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Everything posted by Airk
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And you will scan it RIGHT AWAY and put it online for everyone to demand people who read Japanese translate for them, right? Right?!
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It's DEFINITELY possible to do things too fast in this game - I do it sometime when I get tense. Basically, you can only have one move "pre-entered" at a time - so let's say you're playing Tsubaki, and you push B, B, C, C, but you do it REALLY FAST, so that when you get to the 2nd C, Tsubaki is still only doing the second B move onscreen, then you're only going to get one C, and if you stop pushing buttons at that point, you'll end up only doing 5BB > 5C instead of the 5BB > 5CC you were trying to do. But if you do it slower, so that you press the 2nd C while the animation from the first C is happening, it will work. So you can't just mash stuff out in a huge string as fast as you can - you have to wait for the animation to catch up at least a little bit.
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I think BJ gave him enough combos to fill the video all by himself. :P
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Owner is super fierce. I should post a couple of matches of him trashing me so people can see some of his tricks. x.x
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How do you punish a blocked 4D? Can't she just go 4D > 5C > stuff? Do you have to DP her out? That's kinda crap risk/reward if so. =/ Though if they autopilot, you can call it out with 22C or uh... I guess you could do 5CC > 2C? If they're not too far away? Yes; Though the interesting thing about this is that if you're jumping at her when she's knocked down, you can time it so that you'll hit her between when 4D's invulnerability wears off and the active frames actually start. I don't have a way to do this reliably though. =/ I swear 6CC > 214D fails on more people than it works on. =/
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Right, but I guess they can probably backdash a real meaty because they'll actually have room to move back and stuff. OTOH, that should work against throws too. I guess it's just spacing and practice. Of course, I haven't played that Rachel since. -_-
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Aye, for moves like 6BB, it doesn't actually matter which direction you are pressing when you push the second B, because the only B move you can go into from from 6B is 6BB. It's 'cleaner' to go back to neutral after the first 6B, but not required. Not sure how you can only get 1600 damage out of that combo - maybe try letting 6C hit a little more before cancelling it into 236C? There really shouldn't be much room for leeway though. Certainly not enough to make a 500ish point damage difference.
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Tao. Everyone loves Tao.
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I'm not really sure that's a good metric though; Sure, people might try a character once/twice, but that doesn't mean they will then settle down and actually PLAY them. I've tried a bunch of characters, and most of them aren't even in the list of characters I might consider playing now. I could write down rankings of who I see all the time, but that would just be a sample of "what people who have good connections to me play" (I'm pretty sure that I fight WAY more Mu players than most folks do.) so that's probably not useful either. I think all parties agree that Ragna is the runaway most common, but below that, I really dunno. I feel like I see just about every character.
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Hm. Another one. Simple this time. Midscreen. 50 meter. 1 charge. ~3800 damage j.C air CH > j.214214D > j.236D > j.214D > 2CC > IAD > j.CC > 5C > 2C > BBB You want to hit them with the initial j.C when they're on level or slightly above you. If they're too low, the j.236D will whiff and you will be sad. Also, I did manage to do this once with 6CC > 236C > 214A > dash > 5C > 2C > BBB, but it was harder and gave basically the same damage, which made me sad. Wondering if there's any way to improve this one, actually, since it seems like a stylish and not too hard confirm.
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Great, thanks!
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A question, actually. Bonus proration - it's clear that using the same move only gets you the bonus proration once, but does using multiple moves with bonus proration add both bonuses?
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I'm sure it's not as good. I still want to know why Inferno Divider has foot attribute. Yes. Hoping the mook will shed some light on this, but I am TOTALLY expecting them to have not changed the D DP at all, because frankly, I have no faith in ASW making changes in a holistic fashion. They probably saw: "Problem. Tsubaki's DP sucks. Solution: Improve C DP. Problem solved." Which is true, as far as it goes, but is a terrible way to actually build a character, but we see countless little things in Tsubaki's movelist that suggest that this is exactly how they roll.
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No, people will complain about literally anyone. Even the worst character in the game. I got hate for winning with "Baby's first rushdown character" a while ago. And then you get the whiny "You always run away to charge" people, as if you're supposed to stand there so they can hit you while you charge. Fighting game players are whiny.
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I'm glad I'm not the only one who is terrible at wakeup DPs. x.x
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Hmm. I would be doing better in these matches if I could combo.
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oh crap! I need to practice for PAX!
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I....made a combo. I hope no one else has done this one yet. Corner, 2 charges, 100 heat (~33 back?) ~4700 damage: 5CC > 623C > RC > j.214214D > j.214D > 623D > j.236D > j.214D > 5C > 2CC > IAD > j.CC > 5C > 2C > Air ender. Name: Airk Pallette: #3 (Blue & Blue, Strawberry Blonde)
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Tsubakumen.
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Okay; NOT CP related (though might work there.), here's my latest ghetto tactic. (All tactics from me are ghetto. -_-) When doing a 5BB > (2BB >) 5CC > 6BB > 236C > stuff combo on a croucher, if you deliberately "drop" the combo after 236C, you seem to be plus...just enough, and you're right up in their face. 5A after this will tag jumpouts during startup, and will beat any almost non-reversal your opponent wants to try - their only option is to block and let you do mixup (or I guess they could CA or something). As best as I can tell, this beats Rachel's Cat chair, but not Tager's 360A, which means you're probably about +2 or +3. I've found myself using this a lot when I'm midscreen, because going right back into pressure at the cost of a couple hundred damage seems better than our various other midscreen 'oki' options. OTOH, it does keep you from getting a knockdown and charge. You can also just go for a throw. And of course if you've got an opponent who is mashing reversal all the time, you can just block. Note that this does NOT appear to work on a 236A on a standing opponent - they recover before you do and can mash you out. Still, it's been handy for me, and I've never seen anyone else do it, so just putting it out there.
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No one is criticising, I don't think, but you kinda phrased this one like "I wonder why no Japanese players are doing...." so we were discussing that.
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Hrm. All I can think of is that you need to exclude that IP from your DNS range, or you might get an IP conflict when the router/modem/whatever gives that IP to another system as well.
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Sorry, but that's not what you SAID you did. You said you put an IP on port forward. That's different from making it static and assigning it to the PS3. If all you've done is assign an IP, then you need to do port forwarding. If you've only done port forwarding, you need to set up a static IP. Your original post only indicates you doing one thing.
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Curious how you're judging this, because from my perspective, 9 frames of invisible recovery looks a lot like frames of invisible recovery. =/
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You need to assign the PS3 a static IP so that that address doesn't jump around; Exclude an IP from your DNS range, and use the PS3's network settings to assign that IP to the console.