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Everything posted by heavymetalmixer
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Fuck Ranked, play in lobbies.
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As a Terumi player (and maybe Hazama player in the future) I can say that basically Hazama kills Terumi. Jabaki has the same range as Terumi's 5D and if Hazama stays in the air, he just has to do chains until he hits Terumi. Also, he easily evades Terumi's 6C, 236236A and 41236C (if high enough). As Hazama, watch out for j.B (as it has 2 hits and it has the most range of his air normals), j.C (3 hits; any of them can be jump-canceled or into j.2D for a knockdown), 623B (it's an awesome antiair, and it can be made in the air), 214214D (breacks guard and the overdrive version is unblockable, though it's damn slow) and 6A (fast startup, but there's no info in the wikia about head-invulnerability frames). As Hazama, be careful with framestraps because Terumi could do 236236A (the counter super). Note that this super is vunerable to lows (unless he is in overdrive) and throws, you can even junp to be at his back and then attack when Terumi does the "Oe, don't run away"-animation for a good CH or FC. Terumi and Hazama have the same startup, but no the 2A: Terumi's 7 frames, Hazama's 6 frames. Both 5Bs are the same: 8 frames tartup and +2 on block. Terumi's 5C makes him airborne so he can't be throwed out of it, both hits are jump-cancelable on hit and the first on block too, that is usually followed by his j.2D. The same goes for his 2C, is jump-cancelable on hit and block. His 3C has less range than Hazama's, but can be canceled in 5D and then the other moves than follow it. Be careful at long range because he can do 6C (3 hits and is fast for the range it covers, though Terumi's is fucked is this is blocked cause it can only be RCed), 41236C (that hits almost fullcreen and eats projectiles, so no chains for this one) and 236236D (same as 214214D but horizontall, you better double jump while blocking to evade it). At mid range range Terumi has 6C (again . . .), 6B (very slow, but it has more range than it looks, like 5D, it causes FC and it's +3 on block; usually used as a blockstring reset and special cancelable), 5D (-3 on block so is kinda safe to spam it, and it's cancelable into 6B, 6C, 6D and specials; this drive is just too good but it doesn't have a good vertical hitbox) and 236D (the 3 hit special; -4 on block but it catches jumps and backdashes). Terumi's game is being up close to do frametraps and lots of overheads or at midrange to spam 5D. As I said before, Hazama has superior range and using it in the air is how Terumi gets wrecked, like with all the zoners in the game.
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Looking for beginner/intermediate psn players
heavymetalmixer replied to illness690's topic in P4A Online Play
Yosuke-only player here :D PSN: HeavyMeet91 Location: Colombia (South-America). -
Hi Fluff, I played 2D FGs for one and a half year, but BBCP just two months, see you in the arena :D
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I also recomend Terumi for you, he's the character with the easiest combos in the game.
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And given the damage nerf in P4U2 and the knockdown at the end of every combo, the autocombo got even better.
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ASW said that there won't be Online lobbies on GGXrd to improve the netcode . . . probably the reason why BBCP's netcode is worse than P4U's.
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Well that's why I made a Bnb list :D, I tried to make them optimized, while I know they're still easy to do. http://www.dustloop.com/forums/index.php?/topic/7014-cp-yuuki-terumi-combo-thread/page-6#entry812309 Also, the combo video by Noze: https://www.youtube.com/watch?v=fR4GFWiO3rw Note: after 22C lvl 3, the 5B must be delayed on "weird-hitbox" characters like Amane or Kagura.
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I've never tried this, but considering that Yosuke doesn't get a lot of damage most of the time: Is it worth to use the autocombo for crappy confirms? There's a lot SP gain involved in it.
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GGs to Culix988 and darling_2009.
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[P4A/P4AU] PSN Match Finder/GG Thread
heavymetalmixer replied to Kurushii's topic in P4A Online Play
GGs to ScrawtVermillion and Timeless_Act. -
I'm not exactly good since I started playing since Terumi was released for the american version, but I can say you need to apply more optimal combos (or semi-optimal, because of the lag).
