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DonPatch

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About DonPatch

  • Birthday 10/27/1987

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  • Location
    Miamisburg, OH
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    CH Sidewinder

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  1. Pads aren't hard to use at all, you just need to get double-jointed thumbs, like me :D lol seriously though, I have seen no advantage from a stick that makes it worth spending hundreds of dollars on. I can do the tk hcl airdash in combos, and I don't even main i-no, I just practiced it a little bit. Only reason I would personally ever want one is to be ready to use an arcade machine, but I don't see me going to any arcades that have one anytime soon.
  2. took my car to get repaired and got a laundry list of issues they were gonna have to fix. gonna cost me bare min about 1000$ to repair, and he suggested I sell it and find a new car, so I'm gonna have pretty strict limitations on travel for a bit =/ at least I'm starting to practice again though, so when I can finally play some of you again I won't be scrub tier.
  3. I'm having some definite motivation issues at the moment. not just limited to GG, but that's a big one. dunno if it's cause I don't even remember the last time I played against someone other than ben or what, but I'm extremely bored and nothing I do seems to be helping it. ohio needs to get hella more active. also, I heard a rumor sean will be switching to testament. confirm?
  4. I hope you'll understand matt when I say how ridiculous I've always thought it was to post on the street fighter boards to try and talk about guilty gear, but at this point I'm pretty much willing to do whatever to find some people to get matches in with. I might consider getting an account on there if this doesn't pick up soon.
  5. matt: xander actually just got ahold of me after a little period without any contact, and we tried getting some games going but he flaked cause of a headache. whatevs. ben's actually not played BB in a little while I think, he's been mainly practicing GG on his PSP, which is good to hear. I think he's about to get back into halo again really heavy though when ODST comes out, so I don't know if he'll retain how serious he is about GG for very long. he barely really plays it even with me, let alone going any place to play other people, but he is working two jobs so I guess I can kinda see how that would limit his time, and in the free time he does have he usually prefers to spend most of it watching movies. maybe he'll start getting serious with it, maybe not. we'll just have to wait and see I guess. and I'm done with this dry spell too matt. I need to get some games in pronto
  6. original ohio thread has a lot of peoples info on the first page (even if things like main characters are outdated) if you wanna get the jump on things and get peoples info up for others to see. in other news, I'm going to GA for the weekend. have fun this weekend kiddies!
  7. kinda surprised I'm having to post my info in here before it gets added, but seeing as sean isn't even listed on the front page and he's in the title of the thread, I guess it seriously is necessary. Name: DonPatch - Nick Main: A.B.A. Location: Miamisburg, OH Travel: not until I get my brake lines fixed
  8. DonPatch

    FRC on Pad

    only reason I could ever really see me switching to stick is to play in SBO or something. pad just feels so much more comfortable to me. while I agree the buttons are better on a stick, I have no issues FRCing when I want to (though I may just have weird thumbs). I even took the time one day and got where I can nail i-no's HCL FRC airdash most of the time, and didn't feel as though pad hindered my ability to do that much, if any. also, movement on stick has always felt really awkward and clumsy to me since it's a larger wrist motion as opposed to a simple slide of the thumb a few centimeters. after working with it more it felt a little easier gradually, but the pad just has a nice natural feel for movement and inputs to me. one additional note, I've noticed that when mashing staggers, sticks are insanely loud, so while I may not be able to mash out as well on a pad, your stick is literally telling me whether I should go for another hit while you're staggered or wait till you mash out and throw for a new combo. I'm sure trying this in a noisy arcade would be an entirely different story, but I love doing that to people when I go play at residences and such.
  9. I second this. I need more tricks to learn, and we've pretty much milked AC dry of those. enough with the side projects guys, put your overture/blazblue related ideas on the backburner and get back to work on what gave you your following in the first place
  10. you're right, I think it has 12 frames of vulnerablility at the end? something like that. it won't work in all situations I'm sure, otherwise the matchup would probably be even, if not in hakumen's favor, but I still wouldn't be so quick to call it useless. most likely the people I do this to have probably never even seen hakumen before, but even the people that know to jump over it don't seem to be able to punish very well before I recover. at the very least it's a nice way to remind nu that she can't just stand back and spam swords until you die. even putting that little bit of fear into her can possibly open up a new route to win with. I personally feel this option is worth playing around with, considering he doesn't exactly have much else going for him in this matchup
  11. ah, but you see even if they jump over it, the move is completely invincible and gets you right in on her. one of the only things that makes this fight overly difficult is how hard it is to get close to her, and this does the job perfectly. I would hardly consider this move useless in this fight, especially considering how easy it is to get stars against nu if you're good at IBing and know how to play defensively.
  12. the counter super is actually incredibly useful against nu. it's unblockable, crosses the entire screen, and can counter almost anything she throws at you. not to mention a staple of her long range mixup is the 4D sword which is easy to counter on reaction. if you can sit back and guard long enough to get those 4 stars, you have a fairly easy way in. plus it has a huge hitbox, so even if they try to get out of it there's not much chance they'll be able to. I whore this when fighting nu's
  13. needs more situational combos! normal mode 25% tension when the opponent is at the proper height: 6HS (counter hit) > bloodpack > FB danzai > dash in 5P > c.S > 2S > sj.k > sj.S > sj.HS > sj.D > orbs > (with 50% starting instead of 25%) FRC airdash > j.HS > j.D > orbs/keygrab this combo has a decent shot at dizzying a lot of the cast at some point during it. not a 100% guaranteed dizzy, but it happens often enough to make it worth mentioning. cmon people, get creative with those buttons!
  14. clouth, while you'll need to know which characters this works on and which ones it doesn't, j.K can combo into a 2hit orb if it connects on a large portion of the cast. doing hits in a blockstring before the j.K connects (like airdash j.S j.P j.K) might effect this due to pushback, but I haven't tested that yet. if you land a j.K and are able to though, orbs are a really great option.
  15. hmm.. I'll play around with it at least and see if I can get much use out of it. on an unrelated topic, I was wondering if I could get an explanation for something.. one of my most used BnB's is c/fS (1) > 6HS (2) > rekkas FRC > 66 2D > Danzai > 66 c/fS (1) > keygrab > OTG keygrab. I noticed however that if I replace the first c/fS with an air attack like j.S or j.HS (since a high hit is more likely to connect than a mid) the combo becomes techable between the 2D and the danzai. it's the exact same number of hits, the only difference is what move I start the combo with. anyone have an idea what's causing this? I mean, it's easy enough to get around just by altering the rest of the combo, but I just thought it was an unusual effect
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