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Frank The Tank

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Everything posted by Frank The Tank

  1. A - Frank the Tank B - Matt C - Greenville, NC D - Bridget(co-main), Robo, Faust E - NC crew F - I've got 2 rooms in my house that nobody's using, so yes. G - Yeah, I can travel wherever when school allows. Yeah Kyle, your beating my face in at FRX combined with the new, easier mode May got me playin her. Good job.
  2. My vote is for HOS or Sol. I really don't care which one, although if I had to choose, I'd say HOS.
  3. Could it be...STARSHIP x 6589654056? Do I win something?
  4. :lol: How did I know this would show up here today?
  5. I had that happen a few times back in slash, actually. I dunno what causes it, but depending on the character, you have even trickier oki options after it as long as you recognize it in time.
  6. You've got that rushdown in your blood, man. Just pretend you're Faust and stay the fuck away. Everything you do off a CH HSR hurts her like crazy. Be more patient and run more. Make him use tension to get you to the corner, don't do it for him. That's about it as far as I saw. Oh, and I didn't see him do it, but a lot of Baikens do the 6K~2H string on block. Either SB the sweep that will inevitably follow, or SB the 3rd hit of the 2H for free 2D~FRC~B&B.
  7. Well, yeah. Other than that.
  8. Also, if anyone wants to do a Slayer FAQ, then by all means do so. And here I was thinking this match would be easier in this game...
  9. You should just go through that Pot writeup and add in 5P at random times. Just like you should do in matches.
  10. I HATE fighting Venom. Gawd I do. Here's what I was able to figure out, tho. 3P whenever you think he's gonna poke at you. It beats 2S and f.S clean, especially first move, altho for some reason, it doesn't CH his 2S. Wierd. Don't be too predictable with it, tho, cuz if he thinks your gonna do it, he can CH 6H you. Then you'll prolly die. His new 6P messes things up for you, really bad. Whereas before when you could pretty much jump all over him, now that option is closed, and it fucking hurts. DO NOT delayed getup against him unless he Dark Angels right away, which a smart Venom won't do. It gives him a chance to charge his stinger aim/carcass raid, which makes for fun times blocking when you do get up. Try like hell to stay at either full screen, where you can dodge his flying balls ( ), or all up in his face. Seriously, these are the only 2 good places I can think of to be in, and being full screen is only sorta okay. I did have some success doing 7set and waiting for it to get behind him before I tried to advance, tho. Which reminds me, if you MAMKM while the 7 set is moving, it keeps moving during the screen freeze. Kinda cool, but prolly worthless overall. Basically, get in his face and try to stay there, which is why I would recommend staying away from 2D~FRC~B&B and simply going for KSMH knockdown combos. Wouldn't want him getting a chance to tech away from you safely. That's all I've got for now, I'm fucking tired. Thanks again Jais for the advice, as it really helped despite what the results say.
  11. More A.B.A. stuff I forgot about that I probably should have posted earlier: You can do 2K~2P on her wakeup, and if she FBs you still recover fast enough to block it and knock her down. If she doesn't, continue to pressure as normal. Watch out for her DAA when pressuring. It wallbounces on CH, leading to all of your life disappearing. You can bait it with 2Ps and sweep her once it whiffs. As with everything else in this match, just be fucking careful, cuz it hurts too much if you're not.
  12. I would suggest some alternate punishes here, mostly because none of these get you a knockdown. After you SB the rekka, I would just do 5K~2D, and then pressure. Alternatively, you could do 5K~2D~FRC, then 5set, HSB, and do the jump back glitch UB setup for another knockdown (once again, DO NOT B&B off of UBs against A.B.A.. Just let her fall and die). You don't have to SB the 2nd hit FB Danzai to punish it. She loses her hyper armor after hit 1, so you can do 5P~2D in between the hits if you're close enough. Also, once again I would simply 2D after a SB'd 2nd hit, as her hitbox is huge at this point and you can do it from pretty much anywhere. I fight A.B.A. more than I fight any other character, and have learned quickly that knockdowns > damage in that fight. Get that IK, bitches...it's way easier than actually trying to kill her.
  13. One basic thing I see across the board is that the higher tier characters tend to have less reliance on meter, while lower tier characters seem to need it more to carry out their gameplan/do big damage effectively. Just a small generalization. And Slayer's basic normal blockstrings are incredibly effective, and if any of those pokes happen to hit you, you eat huge damage and/or a knockdown, all verifiable. He's so dumb.
  14. Yeah, I did...oops. Fixed.
  15. This air combo does good damage and guarantees knockdowns, midscreen and corner: 2D, 2S, jc.K, j.D, 236D(FB), land, then either P (corner)/wait, S (midscreen), H(GMW). You gotta wait so that you are hitting them with the pogo P/pogo GMW while they're kinda low to the ground, or they might be able to tech.
  16. I think that the HSR -> Roger Hug is useful for a couple of reasons... 1. People tend to run after a released yoyo, as that's a safe time to try to get in on Bridget. I've had success getting people to run right into the Hug because of this. 2. TEH COMBOZ!!! Doing HSB, corner combo(5K->c.S(2), for example), then HSR -> Hug all combos, and lets you combo afterwards as well. Then they're down, and they have the hug on them. Sux for them.
  17. This glitch is frustrating the shit out of me. Dammit. Edit: Jais, that would rock if you could load up those vids. I have seen a lot, but more is always welcome.
  18. I dug this out of one of the Guilty room threads, this is Mike Z's explaination of the glitch. And after some experience with it, I can agree, it's hard as hell. Not too hard to prevent me from learning it, just hard enough to frustrate the goddamn out of me until I do.
  19. What do you guys think about the practicality/usefulness of IAD starship? It seems like a pretty good way to punish anti-air attempts, as it behaves a little differently than the normal air starship. I could see this bein okay after the 214K~call back-AD patterns. Just somethin I was messin around with earlier today.
  20. Awesome...this gives me something to do against DP chars when they're gonna hit my JIKSMH unblockable attempts. Oh, and not to sound noobish(even tho i still am :P) but what is dash-splitting? I probably know the answer already, but am just unfamiliar with the terminology.
  21. Here's one i came up with out of sheer boredom. The wierd(cool) thing about this is that it's actually 2 setups depending on how it's done. Check it out: when u get an AC opportunity in/near the corner, instead of the standard dj combo, 7 set after the first j2S. Then immediately Roger Get, and j2S them again on your way down. Sounds simple, right? Here's where it gets wierd. If the 7set in the air makes u dj, then u will arc forward and upwards, landing on them right when roger's breakin ankles. If it doesn't make u dj(this can be achieved by hitting HS, then 7 to perform the set), then u AD forwards and j.2S them right as Roger's sliding. Like all Get setups, u have to pick and choose when and who to use these on, but they double as great DP bait. I think u might be able to Airthrow the AD one, but that's only if u see it coming. So basically, it's this: j.S, j.2S, 7set, Get, (AD j.2S/Falling j.2S), 5K, 6S, AC again(u get the yo-yo back before the end of the full AC, so u can do yo-yo shit after that). :china:
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