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Everything posted by BatousaiJ
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He had two chances to kill him but that's just how it goes in real matches XD. Also, is it just me or does youtube look glitchy as hell right now?
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I've written Dusk off as a negative nancy since a while ago. I'll just beat some sense into him later when extend comes out and help him see the light.
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We can probably open a new combo thread when we start compiling combos for CSEX after the import hits.
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I know right? Can you feel the impending combos, 5B?! I already have a song picked out for the video and everything~
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3C FC starters can go into 5C > 2CC or 6CC now and they'll be a good starter and possible alternative to 5C CH punish. He used a lot of 3C in that match against Litchi to counter her guard point which doesn't have any low guard. I definitely see myself using 3C a lot more than in CS 2 in extend but still not as much as I did in CS 1 when it was jump cancelable.
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GGs Shin. Pretty close and fun games. Fitting that they be the last KoF games I'll most likely play =d.
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I've been winning due to my fundamentals even though I suck at this game, I could use a good beating by someone that knows what's up before I retire the game~
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Shin bro, play some KoF with me later before I return the game =d.
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Here's a random midscreen combo with Kim as well Probably the last KoF video I'll make since I'm not all that interested in the game but combo crafting can be fun in any game.
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Exploiting the boss like a boss on day 2(very hard mode/perfect).
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@Solar - What? @Lunar - There's the attitude I like to see.
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The window's right over there. No point in trying to convince people who want to quit before they even start.
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That match was painful to watch. Nothing makes you feel more free than getting burst baited twice in a row. You'd have to delay 2C/5C anyway a little after deadspike there so it makes sense to just block while you wait and if you happen to bait burst while doing it, all the more better.
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I've got a small list of people that's importing the game that I'll be playing online for practice. They're gonna get their matches against me posted online whether they like it or not~ They'll make fine guinea pigs...
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Supinoza sure knows how to entertain. If I didn't know any better, I'd say he and his opponent were conspiring together to keep the match going as long as possible by dropping combos and links at the most crucial times during some of those matches. Supinoza also options for DP whiff j.C > j.CC > j236A > j214C instead of the hjc j.C > etc etc option as well. Probably because it's much easier to land and does a bit more damage.
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Accepting what you can't change and still making it work somehow makes me a mighty MC. Not that I expect you to understand, boyo.
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Holy ghetto resets, batman! And here I thought I was the only one that liked resetting into 6A unnecessarily.
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My awesomeness allows me to skip all the stages to the last one. Tremble before the mighty powers of an MC.
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Hum? What does that mean...? Ohhhhhhhhh, I get it now. Because Popularity = Quality! Now I know~ Thanks, Jourdal!
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Due to factors that should be apparent to everyone, the correct reaction to something like that should be varying degrees of indifference.
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Oh you Jin guys. So moody. So easily misled. No wonder Ragna keeps getting away.
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Some fun matches there. I could see what Kuresu was trying to do with some of the combos and links there that didn't work out all that well. A few things I noticed- 2nd hit of 5BB was countered by Makoto without IB. While we know that the gap of when that 2nd hit comes out is bigger now but it remains to be seen if it's counterable by guard point stuff from characters like Makoto, Hakumen and Bang. He seemed to gatling to 5B > 5CC immediately most of the time and I think given you have better proration and 5C just comes out quicker in that gatling, it will most likely be a better option. I didn't see him use charge cancel at all in any of the matches indicating that either he doesn't think it's viable or just simply hasn't worked it into his playstyle just yet. A lot of j.D charging here and there with back dash j.CC to get away worked quite well and is still hard to punish if you do it right. At one point it seemed he inputed 5C as an anti air against tao and it was ineffective even though the hit box seemed like it might work in that occasion making it seem like 5C probably won't be alternate to 2C as a faster AA. Not a lot of DP whiff combos and the ones he tried, he dropped- the hjc links are deceptively tight I believe and probably not worth the effort in his eyes ATM. His CH punish of choice seems to 5C CH > 6CC still which can lead to very good damage in extend as well. I kind of thought a 3C FC > 6CC would be the new thing but I can understand 5C would be a much quicker punish. All in all though, he was able to go toe to toe against high level players even while not really playing at his best which is a good sign to do those who fear where she'll end up in the tier list.
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I remember using j.D a lot more in CS 1 because back then charging didn't put us in CH state and getting hit in the air by most characters didn't usually end up being punished too hard. In CS 2, 5D was just too good to the point where the uses of j.D was mostly obsolete. In CSEX, I think we're going to use a lot of hj.D and option select forward/back dash along with j.214x to get ourselves to safety but since we kept the CH state during charge, getting hit while j.D is going to lead to a lot more damage in most of the cases. So you're going to have to be smart when you decide to do so and manage your combos accordingly so you can get more untechable time(236C > 214C > 22C ender instead of 22C > 5C > 2C > 236B > etc etc and one jump air combo ender). It's going to take a bit of time to get adjusted to that change but when it comes down to it, we should be able to keep 1-2 charges stacked up at most given times which is just dandy.