Jump to content
Dustloop Forums

DonPatch

Members
  • Posts

    47
  • Joined

  • Last visited

Everything posted by DonPatch

  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
  16. that's interesting, I've never really felt that the 2HS frc was useful ever. largely because of being able to combo into the rekka's from that which builds up more guard bar and still has an frc, but also because of 2HS's jump cancel. hell, you could even just do a 2/5P after it since it gives you +2 on block. what exactly are you doing with the 2HS frc to make it so useful?
  17. is anyone else sad that the most attention the aba boards have gotten for a while are this and elvenshadows silly puns? =( and wemp, for otg keygrabs, try hitting somebody with a keygrab while they're standing up, then as soon as you finish doing the move do another one. that's an OTG keygrab. normally hitting people while they're OTG gives them extremely fast recovery, but an OTG keygrab knocks them back on the ground and more importantly changes your mode (keep in mind knocking somebody on the ground with an OTG move makes them stand up incredibly fast)
  18. same reason you wouldn't instant kill at the start of a match.. way too easy to see coming lol
  19. seth, I'd love to get to evo this year, but I'm not sure just yet whether or not I'll be able to. if I make it out there, you bet your ass we're getting some matches in though. hopefully by then I'll have worked on my wakeup danzai's like I've been planning to do for about 2 months now lol
  20. something I like to do is get them in a blockstring long enough to get the guard bar flashing, and right when it starts to flash get them to block the rekka's > FRC > run in 5P > tick throw / FB Danzai. the tick throw seems to get people the majority of the time, but if you notice them throwing out a lot of quick attacks or trying to throw you, you can mix in the FB danzai instead to eat any form of counter they try. after a tick throw, assuming their guard gauge is high enough (at least 87 in training mode I believe) I'll combo into 9 > j.S > j.D > orbs(2hits) > land. from there it gets kinda character specific, but it's generally 66 > 5S > 2S > sj.S > sj.D > orbs > 6FRC6 > j.HS > keygrab (about 295 on sol). if I catch them with a FB danzai, as soon as I recover from the move I IAD and orb right below them, which catches them with a 2hitter > land > 2S > sj.S > sj.D > orb > 6FRC6 > j.HS > keygrab (about 350-380 on sol, can't remember the exact number). again, this is character specific to an extent, but the basic combo is the same. some characters just need more or less hits depending on weight. also, I'd like to throw that catching any enemy with a j.K while they're standing otg can combo into a 2hit orb instantly as long as it's not in the corner. this makes it a useful option as a fake crossup. normally, jumping over the enemy, airdashing backwards, and doing j.HS is a fairly reliable crossup, but should they start to catch on to it and block it, you can potentially trick them by airdashing just a tiny bit later, so you don't go overtop of them, and doing j.K right after the airdash finishes (so it hits in the right direction) then combo into orbs. since aba's j.K comes out so fast, it can potentially hit people out of some counter attempts as well, though that's untested.
  21. nice vid seth, I like the song choice lol. continuing this discussion seems like it would be off topic, though, so I'm gonna continue it in the combo thread
  22. if your opponent has their guard bar high enough, you can throw them in the corner and follow up with 9 > j.S > j.D > orbs (counter hit j.D makes them wallbounce which gives you a guarenteed 2 hit orbs afterwards) > land > continue orb loop / go into butt loop (with RC 2hit orbs if able) / any other silly crap you can think up. the point is you're getting a free 2 hit orb off a corner throw if you have their guard bar just high enough (as long as it's still flashing after the j.S connects, you're golden). as far as I've seen, this works on most if not the whole cast.
  23. I'd say just go into training and try to work on one or two decent combos in goku moroha. It does such minimal damage that really any good length combo you do will work as well as any other combo. The most important thing to try for would be getting a double keygrab at the end though. As a side note, since you don't get knocked out of moroha if you're in the middle of a combo/blockstring until you stop doing moves or land if you're in the air, if you're running dangerously low on moroha meter and don't want to risk an empty bloodpack/blocked keygrab, goku moroha is a somewhat viable option. It replenishes some of your meter, doesn't make you have to sacrifice pressure, and can give you those vital few seconds you might need to connect a hit and keygrab, or setup for a safe bloodpack. Definitely not something to do all the time, but it can save your ass in a pinch. And on the topic of tick throw keygrabs, if you're close enough and do 2HS in normal mode, if you do a keygrab in between the two hits (delay it until just before the 2nd hit) their blockstun ends and you get a free keygrab.
  24. her IK in goku moroha does pretty much the same thing lol
  25. I didn't see one of these yet, and since it's my most frequent matchup, I felt obligated to share some of what I know. The only reason I haven't already made a thread like this is because I've been worried any matchup info I have is just player specific and not character specific, but I suppose anything's better than nothing, right? If anybody finds errors with this, please speak up. Since Zappa changes so drastically with each summon, I'll just split this up into summon-specific matchups. A.B.A. vs. Naked Zappa (no summon) What to watch out for: -his 6P hits low, goes under a lot of shit, and gives a KD on CH. -his 5K and 5D have lower invincibility. His 5D also has throw invincibility and can be special canceled. -his naked f.S hits mid in the air, and the puddle it makes on the ground hits low and causes quick stagger. -his summon is invincible for the first 9 frames, but is very punishable on block. KD on hit. -his 5HS and 6HS both hit high. -his j.HS hits behind him. -his throw and airthrow both KD. -his