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Everything posted by FatalCounter
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Plz only tell me how did you make your avatar? So godlike! Thx!
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
This strictly depends on people he or she plays against. I mean if I get bodied everyday by a Ragna player for example, I will think he is a though matchup for my character. If I beat a Jin player consistently, I will say he is a given for me. Sometimes this is really personnal and depends on the way anyone plays a char. I remenber a tournament in North West, Seattle maybe. Dacidbro and Huey playing the same character; Bang but the way they play is really different. A Relius player beat Dacid so bad but couldn't even win a match vs Huey. Skills!!!! -
[CPEX] Relius Clover Gameplay Discussion
FatalCounter replied to HARD_BREAD's topic in Relius Clover
What means "when she is idle?" From what I have seen, Blue = slower regeneration while red = faster regeneration. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Lol! -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
At least she has a fireball, but Why TH, that fireball doesnt't go full screen like other fireballs. So you have to sacrify the meter you early gained for a better fireball 46D, that sucks a bit! I can't believe Hazama who came with Tsubaki in CS is always top tier while our baby is having hard time. Maybe, a Hazama or Jin player need to win a major so they can nerf them a bit (I don't like it though, better buff weak characters). Hey Kiba, I didn't use something special on Tager, only 5BB > 5CC > D cancel and he punished me before the second C came out, I get furious (5620 dmg and he won) -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Sometimes, I feel the same way, the fact that her normals are pairs (5BB, 2BB....) are often predictable. Gap in blockstrings are the worse thing about her. When I play online and the connection is not that good it is easy for Tager to throw me, Ragna or Jin to DP me. I hope they fixed it in BBCP. But at least she is annoying as hell, when I play a mirror match, I suddenly understand how annoying it is to deal with her. But in general, you are right, she lacks some things very important to make her a really good character. For me, Jin is the perfect character of BB or Bang. Some reasons why I continue to play her is that she is flashy as hell, she has one of the most inventive combos in the game, she has the same astrological sign as me and her hair yes her hair. lol. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Jin is the character I use the most in versus mode; and his DP C always counter my 5B even on wake up. I don't think it is just the fact that his DP is too slow, I even tried it now in training mode and I get countered every time. Anyways! Regarding SF, SF characters movement is slower, because there are no run type character (except Dan), no double jumps, no air dashes (except Oni), but moves and combos are really faster than BB. It is a footsies game. BTW, what do you think about the Games lineup for EVO 2013? -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
I saw that and I was wow, 5B recovery that good!!!!! I actually love BBCP. when I played some EX yesterday, it seems too slow and pretty weird. In general, I play fast games as SF, Marvel or Darkstalkers... So BBCP will fit my style even more. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
To made him upset hein? A guy was doing the same vs me picking my Relius color (the black one) and I send him a message to tell to stick with his color or pick another one. It is already difficult and painful to play a Blood Pain, don't take myself!! lol -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Lol, I am bad!!!!! Sure about it? -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Why you want to use 3 colors? Lol I know you're free to use all colors if you want to but, it is easy to identify someone with his color. NVM, I will wait until the game comes out and choose between maintaining my color or change it. it actually did ~3.5K. But I think 6A> 5CC> 214D> 2CC> AID jCC> 5C> 2CC> 236236D (do 660, not that bad) can do way more damage. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Me too, I hate when my opponent know that I won't use a low attack firstly. Better range or faster startup. that is what she needs. Your avatar is in my Tsubaki color! Lol. Will you also use her color #2? please tell me, we can't use the same color. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
In general, 2B is not that good. I usually use it when I want to pick someone up not waking up quickly or when I want to beat my opponent thinking I will go for an overhead, but the combo I get after that, is a bit disappointing. I will almost never spend my charge even in the corner (Unless I gonna kill) after the 2B starter. its recovery for one of the slowest 2B of the game (I find Relius 2B pretty slow too, 11F but reach quite far) is pretty a amazing. Most people playing vs me, like to block high after a j attack, and I really want to use that 2B for punishing them (even if sometimes I do) but I can't, 13F? Come on Arcsys!!!!!! Fortunately, she has 6B, slower but deceiving and + on block. BTW 2B is a better starter in CP but a worse combo filter P1 90 (80 in EX) P2 80 (86 in EX). Why they made impossible to do 2B > 5B..... Now you have to 2BB > 5B. Please tell me I am wrong! -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Those SF 1 frame link? I hate them. 2C is just too good lol. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Kiba is completely right. You are the Mod after all!! lol For example if you do 5BB > 5CC > 236A works for sure while 236B works on Ragna, Hakumen or Tager. But if you are close enough, you do 5BB > 5C > 2C > 236C works for sure. all these on standing opponents. BTW, on the last video showing some Kuresu footage, I saw him doing CH 5B (on arial opponent)> 5D cancel > 5B > air combo and it works while I tried this so many time and it never worked. even the mini dash 5C was hard to get after that. And my easiest option is to 5BB > sjBC > djCC > air ender. Maybe CH 5B untech time is good in CP. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
It is pretty hard to see a Bang palyer start his pressure with 2A except from the corner. Generally they use 5A > 66 > 5A >..... and make you guess between low (2A or 6A) and high (5C or 6B). At least the bang I play against use this kind of tool. It is pretty easy to jump out his 2A though. -
I think he uses the jD instead of j236D in order to keep Azrael close to him and get another combo because if you look at the health, he was lower and j236C would have pushed Azrael too far.
