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Everything posted by SansProtocol
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What about Jet Grind Radio, Skies of Arcadia, and Shenmue? Yooooooo... Also, I might be there with you soon on that Calibur. At the very least VF5: FS. EDIT: I remember playing Ikaruga on my friend's bootleg copy that had the name written on it with a Sharpie...good times.
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You won't find anything for Uchiyama as he played Yukiko mainly pre-patch. Both of them have been off the radar post-patch, so the new footage soon will be the first stuff from them. Man, I hope they go far but the Mitsuru army is going to be hell. And Elizabeth seems to be all about making the opponent second-guess themselves and become their own worst enemy. She's really good at conditioning an opponent as she only gains more meter the more they wait (don't have time to think, have to go in on her), her punish game is pretty good, and she can really screw with the opponent's reactions with meter. Can't wait for post-Furious Action throw (with 150 meter for Confuse) into hard-to-block Garu set-ups. And the Fear status mindgames are sooooo good.
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I think it's just the large recovery on whiff and overall risk/reward that causes players to use Zio a bit less. j.B may have less reach but it's much safer and you can combo off of it at the optimal range. The A version of Zio is nice but you won't get much off of it at long range (where it's most useful, imo) and you risk your opponent making it whiff altogether which can really hurt. I like EX Zio though. Then again, it's just an educated guess and it might be player preference. EDIT: Also, good thing to note about Concentrate (to see what might be coming), TD. Little late but I didn't want to make a single post only to give you props for thinking about that.
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He can take it with him and buy it ice cream. Whisper sweet nothings in its' ear. Not my style but I guess you could.
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If you're playing in my house, it's going to be Mass Destruction and Battle Hymn of the Soul all day errday.
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Well, if you really want to, you could use EX Maragidyne to bring them close for a mix-up if they're blocking. However, if they are going to just block like that, you could take the opportunity to push them farther out. She'll gain the SP right back and more so opponents will have to be a bit more aggressive.
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Concentrate isn't that bad. It puts you in Awakening so you get the defense boost, you can recover the Blue Health it takes away while you're guarding or have the opponent in a combo, and it'll increase your SP gauge to use Invigorate to its' fullest. The threat of Memento Mori alone is enough to make your opponent fearful of staying on the ground and eating a 2B starter instead. Yeah, I agree that the command grab super is a bit lacking but I think having it in her arsenal keeps an opponent on their toes. EDIT: I feel that if her Supers were really good, she might become way too good.
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[P4A] Elizabeth PSN/XBL Directory "Wanted - Velvet Room Attendants"
SansProtocol replied to Kiba's topic in Elizabeth
You too! Good to be back. -
[P4A] Elizabeth PSN/XBL Directory "Wanted - Velvet Room Attendants"
SansProtocol replied to Kiba's topic in Elizabeth
SansProtocol - Tampa, FL on XBL. Thanks Kiba! -
We're having hangouts soon, fuck the noise. And Rick Ross will make his return this weekend hopefully. EDIT: Good games to PK and DC. It was a good time, we'll have to go to SFL sooner than not.
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Wait, what happened?
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It's going to be dirty and disrespectful all over the place. I can't wait.
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You da best, Romes.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
SansProtocol replied to pktazn's topic in Archive
What do you expect? It's hard to hit stuff properly when you're blind. -
We have Tsubaki, we'll be fine against 6A. Tsubaki is a man's jump-in.
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If I'm getting on Dustloop after my long-ass hiatus, it's revived. There's work to be done.
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After the 6A, whatever you have or want to spend meter-wise. 6B, 2B/5B > Renka, 5B > j.B > Tsubaki...whatever suits you. Same with falling j.2C (5C > 3C), it's just adding extra damage in and making it easier to hit-confirm wherever possible. And I'll get on the max charge combos soon.
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No, but OMG 6D > IAD j.B (reversal) > 5A/Gurren works in CS2! Just tested it now, don't have Extend but it has to be even easier now. The j.B just has to be done low to the ground...holy crap, testing on other characters now. EDIT: Actually, as long as you wait to do j.2C/j.B until after you cross-over the opponent, the moves will combo into 2C > JC > Combo. The thing is that j.B is easier to time. You can also combo into 5C instead of 2C as well. The jump cancel j.B after the 2C isn't working right now on Platinum, but so far it looks like it works on everyone else pretty well without meter. EDIT2: I'm retarded. Sorry Sophisticat, I'm going to sleep soon. Been up way too long.
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In CS2, the only character 6D > IAD j.2C (autoswitching sides into 2C) worked on was Tager so I included it in that match-up thread a while back. There are a lot of interesting combo routes now, it's nice.
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The 2C CH happens a good amount if you use the range on the move to beat slower dash/jump-ins. The combo itself can be used anywhere on the screen as you can change direction to face the closest corner. I use it to get mid-screen damage off of 2C using ground specials instead of just the jump cancel into normal corner carry combo. Plus, if they block the 2C high enough, you can still Kishuu to cross-under them, stay protected from air attacks, and position yourself better. 6A AA CH can also link into Enma midscreen.
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I'll put up other stuff on here but since you all were talking about reversals: 2C AA CH > Kishuu > 5C (do it immediately for a reversal or delay 5C until the opponent flies over you) > Renka (1) > Kishuu > 2C > into either Corner Loop or j.B > j.2A > IAD j.B > j.A > Loop if you aren't close enough to the corner. Don't have values though. Now to go edit my paper.
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Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
SansProtocol replied to Lord Knight's topic in Archive
Tao's B Cancel is the version that goes through her opponent and to the other side for a cross-up. 2D is the drive she uses in her loop, where Tao launches from the ground. j.C is the cat swipe. 214D is her command jump that autoflips when you crossover an opponent. j.2B is her fan kick move. Basically, 2D~B -> j.C sets up a basic cross-up overhead, 214D -> j.C is nice for ambiguous stuff since it autoflips, and the close JC -> j.2B is a quick rising overhead because of its' downward vertical reach. -
I'll see what I can do to try and play in this.
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Hopefully we'll make a trip down sooner than later. D47 1$ $0 1337, Y0. But I'm 10 years too old to use that. XD