Hintalove
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Everything posted by Hintalove
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Its ok, but my Hos was banging heads today at sunshine. I only play slayer when I'm sick of dropping combos. For the record, I havn't lost a hos mirror to a chick(yet).
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Girls like Hos because he has the manliest pixels in the game. Thats right, I said it. Hos is manlier than Slayer
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Wait, you didn't get to ride in the same car as that hawt Jam from the day Hase beasted Kazuki's team in the inaka did you? Or is there another strange inaka phenomena going on like how inaka slayers are beastly, inaka fem gg players are hawt Jams o.O Dude, I don't even remember being that emo. And your pic is better than mine, you should send it to my phone :O Where the fuck did you get that orange?
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In before super emo pics from Friday night. Don't judge the black nail polish, takes a real man to pull this shit off.
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I for one, have no idea how he remembers all this shit so vividly. It's probably a good thing I don't have a blog my self. If I did it would probably go something like the following: -Arrived at current.. >Beer >Beer >Beer >Ooo, boobies showed up >Beer >Beer >Sushi is now grabbing said boobies >Beer >Beer >Pass out on the train home >Sausage Muffinx2 + Hash <3 >Sleep through sunday
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To be fair, it was Meg that was all like "Lets do Karaoke!". GGs Axel, kinda sucks the day we spent together was that terribly, terribly exhausted one. Catch you again this summer!
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one thing to know is that 6k wont hit faust if hes walking forward. Really wierd, but if you get predictable and the faust knows that it's free money for him.
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Blocking ino gets a lot easier after you've had some exposure to it. Basically it just becomes a game of "watch out or the low". I don't see why you guys limit your selves to stuff like meaty 2p/5k so much. Even 6k is really easy to use in excess. Like 80% of the time I get a clean kd after I already have lv2, I use meaty js to start pressure. It's really the only way to establish a good guessing game hos has outside of "Am I going to throw you or not". I think in the same vein, because I rarely do it, my 6ks end up being more successful, although I am a lot more liable to throw it out when I have the tension for the ch combo >.> And Hatred, how the hell are you getting more damage out of AA SV than successful traditional AA??? It does like 50dmg.
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Seeing as I finally have a ps2, I'm going to embark on a personal project. I'm going make a list of what I personally feel are bnbs for every character in most applicable situations; ie: midscreen gb, corner gb, deep corner throw, corner/midscreen jh ch...ect. Thats probably all I would need to do any way considering pretty much anything else he's got is some derivative of those combos This is mostly a personal training thing, but if I end up seeing it through well enough and people are interested I'll post up my results. Just for reference I'm fairly certain a lot of them wont be pound for pound maximum damage. For example, depending on character, once I develope a throw combo that does like 130-150 and knocks down I'll be pretty much satisfied. The combo I'm using deep in the corner for slayer right now is dash jk h d land jh d djh d brp. The axl combo I'm comfortable with(stupid dloop on throws, especially axl gives me headaches) is dash jh d djh d land jp h d djd brp. There are probably slightly better combos out there but once you get to a certain point in those throw combos the damage stops being significant for the most part it seems. I doubt a full dloop on axl would do significantly more damage, seeing as I only omit 1 jh. I'm also finally commiting to mastering 5s hji gb combos since I have a ps2 and can practice to my hearts content. They don't kd but pwn the face off half dust loops off midscreen gbs. Last question: Off fafnir ch, do you go for full dloop regardless of screen position(if it's a character that it will hit) or is there ever a point where you go for a hji combo or like short juggle into relaunch hji? edit: wow hji is fucking easy. Just hold jump and then sj as soon as your hit connects. How did I not know this before?
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Am I going out on a limb in thinking that lv3 charge is a little harder to obtain than 25% tension? Sort of related... How often do you guys reach lv3? I tend to hover in lv2 all the time because I like l2 RI and BRP more than 3 for most purposes combo wise, and I like the kd on lv2 brp better than lv3. I just have a hard time getting charge in general though, and probably do way too many lv2 SVs.
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You talk about gf frc like it's rare. I wish hos could blow 25% tension for a blanket to run in under.
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Ever heard of gunflame? As for hos frame advantage, it's true you can make most of your moves even or + on block, but to really take advantage of those frames you're going to have to make your opponent afraid of frame traps, so they block for a few extra frames before trying to poke out in a hole. For example, blockstring > rock it is a pretty basc frame trap, but if you abuse it allday expect reversals to sneak their way in. It doesn't really matter if you're at +2 if you're like more than a character length away from some one >.>
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Honestly, after reading your posts I can kind of see how it's not a terrrrrrible match. The thing however is, more than any other character(except maybe testalol and eddie) aba forces you to defend with a cranked guard bar, and unlike the other two, her combos consist of massive hits for the entire duration, so if you eat a 2h or even a throw with cranked bar you're looking at 90% damage easy as long as the aba player knows whats up. One thing you guys don't really touch too much on is how to approach her. She has some of the best anti-airs in the game and entering into a poke battle with her is akin to suicide. If shes not jumping then I don't really see what options we have besides random risky stuff like ri/fafnir. Lastly, can you cancel into gb to avoid danzai/fb danzai like hammerfall?
