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Everything posted by render
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Ike - Already. You got it. We're rivals now. And also brothers. And MORTAL FREAKING ENEMIES. ZENMETSU OMG PLAY HER AGAINST ME GO GO GO CUT is gonna be so good. Can't wait XD
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Diar - My match against you was definitely the scariest for me out of every match I played. It really came down to the line, and I couldn't believe I kept it together enough to pull out a win. Your Tao is really strong. I couldn't managed to see your overhead coming no matter how hard I watched for it. ZONG_one - Yeah, that seems like a really complicated matchup, and I don't know either of the characters' tools well enough to know what you should be doing against Arakune. Good shit though, man! Your Carl is definitely fierce.
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Really fun tournament! Thanks Id, for running another great tournament. I know running these things is tiring, but they have been smooth and fun to participate in. Good showing of Carls this time! Triple threat. You guys are all getting too good ZONG_one, I hope the yelling didn't get to you. I don't remember what I said, but if it was messin' with you then sorry. You were playing really strong the whole tourney. I'll take down HellFromAbove the very next chance I get! That reminds me - lots of freaking Arakune players, and all of them really strong. Good shit, you guys. Tushar - Glad to see you show. Good shit getting 4th. Let's get some games in soon. Also... umm.. can I borrow BB? (^ω^;;;; BlueGarbage - I guess I'll get my rematch against you next time. ;D Mike Z - <3 <3 <3 <3 Bang Camaro - Deal with it. GOOD SHIT, Soniti. Can't wait to play you again soon. これからnerf されるキャラを使っている俺たちは頑張ろうぜ~ 日本語のクラスで頑張れよ! d(・ω<) Hooray for Jin! Also, will someone please pick up and get good with Litchi? HELL YES A.GNAT I TOTALLY WON IT FOR YOU <3 <3 <3 Gamerboy - Any time! I hope it helps. ;D DinnerPlate - Glad you liked my rendition of Bang's theme song. I'll work on it some more so I can sing the whole thing.
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oh shit, Happy Birthday!! XD
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GOOD SHIT. So much fun to play you. XD
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Thanks for running the tourney again, Id! Great job! GGs to all I played. Congrats to Mike Z on 1st, Severin on 2nd, and ...that guy! The Arakune guy! Post up, cuz I never got your name. Good shit! *goes to practice*
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I saw her in person, and I thought she pulled off the character really well. Costume was great, and she has the right look to match Litchi. Granted, her boobs aren't as big as Litchi's, but we're talking about anime boobs here.
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You have to dash when you land before doing the 5B. Practice and you'll get it. There's even enough time to dash and skip the 5B and go straight to 5C, but the timing is tight. (Again, practice! )
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Hishouken is Ice Blade, Jin's projectile. That's probably not gonna connect, but I don't have a way to test it out at the moment. I know that with the right timing you can do 6C > dash cancel > 5C > 5D to freeze them mid-combo, but it's not all that useful IMO.
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You need to super jump for that combo to work.
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There are plenty of spots where an RC is a perfectly good use of Jin's heat meter. I think his Distortion Drives are really strong, but I don't think their so good that you should never RC. Further discussion on this should probably go in the Gen. Discussion Thread...
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Yes, Gorilla Fate is what I heard when I first heard the game go "The Wheel of Fate is Turning". A legend was born.
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You need to air dash after the RC.
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Oh, that makes sense. Duh. Thank you.
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(after 6C > 2D > Moonsong) Better to close those combos off with a B ice car instead of the jumping D, in my opinion. It will still connect. Hey guys! I have a question. First look at this: (corner) Throw (fwd) > A ice car > 5C (jump) > B > C > D > (land) dash 5C (jump) > B > C > D > B ice car Seen in this vid @ 00:36: http://www.nicovideo.jp/watch/sm7590938 Can someone tell me why this freezes the opponent twice? I thought you could only freeze once per combo (except when you use meter)... Does the freeze from the throw not count towards this??
