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heavymetalmixer

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Everything posted by heavymetalmixer

  1. Free for first week? Hell yeah, prepare those servers!
  2. It depends on the character, combo, starter and even distance. You just cannot try to make a lot of hits in a combo, you have to experiment and see how far they leave from your oponent and if you have to modify your combo to work. Same goes for other things in a combo: Damage, Heat gain and the way you finish it. That's why there are Combo threads in Dustloop (though some times they don't tell you if there are distance restrictions).
  3. Count me in, nice way to finish my vacations :D PSN: HeavyMeet91 GMT -5 . . . so, EST -1 that day.
  4. Not for the moment, and given that they already released a balance patch, it's probabilities are very low.
  5. Let's face it: There will never be a perfect ranking system, because at the end of the day, they're just numbers. Skill, effort, emotions, fun, lag and knowing or not your enemy is what really matters in a fight. That's why a lot of people in this game and P4U prefer to play on Player matches and Online Lobbies, because no body wants to be sad or angry for something that doens't really change how you play . . . unless you're just a scrub who has a big ego and wants to win no matter what (lag tactics, spamming, etc) to show everyone in his way how high is his "number".
  6. EDIT: I withdraw, still wanna see that event, so at least give me the stream link. I don't wanna embarrass Dustloop in front of GameFAQs.
  7. Fuck Ranked, play in lobbies.
  8. 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.
  9. Yosuke-only player here :D PSN: HeavyMeet91 Location: Colombia (South-America).
  10. Hi Fluff, I played 2D FGs for one and a half year, but BBCP just two months, see you in the arena :D
  11. I also recomend Terumi for you, he's the character with the easiest combos in the game.
  12. And given the damage nerf in P4U2 and the knockdown at the end of every combo, the autocombo got even better.
  13. 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.
  14. 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.
  15. 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.
  16. GGs to Culix988 and darling_2009.
  17. GGs to ScrawtVermillion and Timeless_Act.
  18. 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).
  19. 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.
  20. The same goes for 22C.
  21. Maybe that why I lose so much: I try to play the Right Way online : /
  22. The "#" doesn't work for Youtube since some months ago, you must replace it with "&".
  23. 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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