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Frank The Tank

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Everything posted by Frank The Tank

  1. Tons of them. Multi hit moves become incredibly unsafe to use in pressure once you've shown your opponent that you'll SB the last hit (for example, any Danzai, Baiken 2H, Eddie Mawaru, etc). If the opponent uses the same string often, then you can SB the last hit (Eddies like to IAD S>H; SBing the H will get you a free throw, at the very least).
  2. Only a few characters CAN'T IK her, honestly. Some require the use of meter to do it, but you're very obviously missing the point. You are in control of your Moroha gauge, and if you let it get past 50% without a good reason, then it's YOUR FAULT if you get emptied and subsequently IK'd. If you get thrown, it's because YOU let it happen. If you get hit, it's because YOU let it happen. You can easily do 50% in one combo ending in a doublekey, and you have the option to do more damage than that while only getting one keygrab (and you have to use a bloodpack to get back in, poor guy).
  3. Nope. The point is that while your bar is that low, you need to be looking for grab attempts, sweep attempts, counter attempts, and anything else that could knock you down. This is because your character, in exchange for being so easily killed, has excellent defense along with arguably the best offensive capabilities in the game once in Moroha mode. You die in 3 knockdowns, but you kill in 2 combos. That's what you get when you pick her. To summarize, if you get knocked down at the end of your Moroha bar, it's YO FAULT.
  4. You should want to IK yourself for getting thrown when your Moroha bar is that low. YO FAULT
  5. Most Americans' gameplan against Eddie is still "flail around aimlessly until he puts me in mixup, which I block wrong and die, all the while blaming the game for my incompetence."
  6. All I'm saying is that I've never heard any GOOD player complain about balance in this game. Bad players, however, complain about it all the time. I (with the help of Arcadia) brought the thread back. People are gonna talk about GG for at least a week or so. GDLK.
  7. So, the new Arcadia pre-SBO list is out; S: ED, TE A: MI B: MA, PO, JA, SL C: SO, KY, CH, FA, BA, AX, AN, VE, DI, IN, ZA, RO, AB, OS D: JO, BR
  8. That's true, and that arguably makes it even more difficult for a beginner to learn. I would also argue that the 20-30 points of damage are a big deal for Ky, since he has to fight so hard for comparable damage to begin with.
  9. This is not true in the least bit. Ky's really good combos (2D>HS SE FRC>etc.) require very specific timing and are incredibly character specific. Ky needs that damage to compete at high levels.
  10. I'm not 100% on going just yet, but if I do then I'll be down for GG MMs. Also, as presumably the only person who's played both A3 and Jo, I'll match whoever wants to bet against A3 in the JO mirror.
  11. A few things I think should be pointed out here, as I actually played this match a lot while learning the game; -VCL is airborne frame 1. This means it goes over 5K and 2K on wakeup, so keep that in mind when running oki as you will lose a lot of life if the I-no has 25% to burn. Take advantage of her hitbox and start your oki with 5P instead; if she does wakeup VCL then she gets CH, which you can confirm into 6S>aircombo (you may need to JI the 5P and sj, it's been a while). Early 2S is good too, just be wary of her meter, as most I-no players reversal OD ALOT. -Mixing up delayed wakeup can really screw with her note placement. -I really like 5set>IAD back>react in this fight at neutral. If she notes, just avoid it or use the HSR to stop it. If she does anything else, HSR or j.S during the backdash is pretty safe. -Watch her meter when trying to AA 6P. If you hit the button and she does air OD, you're about to lose a lot of life. Using more j.P as AA can help you here, as it's harder to react to.
  12. All I'm saying is that there will be high level Accent Core (among a bunch of other fighting games) being played in Greensboro on this same date. If you want to learn and improve, that is the place to be.
  13. We actually asked if GG team finals could be played on the stream, and were expressly told that it could not. :|
  14. You are aware that this is held on the same date as the Lucky's tournament in Greensboro, right? Conflicting with the longest running, most successful tournament series in the state can't be good for either you or them. If you guys want to play against good comp, come to Lucky's.
  15. People like Slash because they're bad at AC. /close thread
  16. BlazBlue- 48 entries Melty Blood- 47 entries GGAC- 54 entries So how exactly did the game with more entries than anything other than SF4 and T6 get overshadowed?
  17. :eng101: I hate all smiley posts, hence this sentence.
  18. Nah, that was fine. Some people didn't give a fuck and hooked their shit in anyways (some of the TVs had visible AV inputs), but seeing as how I didn't have my own room, I didn't want to risk gettin my boy a 150$ charge. I talked to Larry though, and he's already looking for a new venue for next year. Regardless, over 50 entries for GG singles and 16 teams says this game still has some life in it. Good shit to all people involved, this tournament gave me hope for the GG scene.
  19. IF (not when) the game ends up dying here, this attitude will be the reason why. Don't count on anyone else to make the game eventful; do it yourself. We still play GG in NC because we don't give a fuck what everyone else is doing, and we love this game. I know you guys feel the same way, so keep it going.
  20. Singles was like 1. Jan 2. Flash 3. Doren 4. Frank
  21. Upon further review, GG is quite alive. That's all for now.
  22. If you space yourself properly 5H will CH May j.H and you get to combo her to the corner. May j.H is really a shitty air to ground move in most situations; j.S is infinitely better for that purpose.
  23. You're trying to pressure May. That's your first mistake. She has to come to you or you get L3 for free, and then she doesn't want to be anywhere near you. Charge, hit her, go nuts with a fat combo, then repeat. AA her with j.P, 5H, or SV. May can't AA HOS j.H if he spaces his jump properly. There's also a ton of wierd hitbox shit that works directly in HOS's favor. More when I'm not tired.
  24. I really don't think you're fighting players that know the match here. This match is a case of the Johnny player simply needing to know what he can't do. Johnny gets most of his pokes 6P'd, yes. But once he knows that and stops throwing those pokes (5K, 5S, etc.) and starts throwing 5H exclusively then you'll stop throwing those 6Ps quickly. Getting CH by that move lets him coin you AND combo after it for well over half of your life bar. Between 5H and 2D he doesn't need to poke with anything else, and he beats you air to air (j.H, j.S, KJ, DB). He beats you air to ground, and jumping on his 6P is dicey. IF you eat mid l2 MF in the corner and you don't have a burst, then you just lost the round, as May is one of the easiest characters to mist loop. You have to play incredibly carefully, and the match becomes a test of who's willing to do nothing the longest; that person generally wins. YAY FOR GG TALK!!! Who's going to FR?
  25. I was thinking along the lines of our opinion of May's matchups.
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