super is completely invincible until the recovery. How to fight him: While you're in normal mode, you're both at kind of an equal footing. Try to get into moroha as soon as possible, but only try for it if it's safe (across the screen or off of a 5HS). Normal mode 6HS works as an okay AA if timed right. It's not as quick coming out as 2S or 2HS, but it can combo safely into bloodpack and if you score a CH they're almost already dizzied, though he tends not to go in the air much since his air normals aren't too great. When in moroha mode, always beware of the summon or 6P, as they can beat you out clean if you're getting predictable. Do not underestimate Zappa just because he doesn't have a summon out. A.B.A. vs. Triplets What to watch out for: -his P ghost toss goes straight up, then comes straight down on you no matter where you are on the screen. It hits mid though, so don't get tricked into blocking high and eating a 6P. -2HS/j.HS KD's on hit, and it's very easy for zappa to crossover with j.HS. -if you get haunted, the banana peel hits low and KD's. -his 6HS hits high, and hits 3 times. he can make unblockable setups with this and the banana peel. How to fight him: At some point, you're going to get caught under heavy pressure by the triplets. If one is haunting you, it's going to get even heavier. You'll have to try to work your way in to Zappa while blocking everything that gets thrown out at you. 1 hit will get rid of the triplets, including any that are haunting you. Nothing zappa has in this state does too great of damage (excluding 6HS), but his ability to get hits in is very high, and as a result means he can knock you out of moroha very quickly. Play cautiously, and be selectively-aggressive. Once you get your pressure going on him, there's really nothing he can do to shrug you off except a DAA. If you get a hit in while a golf ball is coming at you and try to combo, the golf ball won't dissapear. If you throw a well timed Danzai in the combo, however, you'll just go right through it. This fight is all about patience. A.B.A. vs. The Sword What to watch out for: -he has a decent SRK in this mode. -his 5HS can outpoke your f.S, and even your 5HS if timed right. -lots of knockdowns. CH SRK, sword slide follow up, sword swipe, sword spin, and of course throw, airthrow, CH 6P, and 2D -decent damage. -strong anti-air (2HS and SRK) -j.HS has good crossup potential. -6HS hits twice; first high, then low. How to fight him: Poke cautiously. If you get the pressure going, keep it on hard until he cracks (just watch out for reversal DP's). If you get put on the defensive, just wait until you catch an opening. The swords specials all have long recovery time if they're not FRC'd. Nothing too fancy about this fight, however. A.B.A. vs. The Dog What to watch out for: -unblockables (the dog bite is unblockable unless it's used as a follow up attack, and it's air dive hits high, which can make for unblockable setups if mixed with a low attack). -if you hit the dog, whatever attack killed it will not connect with Zappa. If you kill it with the first hit of f.S, that hit will not touch Zappa, but the 2nd hit of f.S still will. -the dog attacks independently of Zappa, meaning if you have him in a blockstring, he can still make the dog attack while he's blocking and combo you into a KD. -the dog has an uppercut that comes out fast and KD's. -the unblockable dog bite KD's. How to fight him: While FB Danzai-ing Zappa/dog combos is hilarious, try to avoid danzai. Zappa can easily let the dog get hit by the first hit, and make you his bitch afterwards. If Zappa's sitting on his dog, f.S can kill any counter attempt the dog might make, and still hit Zappa afterwards. Try to push zappa away from his dog so it can't interrupt your pressure as easily. Zappa tends to be easy to tick throw in this state, so use that to your advantage. If you get knocked down, prepare to face retarded oki. The dog can unblockable you on wakeup multiple times if you aren't able to get it off of you. In this case, one of the safest things to do is probably a wakeup EX danzai. you'll probably get punished by a summon/KD afterwards, but it's better than getting KD'd by the bite again and having to wakeup into another one. Besides, there's always the chance it could connect. If you have the tension, RCing the first hit is your best bet, and if you have a burst, that's the time to use it. Just don't get burst baited and stuck in the loop again. This summon is possibly the hardest part about fighting Zappa. A.B.A. vs. Raoh What to watch out for: -highest damage combos in the game. period. -a high damage SRK with fully invincible startup. -edguy KD's, darkness anthem KD's, and 6HS groundslides. -DA and raoh's super do 2x chip damage. How to fight him: For the love of god poke safely. Raoh isn't as bad as you'd think, but if you go rushing in making stupid mistakes you will be killed, end of story. Danzai is good for beating out most of what he throws at you, but don't abuse it by any means. Also, only try to Danzai him out of moves if you have the health to cover it. Example scenario, if you run in and bait an edguy with a FB Danzai, and Zappa RC's, edguys, RC's, and edguys again, yes your danzai will connect, but you just lost 1/3 of your life. Fortunately, edguy has long recovery, so on block you can easily punish it. If you're feeling risky, you can try airdashing in and FDing a baited edguy, landing and punishing. Raoh has no overheads except for 5D and any air attacks, so block low until you see one of those. Watch out for tick throw attempts too, as one of those will take off a large chunk of your life, and once a Zappa realizes they won't be breaking through your defense, they're bound to try for one. Raoh dissapears after about 15 seconds, so if you can defend or keep the pressure going for that long, he'll be reverted back to naked Zappa. This fight is similar to potemkin, just with different areas of caution, and more at risk if you fuck up. Well, that's all I have on this matchup for now. Long story short, you can decimate him with a couple good combos, but he has dozens of options to knock you down. I hope I didn't leave anything out. If anybody has anything to add or correct me on, please do.
×
×
  • Create New...