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You don't even have to barrier guard 5D in the air. If the combo counter is resetting and starting from 1, then that just means your opponent(s) suck at blocking. Creative idea, but spending 50% on an RC for an easily blockable setup is not worthwhile.
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That's just how dash canceling works. It's a set distance, so if that doesn't put you close enough to 5C > air combo then you need to dash again. Sometimes you won't need to dash, and sometimes you will - it just depends on spacing. [on crouching hit] 5C > 6C > 66 (dash cancel) > 66 > 5C > j.B > j.C > j.D > 214B
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You should be doing your combos fast enough that they connect even if your opponent is trying to shake out. If the combo hit counter turns dark, you'll know that they could've escaped. Doing combos that leave room for them to shake out is not worth the risk. If you're unsure that you're going to connect your next move in time, do something safer.
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You're right. It should have a period instead of a comma there. It should read something like this: "It can be jump cancelled. On counter-hit, it will combo into 5D or 6C."
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If you bait Tager's sledge with a 5D you can cancel it into any DP and score some counter-hit awesomeness. Sometimes the Tager will hold the sledge for longer, though, so use it sparingly. WATCH TAGER'S SPARK METER LIKE A HAWK. If he has a spark ready to fire at you, DO NOT throw projectiles full screen, and don't try to beat it out with Ice Fang (wave super). Even doing 236A/B/C in the air is really risky, since you're vulnerable (see also counter-hit state) all the way down to the ground.
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a) When you do 5D, wait until you confirm that they've actually gotten hit by it to do the ice car. You have plenty of time, especially against Tager. If they block it, you can cancel into 236A/236B or dash cancel, or a number of other options. b) Some of the combos you end with the ice car don't actually combo. Are you trying to end them with 214C? Don't. End them with 214B. c) Stop doing the ice car from so far away. If you're gonna poke with ice car, use 214A. If you do one of the 2hit ice cars and Tager blocks, it's a free hit or 360/720 if he's close enough. d) After a throw, use the A version of the ice car to transport yourself, not B. e) End of round 3: After you get knocked down, you NEVER want to just lay there. You will automatically be forced to get up after a few seconds, and you are vulnerable for that whole time. You should ALWAYS choose how you tech (neutral, fwd/bk, quick [hold down +A/B/C]). a) Again, stop doing the ice car from all the way across the stage. It's not a safe way to get in, especially when there are clouds floating around. b) 1st round: Don't let Arakune jump around in front of you so much. Keep that space covered with 623A. c) 1st round, last combo: DO NOT throw them when they've already bursted. If you had just done a full combo after the freeze, it would have killed him. Instead, you threw him, giving him a chance to escape. If your opp. has already bursted, they have NO WAY of getting out of your combo. d) 2nd round, EX dragon punch: They can shake out of the ice from the first hit, so don't hold it longer than you have to, especially when the 2nd hit will kill them. Holding it too long gives them a chance to escape and block. It seems like you're unsure what combos to do after you get a hit in. Pick a few basic combos to do off of some common hits (6C, 5D freeze, other misc freezes) and work them into your game.
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I'm not trying to pick a fight here, just trying to explain why I made an ignorant statement. I'm not saying either that your opinions/statements, or even the sekkajin combo you're talking about are invalidated because I don't see it in vids. If you care to reread what I said, you'll notice that I was simply explaining why I initially assumed it wasn't worth using. I'm interested to know what the combo is, though, if you're willing to share.
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I had no idea he had a 3k combo that takes no bar off of throw>sekkajin. I was basing my statements off of this: I also never see it used off of throws in vids of high level play (Buppa, Ren, Dennou, Nisepachi), so I just assumed. I stand corrected.
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Not that do any worthwhile damage, IMO. I guess if you wanna be flachy. I totally agree with you there. Question thoroughly answered!
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I think the sekkajin question should go in the FAQ, noting that so far the only good use for Sekkajin is when used in a combo after 6A (on hit only).