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Everything posted by DemiiPoet
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Okay. For most of yesterday I noticed that the Playable Character Dizzy was missing from the PS3 PSN. Last night (around 22:00) I saw that she was back but with the colour pallet's icon. I downloaded this new Dizzy, restarted my PS3, then she was unlocked on the first try.
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I can't seem to get Dizzy on my PS3. I've tried downloading her from the console PSN store and immediately launching the game. I've tried downloading her from the console PSN store and restarting the system. I've tried downloading her from the PSN website with the console off then turning it on (though with this the download seems to be stuck on "Waiting" in the queue). I've seen the message from my PS3 saying something about installing the Playable Character Dizzy from the Home menu but she doesn't show up on my character select screen. Any other suggestions?
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I've been wondering about Dizzy's 2H. People suggest using it to get out of pressure, but isn't it a tad slow for that (8 frames)?
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I'm guessing the GG forums will become more lively once AC is released for PSN/XBL so I'm getting into GG now as preparation. Also started with BB and currently learning on a cab (I don't have a PS2 here). Just wanted to show my gratitude for such a well written guide and great community.
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It's a terrible shame that the American arcade scene is just about dead, especially with this revival of FGs :/ And the smaller ones that are surviving have crap parts.
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Ah, that's why I never noticed a different. Since CS, I've gotten into the habit of super jumping every time I jump. Thanks.
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Is there a particular reason why I should use a super jump in 5c > sj.a > j.c > j.d instead of a normal jump cancel? And any particular reason why I should let j.b hit twice instead of just once in this combo? 5c > j.a > j.b (2 hits) > j.c > j.d
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It's been ages since I played using someone else's stick, but yeah, I think I can feel a difference too. Guess I'll get used to it eventually. Circuitous, is that to say American parts are of terrible quality or what?
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Is it just me, or should we try to stay out of the air when facing her? Though, I do like what Abyss said about IB'ing her swords while in the air. I'd think Arakune's 214 (both air and ground) would be very helpful in the matchup.
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Do anyone else have problems transitioning from their custom sticks to standard arcade cabinets? If so, do you ever adjust or are there always some noticeable difference that may cause you to input wrong commands?
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One more in the second bit of Part 0. Pre-curse Pressure & Zoning: j.236d?
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Possible correction: Should the 6a > j.6d be 6b > j.6d?
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Ah, gotcha. Thanks for the responses.
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But he did say something about barriers, which is why I asked...
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I know, but Kousaka said ". . .and air dash cancel usually with barrier then jD." DC/dive canceling was never mentioned. So I'm wondering why would I dash cancel (I'm assuming IAD) with barrier.
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I guess I'll practise this combo too/instead, though honestly I don't see how it's easier, especially with the extra IAD. Why would I dash cancel with barrier?
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I suppose what I meant was, why wouldn't a normal jump cancel work instead of an IAD?
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Thanks And another question: What exactly is it about an IAD that makes this this combo work? 5a > 6b > (lowest possible) j.6d > 6b > IAD j.d > 5d
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True. Another question/observation (sorry for all the nitpicky-ness):The FAQ suggests holding the 5c of Arakune's rekka (6C>5C(hold)>3C(release C + tap 5D) ) while the Technical thread doesn't (6c > 5c > 3c > tap 6d > 6c bug > 6d bug). I'm just learning these, but both seem to work because it's actually the 5c bug that's hitting in the 6c > 5c > 3c > tap 6d > 6c bug > 6d bug combo, not the 6d bug. Of course, I could be missing something.
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Shouldn't it be noted somewhere that Arakune's IAD isn't an actual IAD, but instead a quickly imputed air dash? The faq explains how to do the latter, but doesn't clarify that it isn't an actual IAD.
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I'm home from school (UNC-Charlotte) for the summer and live about 20 or so minutes away from Raleigh (Benson). I won't be able to go to AZ because I'm currently out of town and won't be back til Saturday night. Might try checking out Cooldudenotu at some point in time when I have a job and gas money. How often, if at all, are there BB tournies in Raleigh (or Garner/Fayetteville)?
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So is a double jump the same thing as a jump cancel?
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N00b question: what does sj and dj (as in sj.B > j.C > dj.C > j.D(Hammer) > 5C > sj.B > j.C > dj.C > j.D ) mean? I'm guessing that sj = super jump/high jump but I have no idea what the dj bit is. I don't recall ever seeing these notations on DL :/
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^^;; Excuse me if I'm unbelievably blind, but are there any Platinum sprite packages on the first page? If so, under which download may I find them? [EDIT] Ah, found them on page 146. But why not have them on the first page?
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O_O This thread is still going strong. I've been on and off with fighters (just picked BB back up since CS2). Currently learning Platinum and I've gotten better with Arakune outside of curse... But now that his D bug falls faster, I have to tweak my timing and learn new combos. So basically, I feel that I'm back at ground zero :/