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I know what ou mean with the sitck problem, so in my case I prefer the D-Pad. And like with everything else, FGs are about a LOT of practice: I've played Melty Blood for one and a half year and I'm not good on it yet. Another important thing: play calmed, if you get stressed you'll start messing up a lot of things.
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The same goes for 22C.
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Maybe that why I lose so much: I try to play the Right Way online : /
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[Xrd] News & (Theoretical) Gameplay Discussion
heavymetalmixer replied to Shinjin's topic in Guilty Gear General
Yep. -
[Xrd] News & (Theoretical) Gameplay Discussion
heavymetalmixer replied to Shinjin's topic in Guilty Gear General
The "#" doesn't work for Youtube since some months ago, you must replace it with "&". -
These combos are very interesting, but notice the my combos (19) and (20) are still useful because they don't need CH 6C and because they can be made a little far away from thr corner. Now, I see that even you used 22C lvl 1, so it's good to see it's useful besides 2/5A starter combos :D .
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Three more Corner combos to my Bnbs list: 18) 5B > 3C > 22C lvl 3 > 63214B > 66 3C > 5D > 6D > 236D: 4596 Dmg/ 59 Heat (It needs 50 Heat) Notes about this combo (18): 1. If you add another two hits before 3C like [5B > 5C], [2C > 5C] or FC 6B (I don't know why) you have to make 22C lvl 2, otherwise 236D won't connect. 2. If you already have 50 Heat, this is a really nice combo because you get back 59 Heat, so you don't lose anything, and even after the 6D you can turn on the Overdrive, do the 236D and input one or two supers for more damage (if you had amost 100 Heat before the combo). 19) 6C RC(3) > 66 2C > 22C lvl 1 > 63214B > 66 3C > 5D > 6D > 236D: 4580 Dmg/ 45 Heat (It needs 100 Heat) Notes about this combo (19): 1. Not as practical as (18) for being based on it, but due to 6C being the starter and the dash after the RC, is useful to get the oponent in the corner. 2. Due to the nerf he got on 6C (amount of frames for following it on CH), this combo needs the RC even with CH 6C. 20) 5B > 2C > 6C RC(3) > 66 2C > 22C lvl 3 > 66 5B > 5C > 5D > 6D > 236D: 4226 Dmg/ 63 Heat Notes about this combo (20): 1. Another combo from this video: https://www.youtube.com/watch?v=fR4GFWiO3rw 2. More practical than (19) as it just needs 50 Heat and can be done a little bit far away from the corner.
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Someone has to do it, it's the law of the masses: If someone makes the first step, maybe others will follow.
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Yep.
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[P4A/P4AU] PSN Match Finder/GG Thread
heavymetalmixer replied to Kurushii's topic in P4A Online Play
GGs to ScrawtVermillion and Timeless_Act. -
Story wise, she could be a "Bad-ending" Labrys, than turned into a Shadow. Edit: An example of this was Adachi in P4.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
heavymetalmixer replied to Hecatom's topic in Under Night In Birth
HD version of the PS3 opening: https://www.youtube.com/watch?v=hIzC5CZuy3U -
06/21/2014 Arc Revolution Cup Qualifier VS Mitsuru: https://www.youtube.com/watch?v=rePyeOhZbFA&t=4m23s VS Junpei: https://www.youtube.com/watch?v=j2G6a1icnk4 VS Sho: https://www.youtube.com/watch?v=3WTEzBIdlD8&t=6m57s VS Shadow Chie: https://www.youtube.com/watch?v=uSBUISKUb8A&t=2m49s Mirai Yume Aoyama Arc Revo Qualifier VS Chie: https://www.youtube.com/watch?v=qV2AFppEZ_w VS Kanji: https://www.youtube.com/watch?v=qV2AFppEZ_w&t=5m48s VS Aigis: https://www.youtube.com/watch?v=DpJ42ZFGCJg VS Akihiko: https://www.youtube.com/watch?v=DpJ42ZFGCJg&t=4m43s VS Aigis: https://www.youtube.com/watch?v=DpJ42ZFGCJg&t=9m3s No date Yosuke Combo Collection by Moke https://www.youtube.com/watch?v=_HCLas_82ts