SHINIGAMI_mkl
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Everything posted by SHINIGAMI_mkl
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Generally if you FRC after tatami go with j.SD (or j.SPD) rather than j.PSD for the reason that j.P lowers their guard bar alot I think (not sure), in a longer combo it will net you less damage. And that you can almost always follow up a tatami with j.PSD (or sj) without FRC'ing at all. The key to connecting j.P after a tatami without FRC is that your j.P should come out as soon as you leave the ground (not to mention that your jump should be as soon as possible after the tatami).
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Thanks guys. I got MotioninJoy to enable buttons and i got the game to understand them, but the pad now isnt working in the game (it shows movement in it's setting). EDIT: I tried playing other emulators and all are working fine, but it still doesnt work on nullDC. I used a logitech pad and worked great, still trying on the PS3 pad. I want to use the L2 button as a macro for P,K,S on either pads, is that even possible?
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Hey I just DLed the files and everythings ok except for one thing which is that my PS3 Pad doesn't work. Windows recognizes the pad but i cannot use it nor calibrate it on the settings page. and in the .CFG for the Pad I dont know the button listing/mapping for it so im kinda stuck. would anyone please tell me what those are for a PS3 pad?
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State College Pennsylvania - Hunting for Nittany Lions
SHINIGAMI_mkl replied to silentflame666's topic in East Coast
Hey guys I'm in west aaron dr. My friend and I play GG and have been looking for some competition. I do play BBCS but prefer GG. If you're up to it PM me. -
Im here in University Park/State College PA with one of my friends we're looking for higher leveled players and competition for AC+. we've got everything at our place on a PS2 console. PM me if ur near by.
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where exactly in penn? I've read a thread of the players around philly but i'm not sure where is it now. I stay at state college if you are near there PM me to get in touch and play casuals.
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I haven't tried it wet but i think ending the pressure string with 5d gives you alot of options: -gatling>5d>AirDash(or back air dash to escape)>j.b(you can either cross-up or not)(kinda slow so you might get counter by good players) -gatling>5d~6>back AD>j.b(cross-up or not) -gatling>5d~b>more perssure(will pass through enemy in middle screen) -gatling>JC>2d~b>more pressure I didn't try these out yet so some might not work(on players). Always remember that you have 2 air dashes so use them. As for my question: When doing any taunt combo, should I cancle it on the first hit or after the second?
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Throw combos are mentioned in the 101 thread. But basically for Orb loop do 669 correctly and you can do up to 3 reps, 2 reps if you want to Keygrab(well its character specific i think) For damage in corner you can 5S> 2S> Butt RC> 2 hit Orbs...etc
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actually 2HS isn't that good as it's normal on block(neither high nor low), and it can be SB'ed(that removes the +Frames) easily on the last hit then punished(keep in mind that Baiken dies fast). Well sure if you use it rarely thats ok. As for it's uses, thats written above mostly. Follow-ups(on hit) can be: 6K/5HS/2HS/throw, there are other followups but I think those are the best.
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well I play on pad and i find this way smoother or easier to do back IAD tatmai: 74*236K. cuz' I don't think that there is a faster reverse IAD tatami. * the input is actually simple no shortcuts to it, but do it fast. Its not hard for your thumb to just flow through, cuz' it has a more natural feel to it(well i dont know if thats comprehensible or not ;p but try train and you'll get it eventually)
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You really have to try it on practice mode, and i think that it depends on which counter is used. S counter(stab): even if you saw it comming it has invincible frames so i dont think you would get a CH out of it. P counter(hook): its fast but doesn't have priority so you can get a CH out of it, the problem is how will you stop baiken from using Sakura and use this counter(its use is more situational because it isn't safe on either hit or block) H counter(cross-up jump): its better to air grab it, and i dont think you would hit at all(maybe clash only?) D counter(FB): its fast enough to CH you instead. the last counter doesn't hit so you wont get a CH of it.
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Just wanted to add something to number 1: It depends on how high the opponent is in the air, plus how fast/slow you do the 236S>D/6H>H. Its situational and needs proper timing.