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Man, and I thought that those slayers were hji'ing that shit.... Hase just lost a degree of manlyness in my eyes.
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Basically, the key to perfect tks has nothing to do with how you input the move at all. It is all about knowing what the hit stop your character is going to go into on the move before feels like and when abouts the jump is going to come so you can cancel it right away. Conceptually it's the same as doing iad loop combos where the only way you can continue the combo is if you iad as soon as possible(roughly). I have no idea why I'm writting this. What it all boils down to is execution muscle memory, but I guess what I was trying to explain is why you cant jc into tk instantly.
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Two other things to remember: You talk about making raoh rc like it's a victory. Just walking forward with Raoh out is like 50% tension for crossing the screen. The other thing to remember is that Roah doesn't even really have to mix you up to kill you if he comes late enough in the round. All off his projectiles deal like 4x chip damage, giving no real option but to spend copious amounts of tension preserving your life bar. The super is rediculous chip damage, but is avoidable through tricky methods and the blindspots it has(like right next to zappa). Basically, if you end up in any kind of situation where you need to block roah and he's gaining tension(which is often, because trying to outpoke him is a bad idea 99% of the time/not worth the risk of DYING) you are going to come out very chipped, maybe even dead, and with 0 tension. Which brings me to my final point: Don't get hit by summon. If you can help it, eating naked summons and even combos off 6p are fairly avoidable as long as you poke/advance intelligently. I'd go as far as saying if you feel like you can win the round bursting to avoid a summon is probably worth it. Bursting against raoh is too little too late most of the time. Raoh is a horrible matchup for hos, so basically you need to proceed against zappa in such a way that you minimized the risk of him. Just don't do mindless obvious frame traps, and don't do jumpins from miles away. Also, until you've convinced him that you're not going to do it, meaty 6k is a really, really poor choice. It's just a really weird match. I'd still rather play it than say like Johnny or Faust, but if you don't understand how zappa works it's vastly in his favor. ps: Some one write a vs ABA thread
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Your friends cant punish you consistantly starting rounds with crosswise????
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The main point of any strategy executed against hos is to keep him away. Any place that isn't "away" is in hos' strong zone. As for poking the dog, I think the zappa you fight might be a little uncreative with his blockstrings.
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Eddie and Test are just exercises in defense. Slayer, however, just rams a giant proverbial dildo up your characters proverbial ass. At least he does it with style though:psyduck:
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Slayers back dash has gotta be one of the brokest moves in the game. I mean, seriously, how come I have to actually block things when my slayer opponent can just go into mystical slayer land? I can only imagine how broken it must have been in the prior versions when you could actually cover moves up to the active frames. As it stands bdc mappa can still beat a lot of properly timed meaties if you have the balls to do it, your opponent just can't be in active frames for longer than 6f That said, slayer is just broke in general. I mean, you could even take bbu away from him and he still does rediculous damage. I'm going to assassinate Hase before he can discover the next way to make slayer deal more damage.
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- crazy larry
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2h is the only move that I'd say has major vulnerability on whiff. Most zappas wont throw out the sword dp with out the intention to frc it. Besides being very vulnerable to fafnir, the sword really doesn't have too many weaknesses except being a little slow.
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If you taunted at the end of last round an fb puffball will cleanly beat your backdash.
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you can ib and reversal tests 6p if he gatlings into it. Only really advise doing that if you're already in the test's head though.
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Damage really doesn't matter for hos combowise. You're either going to shoot for a dloop and kd, or do a ji combo of some sort for a little extra damage. As long as you understand that a full dloop is going to do about the same as the average optimalish JI combo, you can decide what combos you want to learn and where you should use them. An extra punch or kick here and there isn't what is going to make you win matches consistantly. Imo for aspiring OS players, or at least me, learning all the character specific stuff is where I'm having the biggest problems. Who cares if I can hit full dloops on the sols, anji, pot, slayer and the other characters that size. I still am stuck doing sub optimal combos on robo, di, and johnny Or like a list of characters that get hit by dash jh deep in the corner. Honestly it kinda feels like hos doesn't really have bnbs so much as he's more like slayer where you can kinda just do what you want, as long as you keep hitting those jd's.
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Johnny 5k beats basically everything except jumping normals and maybe you could fafnir it. The biggest problem I have is I end up in the corner blocking, and really, there is no counter measure against johnny rushing you down besides like supering. You have to risk throwing out 2d/what ever poke you want wayyy in advance, and if you whiff it prepare for painnnnn. I find my self fighting johnny all the time now and am starting to get really frustrated with the match. I havn't had a ps2 since I switched to hos to boot so losing due to lack of knowing how to combo him is pissing me off, but that will be fixed when ever I can find a slimline power adapter >.>