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[CPEX] Relius Clover Gameplay Discussion
FatalCounter replied to HARD_BREAD's topic in Relius Clover
I can't because during all the Academic year, I live in a residence where it is impossible to connect my console to internet. It is weird, we use a proxy (strange one) and I am trying to buy a modem only for playing online. Last year I bought one but it wasn't that fast and I couldnt play online. If you have any idea about a good modem, please let me know. -
Finally some smart Amane http://www.youtube.com/watch?v=iICqU_8vlp4&list=UUJC5rXAfIrTMuoBY3qJjBdA&index=3 second match at 3.22 http://www.youtube.com/watch?v=-azmZgmSN2g&list=UUJC5rXAfIrTMuoBY3qJjBdA last two matches.
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[CPEX] Relius Clover Gameplay Discussion
FatalCounter replied to HARD_BREAD's topic in Relius Clover
Now, 6C > 214C (val tus) works (I saw it in the corner but I am not sure midscreen. But people prefer to use his new move Gad Leith (you don't spend any Ignis health). I think this the road to go since the Ignis health recovery is terrible in BBCP. BTW, Glad to see a new scrub, a new player from Europe. We have been all scrub once, so NVM. Who is your main, if I can ask you? My signature can tell you my characters. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
A rushdown character with a command grab is the worst thing to deal with. Fortunately Bang command grab is slow and the recovery is terrible. I never want to block the wolf in the corner, his command grab is fast and the recovery is amazing. Tsubaki CG is fast though even if the recovery seems not that great. This is scary even for a Tsubaki player like Me, 960 DM + 2 free charges for a better combo. what do you think? Jump is just a reflex. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
I don't think it will work; too much hit there!!! maybe without 6BB but 214B has the a bad proration compared to 214D. I don't think Kuresu is stupid enough to not add 6BB if he could; for more damage. That means to me that it doesn't work because he always loves to do optimum combos. 6A is good but not one her best starter Maybe I am wrong, we will see. -
Are you serious? Those you are talking are hit confirm. all his midsreen combos with C moves are at least 2,5K damage. Maybe, you haven't watched last Amane videos. The combos without C moves like jB> 2A> 2B>5B >3C> 236C; ~2K. This is pretty standard in BBCP except some combos on crouching characters,like Jin combos. BTW Now, people like Shadow are sacrifying their combos for the 6D oki. Like this, CH 6A> 5B> 5C> 6C> 5B > 236D - B and then 6D. This is the oki, hard for your opponent to get out and at the end you get Drill level 3. This is where the game begins and your opponent start holding back. I will definitely use this kind oki for the Drill more than adding 1k to my damage. With the Drill lvl 3, I don't need a combo but that you block or get hit and you're done. The Drill lvl 3 combo do at least 4K without any super but it is easy to get overheated and all your Drill lvl 3 get wasted. Amane doesn't have any problem with damage, do you see how many times Shadow comes back with him? His problem is his lack of meterless reversal, the pressure locks him down like no other character in the game. I am working on my defense right now without bursting and reversing. That is what you should worry about!!! Peace.
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We are all right, lol I really want to know when Arcsys gonna tell the release date, the release season at least. Sometimes, I am really disappointed by some japanese FG companies. I understand that arcades mean a lot for them, arcades gives them the right test of their game and they also give some hype for people seeing some footage and allow them to sell well their products. But for us, it is terrible. For all the games firstly released in Arcades, Japanese players always have one step ahead from us (SSF4, VF5, BB, P4A, GG, Tekken 6...). And all games firstly released in arcades, except from SSF4 and BBCT, didn't sell that well on consoles. I don't have anything against the arcades release first, but the gap between that and the console release doesn't have to be like 6 months! Otherwise it seems like we already know everything about a game we never touched but that we really want to. 4 months ago, thay said that they already made 30% of the game for the console version on PS3, so hopefully they announce something after holidays.
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Eh ohhhh!!!! people, are you dead over here? Maybe I am the only Amane lover remained after Christmas. Make some noise if you're still alive!