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Everything posted by xenophobian
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http://www.youtube.com/profile_videos?user=Larlusthx&p=r here are some of my most recent matches
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
xenophobian replied to Shinjin's topic in Archive
capture xzy vs. loki and xzy vs. atg for me ! -
that ky needs to learn how to airthrow...flash was just screaming "please airthrow me !" lol, try that over here and you´ll regret same for the vs. latif matches, 90% aerial approach...but you didn´t get punished...so hm, use what works for you ^_~
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look in the jam matchup forum, there is a vs. slayer thread
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you can always see if you are gonna connect that 3rd loop...but i usually go for 2loops max -> K 2D charge the K 2D charge ender is always better than 6HS>HS ender, cuz most of the time if they reach the corner they can tech and sometimes punish you for charging... and puffball after HS(3) is only really good after the first, it is possible after the second and third HS but it becomes harder to time and the combo is less damaging...
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
xenophobian replied to Shinjin's topic in Archive
i´m so pissed that i can´t make it...may my brother loki lay his wrath upon the european scene ^_~ -
yeah, in AC 2D FRC is like 236S~HS FRC where you have 1 frame to FRC when it´s active, but more frames before it becomes active
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until you give it more range than her normal throw i don´t see the point...you alreay have your brilliant normal throw that leads to anything you want if you invest 25% tension...and jam can burn tension everywhere she wants...i don´t know how much dmg. she can get of it in the corner, but it exceeds all the command throw dmg. (unless you FRC potbuster)...and a normal throw always has better properties than a command throw...no startup, no whiff animation(option select grants you a very short "whiff animation" that also attacks) but i´d love to have a aerial comboable command throw that gives knockdown (like aerial potbuster or shit)
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yes, you can...theoretically...after a charged 236K counter f.e. but when you combo into the super, the opponent can tech after 30 hits...really strange
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236236HS is only a good wakeup if you got the FRC down (and the tension to...lol), if they block and you don´t FRC ->lolpunishment but with the FRC there is nothing you have to fear, they can make you whiff it, block it, worst case is that you still have to block after the FRC...but that is pretty rare...and if that shit hits -> ggpo BUT STILL...if i have 75% and wake up i´d rather block 90% of the time and spend the tension on guaranteed damage, instead of shooting a random bullet
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i ONLY combo into 632146S after a messed up iAD j.HS crossup, when i´m too far away for anything besides f.S 632146S...the range is the only thing that justifies its use, 236236HS deals more dmg. and doesn´t build so much tension, also grants tensionles followup... also the new suck in effect on 632146HS sucks, lol, most of the time you´ll just get thrown (or hit you out of your 6HS) and it´s just not worth it in combos another note: 623K(1) RC j.D is a cheaper but not 100% save (if they just backdash out of range) way to wake up...but the followup if it hits is just poor dmg. wise in comparison to 236236HS FRC
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her 632146HS super aka genkidama was extremely useful in slash (due to its throw/body invuln. before the super flash) but in AC it lost all its glory, no more invuln. >_< 632146S let´s you cross distance extremely fast, but you have to be sure that it hits, otherwise prepare for punishment... 236236HS is good with 75% tension (FRC) let´s you wakeup 100% save, and if it hits you win the round...also it deals massive dmg. midcombo, so it wins the rnost useful jam overdrive award
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finally watched this ! first of all: great vid ! the flaws: in the beginning it was a bit repetetive ( i think there was the exactly same ID combo on millia and then on slayer) so the lenght of the vid is not quite justified...but in the end the combos became really flashy and damaging. more FB jackhound ! i love this shit ! the song was a kinda bad choice(rationally), but i loved it anyways because it was so obviously misplaced, and i always had the philosophy to promote ones personal music taste in combovids...so, good song ^_~ good vid, peace out
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i always thought 2P and 5K where both 4frame, but even if 2P was 1 frame faster, they can tech when you catch them a bit too high, 5K stuns them longer, so the combo will work unless you´re 20+ hits
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lol, that´s not possible unless you´re point blank in the corner against pot, otherwise you can always combo off 2D 236S~K 236K(charged)... try doing it midscreen, or if you start in the corner combo with 5K 2HS -> loop
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has nothing to do with height ! it´s only a matter of how fast you get the move out after the beginning of the airdash, be it forward or backward ! and i dunno what other games you have played before where you could input 623 as 6236 lol
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it´s really hard to do without tension, because it´s very strict, and the loop before needs to be the "perfect" loop, so the enemy is very low to the ground when the last 2HS hits, otherwise they can tech. so what i do is, i invest 25% tension in a puffball, run up and do 2HS when they are low to the ground, that way the mixup becomes pretty universal... after the 2HS(1) 236s the trick is to do the 236P on the very last possible moment otherwise you´ll be to quick for the overhead options the options after the 236P are plenty, all start with airdash towards the corner: 214K - normal overhead j.D(2nd hit) - crossup overhead j.HS - crossup overhead 236P land 5K - normal low 236P land throw nothing land 5K - crossup low nothing land throw 236P/nothing also evades/punish wakeup options
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lol @ FAB owning the shit out of everyone, what a streak what are you talking about in particular ?
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dope vid, strated out kinda basic but then it just got better and better, quite a few "WTF?" moments, at least for a non-hos player
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yeah, congratz, for the first combovid it was really awesome ! it got a bit repetetive, but hey, you filled almost 10 minutes ^^ keep on doing what you do !
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you COULD only practcally go for it in a dog loop with 2HS, at least it was that way in #R and /
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in the time you activate, you or your dog will get hit. it´s a pretty shitty match tactic, i don´t think i need to explain any further. and it´s been in combo vids forEVER !
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looks like after 3 succsessive matches you are kickbanned for being too good cuz you´re obviously cheating... most of the players sucked anyway (compared to japan, not the rest of the world)
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very nice vid, cool combos, loved the many direction changes in some of them and the mid combo taunt ! music is crazy, not my style, but this goth-pop worked surprisingly well for the vid. the editing is over the top, loved, and i didn´t find it too distracting...aweswome work !
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http://www.strokethebigtree.com/rtl_s_movies/ -> LSD.avi http://www.youtube.com/watch?v=AN7xoyQtsPk thanks to rtl42 for hosting ! ok, here´s my third jam vid for AC, and it´s the hardest by far ! "victory through superior firepower" chapter 1 and 2 had some really hard combos, but this vid entirely consists of 1-frame timings...almost and this time with listenable music ^_~ enjoy !