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Everything posted by Pestilence
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My swap magic isn't working right now so I can't boot the game up and check if it actually works on Sol but if it does you need to input it as 412H36S. It's a cancel, not a link. Sometimes it will only work if it's lead into with an ariel move into a series of lows prior. Stand alone VCL won't cancel into anything that will keep combo. (maybe 2k for a tech reset) If you're doing it after an airdash, there is 2 versions, normal (which is really slow and I assume what you're doing) and fast fall which is much easier to combo from. Basically there is a limited amount of frames after an airdash that if you perform VCL, I-No will fall to the ground quick.I forget the exact number but you should really be doing j.S > VCL not j.H > VCL. (at least until you come to terms with her execution better. even then, the difference in damage is almost non-existent) Btw if you want to combo from a stand alone VCL, do it as 63214666S. This will give you a VCL extend that can be combo'd from. (especially on counter hit) Input HCL and VCL as a 360. You're having an easier time doing it in air because j.H isn't jump cancellable. You can also negative edge the moves but ask about that once you come to grips with her a bit more. BTW I play on pad but I can also play on stick. Riding the gate is far from a good idea. It's stick abuse, and you shouldn't need to do it. I play in with the tittie cup grip, so the rolling balltop just slides against my hand to make for some really quick, 360s. I would suggest you try that. The wine glass isn't the best but keep in mind sticks takes months of practice to get down. I'm using a modified wineglass grip where I hold the shaft between my pinkie and ring finger and cup the rest of my hand around the tip, so you have a reference. Doing everything facing right is generally easier except for IAD - that's much easier facing left and I still flub it facing right. Any other variation of this grip is too uncomfortable. Also, for reference, I've had my stick a little over a month, and have been playing I-No about a month (which really means I've had like 6 or 7 practice sessions). I use 66 Js alot. It catches people off guard and auto-jump installs. http://www.youtube.com/watch?v=EltJJLHUf2Y BTW that's my youtube channel and I upload tons of I-No stuff.
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why would you need to learn more than one character? that makes no sense to me. you can only play one at a time so what's the point of learning more?
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^^^Yea there was 3 sets of matches between me and Mr.Igloo that were really intense but were lost on the tape that didn't record. I was kind of bummed not to be able to watch and analyze them. I'm planning on bringing a GG setup each time I go but the thing is my work schedule is wed, fri, sat, sun, 7-7 so I got lucky with this fight night being on a tuesday. Seku, thanks for watching. There is a bit of skill difference but I think that mostly, the Robo-Ky player just didn't know how to deal with I-No. I watched him against Igloo & Sonny and he did fairly well. ...and yea @ 1:25 was a combo miss, a spacing issue.
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Just a few vids this time. Kind of lame, Had what I thought was a full tape full of footage but for some reason it decided not to record. All that was left was a handful of matches on a 2nd tape. Hopefully next time there will be lots more. Feel free to critique and give advice APPLE 01 DOJ (IN) VS BRIAN (RO) APPLE 01 DOJ (IN) VS SONNY (AX) BRIAN (RO) VS SONNY (SL) APPLE = Me! (formerly BMS)
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I found the challenge mode to be more effective then the dustloop sections for BB. Keep in mind with BB that you have a new generation of players with a different mindset. Some see their rhyme and reason, others like me don't. Go through the challenge mode and learn some basics. Pay close attention to the heat free and non-super-situational combos. Those are the ones you should take with you. Not the 100 heat, counter hit only in the corner kind of combos that Challenge mode offers. Learn what works for you and then experiment in training mode to figure out what other kind of options you have with it. Lots of times, I'll just do what make sense to me and sometimes I'll watch a JP vid and see them doing the same things and it kind of confirms my thought process. As an example, when I first started playing Mu, I saw her 236A and said hey this will make for awesome Oki setups. I made a post about it and some idiot tried to tell me otherwise. Then I watched a vid, and heyyy what do I see the JP Mu's doing? My point is, be an actually player, not a theory fighter. Too much of the BB generation is all bogus theory fighter. Challenge mode is very useful but it doesn't mean you need to be able to perform every combo in it.
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Anji just happened to be who I was in training mode against while freestyling combos. He does have a few character specific things. P-Dive catches him really low. ...and in the corner you can do stbt s, 6p, 5h, jh.
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http://www.youtube.com/watch?v=PpdBonJozAs Made a new vid. Any feedback good or bad is always welcome.
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Pestilence replied to FlyingVe's topic in Archive
I only watched teh first vid due to a slow connection but thanks for sharing, I enjoyed watching you two guys go back and forth. If I had any advice it would be to make better use of your steins. I notice you get some good opportunities but waste the opportunity and go for a dash in rushdown instead. Overall pretty good! The Tsubaki player is pretty consistent as well, he puts up a really good fight. Seems if Tsubaki's damage output wasn't such trash he'd be very difficult to overcome. -
I was using 2a because I can poke with it multiple times and still be able to cancel it into something else. What are some of her best mixups with normals? I would assume 2b 6a j2c? ...but I eat shit during j2c start up a lot when I use it outside of combos so that mixup is more theory than practice.
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curious, why do you guys go for dash 2b instead of dash 2a?
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I do the reverse super jump IAD into 236A against the majority of the cast. (236A is awesome against Ky because it destroys his freezing projectiles and isn't absorbed in the clash) If it's against Lambada I'll go for a 5B or 662B because Lambada can out zone me so take the opportunity to get in close while it's there. If it's against Tager I'll backdash (because even SJRIAD can get you knicked in the escape) If it's Hakuman, I'll actually do a double back dash (this is a good setup for those that chase because you can go into a 6A, SJ.A,B,C,2C, 236A, 44.) Against Noel and a few other I feel safe against I'll open with SoD. I think it's good to throw in a random 623C shell every once in a while. It's pretty safe and beats out a lot of stuff + sends your opponent flying.
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Yeah, he's dope. One of my favorite matches http://www.youtube.com/watch?v=4rpjct14V1c
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I'm going to keep bumpin this thread.
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reno thread aka the thread that gets no love
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Street Fighter III: 3rd Strike Online Edition
Pestilence replied to Postulio's topic in Misc Fighter Central
cant wait cant wait! -
just saw a combo vid for this. seeing characters doing 100+ hit combos of the same things again and again. kind of killed my interest in this game :/
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http://www.youtube.com/watch?v=WW5fpqi6CjU
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http://www.youtube.com/watch?v=5kC7xjAloJ0 Just having fun. Not a lot of practical stuff. It's kind of hard to combo with Mu-12 she just doesn't have many options for versatility.
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up again
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up
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wonder who the player is. i think the testament is mint so maybe it's a really rusty akitan? Way too sloppy to be yossan.
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can someone link me to some of the best match vids of this game?
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Another thing I hate about BB. So many command normals. ...so I play Mu. Mu has 5C, 6C, 3C, 2C, JC, and J2C. That is 6 freaking normals mapped to 1 button! + there is specials.