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Airk

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Everything posted by Airk

  1. I was depressed by how much they both whiffed 5BB. =(
  2. That's a good point. The Madcatz TE is the only PS3 compatible stick I know of that has this, unless the 8arc does...
  3. There really isn't much difference in "portability" of sticks unless you get something custom made (assuming you stay away from really LARGE sticks like the HORI VLX). However, you might want to consider a Link Detachable Shaft; Because frankly, the most annoying thing about carrying a stick is the fact that the stick is always poking out.
  4. Yeah, which they won't do in CP because 3CC no longer autocorrects, so 3C oki is dead. =/ @SoWL - I have no idea what you're talking about. What do you mean by "turn you around"? o.o
  5. You may have to redownload them, but PSN tracks what you own, so even if your entire PS3 exploded and you got a new one, you could get the DLC again without having to pay.
  6. See, this is the problem with this question. He answered at a 'how to beat your friends who have also never played this game before' level. You are answering at a 'get to basic competence' level.
  7. Do the 68 cent felt mod. Go to your local craft store, buy a big square of felt, and glue it to the bottom of your stick. It'll stay put way better.
  8. Additionally, the 'trick' to instant blocking on stick is to not really DO 121 - at least, not in the sense of going all the way to 1. You want to find just where the stick 'clicks' from 2 to 1 and wobble back and forth across that line, rather than slapping the stick all the way back to the corner of the gate every time.
  9. The problem with asking a question like this is that it's way too vague. "Easiest to learn"....to do what? Beat other newbies? Tager. All you need to do is be able to spin the stick and you will punish tons of crap. Play at beginner but not total newbie level? Probably Jin or Ragna or something else with an easy but rewarding ABCD>Special combo. Get to a 'medium' level of competence with? (Enough to not get destroyed on Netplay all the time?) Probably a different list entirely (Well, okay, may still be Jin. :P ) Take to a 'high' level of effectiveness? Probably Hakumen, because you just need to learn a destructive OD combo. And so on.
  10. Wait what who? Heh. I'd drive, but I can't go. :P Eh. It does what it was designed to do - namely, get commuters in and out of Boston during rush hour. Anything else? not so much.
  11. Ah! Thanks for the heads up! But again, I'm probably travelling the 21st. What is with these "weekend before a big holiday" tournaments? :P
  12. Odds of Kokonoe getting added to arcade without getting hit with the nerf bat? Basically zero.
  13. Just blame yourself for everything; Blaming online doesn't help you get better.
  14. She did fairly well against a decent amount of the cast in Extend too. Just sayin'.
  15. I am still up for games if you want. Check your PMs.
  16. Well, Konan does tend to be more of a... I don't want to say "sloppy" but maybe "relaxed" player; By which I mean he does a lot of strange stuff and drops combos, and wins anyway. Maybe the added irritating complexities of the character mean it's unpleasant/too hard for him to play the way he likes.
  17. I think the thing is that while Tsubaki is a little better in CP, the "good" characters in CP are waaaay better than the 'good' characters in Extend, IMHO. (And that's not even counting Kokonoe.). Which means that even with an absolute power increase, the relative power level vs the top tier is not a good change. It doesn't help that all her stuff is so finnicky that we're trying to make spreadsheets to figure out what works on whom. :P
  18. Fundamentals aren't really something you can 'practice'; They come from playing lots of fighting games. And I mean LOTS. Basically, fundamentals are: Spacing and movement Knowing how far your moves reach Anti-airing Punishing The latter two theoretically somewhat practicable, particularly punishing, but the others are things you just need to develop through play. If you want to improve your fundamentals, the only real way to do it is to watch replays and identify how you are failing ("I pressed 5B when I wasn't in range, and then got punched in the face because it whiffed.") and then try to focus on doing/not doing whatever is necessary to fix that. ("Practice hitting with 5B at maximum range.").
  19. Sick today, not bringing the germs to a crowded party. Next week.
  20. I've come to the conclusion that ASW has not actually made any attempt to balance Tsubaki since the CS1>CS2 transition (which was more of a 'total character rebuild' than a 'balance attempt'.). For Extend, they basically just decided they didn't like that we were too good without having to use charges/install, so we got what amounted to a nerf, and for CP, it's clear that they didn't really feel anything was wrong with the character except maybe that she did too little damage. They didn't take the time to actually examine her and evaluate her tools as they stack up against other characters, so they just kindof rearranged stuff. Maybe that's acceptable when they were building a 'whole new game' and maybe it's not, but I'm thinking I may just not worry about importing after all. Actually though, I'm just lazy. And cheap.
  21. I sometimes do something a little like this; I wait for people to pick, then if they pick their main, I'll pick mine, but if they're going to screw around with their third string sub, then I'm going to pick someone I don't know as well either.
  22. I think the actual question was 'how the heck do you do it that fast?' to which the answer is, I think, mostly 'practice'. Basically, you're doing 623C214A. It's kinda a weird unnatural motion because you are reversing direction when you hit 3, but it might not hurt to 'ride the gate' a little here and really hit that 3 to avoid going to 6 which will make it harder.
  23. Because I'm in the habit of giving dubious advice: #1) I don't know if he used Agito to approach you EVER, so there wasn't that much reason to respect his jumpins so much. #2) Why charged 22D? While you got away with it, it's not a good idea against Hakumen anymore. All he has to do is push 5D and hold it until you're forced to let go and he catches you. #3) You really only seemed to go for the command grab in setups, rather than in pressure, even when you were right up in his face doing jab pressure at point blank range when he wasn't even barriering. #4) I saw a couple of places where my brain immediately went "Yes! Do it! Install combo!" and you didn't. Specifically, the air throw towards the end of the second round in the 2nd match felt like it could've been a kill combo with Install - we don't have a combo 'on file', but you had 100 meter and 2 charges. Similarly, the overhead that -almost- won you the third match(?) (sorry, Youtube has decided it no longer wants to show me this video) was a total "Mugen Moment" and would've been super hype. So... Install Combos!
  24. You might want to give it another day or two; Lots of people are probably not surfing the net as much as they otherwise might due to the Thanksgiving holiday.
  25. Hazama? About the only thing he has that anyone can punish him for is Jayoku. He has stupid fast 5A and 2A. Jayoku is a solid reversal when you have meter and he gets meter fast. He's not TOO complicated (actually, CP Hazama looks kinda dumb once you get past his nonstandard movement). And his neutral is insane.
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