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Everything posted by WSUNLIMITED
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Also yes it does work against faust's 100 ton weight but good luck tryin to time it
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Well my homie ran with that quick
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soooooo this is a thing! I'm workin to see if it works against faust's 10 ton weight.
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Also gives him a short hop
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Yrc though. If you tiger knee the j2k and yrc before the upward momentum you fall fast. Look check this out.
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Adjustments must be made for smaller characters, can be blown up by supers, dp's, and blitz shield, still 70% From Potemkin kinda makes it worth it
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If you can hit J.2k directly above on an airborne opponent mashing recovery, you have a high chance of scooping em up into an air throw into okizeme. Examples of set up are HS (Both hits) j.2k air throw. After a red kick, or even switch up your standard air combo into j.P, j.P, j.K, jump cancel j.2K. Downside, if they don't tech you gotta be ready to continue your air combo, or change the timing.
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San Marcos, Tx~~~Long time player, first time poster
WSUNLIMITED replied to The Electrician's topic in South
Still looking for a match -
San Antonio TX Thread v5.0: Gatherings @ Ultra Arcade, RikRic, and Dreamonoid's
WSUNLIMITED replied to gli's topic in South
well finally found the BB in SA. so ultra arcade tomorrow they gotz a skullgirls tournament. so if any of yall can make it tomorrow night a 6 i would mind gettin down on some blazblue -
space is key her. your mission is to frustrate her by staying out of her reach. blocking her mixups are a must if you wish to start making progress. you are out ranged and readable until you get close to any litchi. you time to attack is when she places her staff. if her is placed remember and note. did she crouch to place the staff or was she standing. this is important cause this is how it was affect your approach. you want to rush when you see her with out staff (cause if she catches you with her staff you are lookin at a lenghty and tough to handle pressure) if she was standing let the the staff with fly at an upward angle.so rush in on ground and try to 5d before she backdashes. if she was crouching instant air dash. if you can hit her with the staff place do everything in your power to get her as far away from her staff as possible. without her staff she loses many combos. and her DP. sometimes they want their staff back so bad they will wakeup with 5D and eat a combo just to get the staff back.
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6C can be followed up without RC by using 2b (only if opponent is standing on ground crumple-ing no free follow up with air hits.)
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With the update you can still follow up 6c on counter hit with 2b without meter.
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I feel that the only way to beat relius is to have him on the offensive and block well until he has used up his ignis meter. Hes scary cause of the space he controls with ignis. Play defensive until he withdraws her the total offensive to try to get some damage. Patience is the virtue here. Learn to block that damnable overhead.
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Umm ya know 6b is throw inv and low inv. But upper body can be hit. 6c is extremely useful to me against tagger trying to sledge harass. On counter hit you can follow it up without meter with a dash and 5b easily. As well as all other characters though I feel that 6c is only good against tagger and valkenhyn. Maybe bangs overdrive too
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The Official Tabs Thread (2016-03-02: The Man!)
WSUNLIMITED replied to Beast of Fire's topic in Zepp Museum
I wanna see x-matic I'll donate for it -
San Antonio TX Thread v5.0: Gatherings @ Ultra Arcade, RikRic, and Dreamonoid's
WSUNLIMITED replied to gli's topic in South
hey guys im from SA and ive got some news for yall check this thread http://www.dustloop.com/forums/showthread.php?15309-Malibu-Fight-Nights-San-Antonio-Texas -
We at Malibu Castle, located at 3330 Cherry Ridge Rd. San Antonio Texas, just off of 410 and Cherry Ridge, half a mile from Crossroads Park and Ride. have convinced our GM, to allow us to hold ranbats and tournaments. We have a variety of games available for consideration, which include but is not limited to, Blazblue Extend, Super Street Fighter 4 AE, Tekken Tag 2, UMVC3, King Of Fighters 13, Arcana Hearts 3, Skullgirls, and Persona 4 Arena. we plan on monthly ranbats and bi-monthly tournaments, we are not planning of starting until January, however we need feedback to show our GM We can bring people in. leave any information and questions you'd like addressed.
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i dunno as much as people call me dumb for using it a late j.d will kill that 6a, and if you're good you can muzzle flitter right after the j.d counter, if it doesnt counter then you get a free mix up and a hope that rach will try to umm i dunno what the command is but the electric chair. and assault through it, sure it wont hit sure you may have frame disadvantage, but fsck it you aint gettin hit
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i dunno ive always found that jumping between the chains and trying to catch him in his rush towards you head on. but then again i dont do well with waiting for the opponent to make a move.
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ya wanna counter bangs air game, rush in to meet him in air and use j.d then when you touch the ground, D 6b and then whatever you want from there. after awhile he will see he coming, then throw!
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ah haku-men, boy do i hate haku-men. kills my mix-up game. too often i rely on block strings to get hits, doing that with haku-men is bad, hell any kind of rush down is ill fated. throws are the key in this match up, but ive always been a throw whore to begin with, however most haku-men players are expecting it so what do you do. command throw, if you get a block string instead of going for a high (ie 6b) or low (3c) do muzzle flitter. then the haku-men will start countering low to dodge it which mean you get a free 6b. then you play a new mix-up game, do you threaten him with high attacks or trick him with lows, do you risk letting him duck under you command throw and eat 4000. well thats all for the player, of and for those who dont know, throws will trigger haku-men's Astral
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or we are still studying. i like fighting litchi. she has a ranged advantage though, you should always keep your guard ready. she has a mean wake up game and very good at keepin ya locked down. but to continue my string of simple insights, if she has her staff keep distance and pressure with optic barrel, if she doesnt have her staff charge viciously. some people say thats bad with her 236 moves but i think they are easy to see coming. if she gets you in a lock down, be patient however in point to the counter assault when in the super, if she charges at you do it, if she keeps her distance shes waitin for ya. but god damn that j.2d crossup
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alright excuse me for not knowing the notation perfectly. Rule one: don't stand still. Rule two: Be careful coming from the air if you find one of the Mu's that can create a fsckin wall of beams, charge! i dunno if it can chip damage or not, but its keeps you still. and you dont wanna stand still. i took a couple beams just to rush in and smash the broad look out for her wing uppercut the anti air normal, and the wing downcut where she overhead slashs from the air. its always killed my air game. beware of her crystal shield, its a damn dragon punch so all the pros and cons as normal, though a lil faster recovery i think. hmm learn to change up your rush game, and switch constantly! good luck
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i dont like givin up this tactic but it works, use muzzle flitter as a mix up tool. led ley can be hit by 214A. i like charging when the doll is not out, but dodgin around when it has full meter! save up for an counter assault!!! play mind games!!! dont rush like a fool!