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Yes, her back should be facing the corner after the 2H>236S~P part. After that IAD back, and from this point you can either do the fast Chojin or the fast Gekirin. After the first, you can either FRC>j.S/j.H/land then 5K/5D for mixup, or just land and throw. And the Gekirin would either cross them or not deppending on how high your jump was(and the hight of the opponent).
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236S~P>IAD back(to the corner) Chojin FRC>j.S...
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ohh lol didnt know that actually. But yeah thats cool
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Actually IK mode drains life from all characters in GG if you run out of tension(the red bar), and drains life always unlike Moroha mode which drains life only when connecting with an attack(either it hit or get blocked).
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The Good, the Bad, and Ugly as Hell Baiken Matchups
SHINIGAMI_mkl replied to THE SERAPHIC 1's topic in Baiken
Against Testament you should be able to close in on him with Suzuran but you must know when to use it and at what range cuz there are a few frames of recovery that are punishable by many ways(he can throw you, a late tree that wasn't blocked can hit you, or any normal at the right time or just lows that can get you out of it), you should know when to cancle from Suzuran to a guard cancle. Still its really risky. Just dash in and dash stop with FD to block any attempt to hit you, and you can either P guard cancle the first hit of Badlands or IB the second hit then punish accordingly. Yes his throw range is much bigger the Baiken's so you should minimize any air attack from high up if your going to land next to him(just meaty j.HS/j.K or cancle your j.HS to Youzansen RC). Im not really sure about SBing his 2D cuz he would either cancle it to front beast FRC or BadLands, but i think that blocking and P guard cancle as Badlands come will net a CH, (dont S guard cancle cuz beast takes the attack?), two nets can fuck your S guard cancles(they can take the two active frames of them, one net can take a Sakura FRC). You can mix in 6K if you know hes going to throw you. His 2HS has a few frames of invincibility so if timed right he can go through your poke(i think 6K can stuff it). Work your way in and your good to go cuz hes really easy to combo>KD>okizeme(pressure/combo). His 6P is an overhead move so be careful of his mix-up, his 5D looks strange(as it comes from under but hits high), and he can bait you counters with Warrant or net as he can cancle into them from most if not all his normals, just be patient and be careful of trees and nets, approach smartly. -
Hey thx man. Its really helpful. But it musn't be stringed from anything. Only if its done alone it would give you the throw.
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Hey i've been testing some cool goku moroha mode combos/strings i've seen on youtube, and when i was close enough i KG'ed the dummy while he was on guard. I thought that goku moroha mode makes the KG a command throw, but the same thing happened on both normal and moroha modes if close enough. Is it a training mode glitch or is it an unblockable at close/point-blank range? I play the AC+ copy, and i can do it at the start of a round by dashing then KG in normal mode, but it is slow..
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The Good, the Bad, and Ugly as Hell Baiken Matchups
SHINIGAMI_mkl replied to THE SERAPHIC 1's topic in Baiken
slayer's pressure is easy to handle but you have to really be aware of what hes doing, his sweep and stomp are blocked low btw, the sweep is easily seen but beware of the stomp cuz it might hit you from a bit farther than you think, his 2S isn't really a problem. You have to know how to react on slayer's 5D/5[D], and hit 6K/6[K]. 5D you can block high and counter with S, but on whiff be ready for a bite/grab/mix-up, just dont mash on 5S>2S as he will vanish to advance on to you or he will 2K. you can block 6K and do P counter for tensionless knockdown or D counter to net a CH and go for a fat combo. I personally find potemkin enjoyable cuz hes fun to combo and its fun to stuff his wake-up PB with your 6K(ungrabable), but he still can wake-up back dash so dont spam. You still have to react fast to his slidehead and PBs when you see them. Thats all I can think of right now so if anyone can illaburate more that would be helpful. -
I knew that it can't be executed, but that was just a teazer XP Sorry for that
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I've seen it or something like it here: http://www.youtube.com/watch?v=-kFiHQtswlw It's the Baiken Outstanding Combo
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thx guyz for the info. I'll try doing them just for show, but i liked the sound of the crossup and the supahlowairdash(lol). Though i really like the look on peoples faces when seeing the yzn frc XP EDIT: maruken-dash: http://youtube.com/watch?v=W2sdfzS8a7Q