travel to ATL fairly regularly and Columbus on occasion Games/mains: GGAC (Scrubby Potemkin), BBCS (Main: Lambda/Tager, Sub: Brokenhayn R Hellsing), SSFIV (Makoto), SFIII:3S (Elena) PSN: Tsurael Skill: Somewhere between free and FRAAAAAY
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Georgia: Home of final round ~ Find BB/GG Players!
-Tsu- replied to Smilax's topic in Offline Community
Valentine and Izuna from GG2 Overture -
It'd help is u told us exactly what was going wrong. I'm gonna guess that either 1) they tech before the j.B or 2) the j.B goes right over them. 1) Your doing something to slow, jc> j.D> j.B has to be done pretty fast 2) hit the [w] j.aaa, lower on their body so you dont go too high on the jump cancel And if its that your not transforming, be sure you're hitting d after the jump cancel, and not before
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I ask because I've been using 5C pretty much exclusively, the timing for the Bs after 7C just doesnt "click" with me for some reason:psyduck:, and adjusting for height in order to end up under them is alot easier for me in comparison. So far i've been able to connect the 5b in everything i've tried thats supposed to end in (stuff)> land> 5b> super, but since i'm a scrub with hcb+f type motions () i havent been able to see if the super connects from all of them, which is the only thing i can think of that would mess it up.
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Has anyone found a case where 7C relaunch works and 5C doesnt and/or vice versa, or can we just do it by preference?