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Finkledoodoo

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  1. Ok, about the blind spot, do you get the feeling that the hit box on f.s is random? Sometimes I'll f.s the blindspot for testing purposes and it hits sometimes after a couple misses. Anyone know why? My only guesses are that standing animations have swaying hitboxes (highly doubt) or that f.s has a random hot box... For funzees, an opponent can't run in on you if you meaty the fat part of her f.s and if they jump they will get hit or have to block, on top of that, blocking a f.s in the air does not allow you to jump out of the next... I'm thinking that you could possibly psuedo trap someone trying to escape the corner... I'll experiment soon enough... You think there's a possible benefit to this? I know you can inertia hcl and be possitive 1 on block... This me be a plausible block string...
  2. Wow, sadness consumes me... He should just play Eddie than, I don't care any more...
  3. I think anything ji'd into 6p hcl frc works on everyone...
  4. 5h, hcl hits baiken at mid to max range and I think if you delay your hcl...
  5. Question, can I-no reversal vcl eddies unblockable so that she is put into aerial combo state to not get dizzied or does eddies j.k knockdown on counter?
  6. I couldn't get definite results before bed last night, but I did manage to force player two to block f.s after a meaty f.s during a jump attempt... F.s also stops pushback momentum. I was able to out poke player two's 5p after a meaty f.s with my 5k... As for 2h, I use it when I want to build guard bar and I have meter to spare... I like 5k,5h,2h,fast note frc,j.k,j.s,land,dash,j.k,2p,5h,2h,slownote to whatever... At that point, j.p becomes a fun toy to play with for about three in game seconds, you can really get some damage from it...
  7. I'm pretty sure you can only an invincible on meaty f.s 5k f.s string... Also, I'm pretty sure I've seen koichi abuse f.s in the corner. I'm trying to see if a meaty f.s can prevent a jump escape from a second f.s... If so, that could be fun to play with... I don't have much time to experiment at home as of late because of the job, that's why I was asking... I'll hop on the system tonight and test it myself...
  8. Does koichi still play? I saw he did I-no in sbo 09, but I haven't seen anything from him since? Did one of the players he raped have his kid and now he has to pay child support and can't use his spare change at the arcade any more?
  9. I guess I should elaborate a little, I'm trying to set up a way to crank up guard guage and far slash does that pretty well, some strings I've played with are, meaty f.s,2p,f.s,5k,f.s and meaty f.s,f.s,5k,fs... I know these strings aren't air tight, but if it helps me be a little random and crank up some guard guage with out tension, it can't be that bad can it?
  10. Has anyone tried using far slash meaty as oki? I've been trying to figure out options from it but you have to be pretty close and sometimes it wiffs but sometimes it doesn't... What's the deal with the random wiffing at close ranges?
  11. pad is 66 wait for height 96 this was easier on pad than stick for me. Trick is to roll your thumb to 8 while holding 6. Pressing 6 again gives you 5 for free... Also, k to hcl is k+6 360 k... On pad I did this consistantantly, but on my circle gate stick I could hit confirm... Finally, negative edge for k hcl is best for option selecting because if you don't let go you can ad back on hit vs crouch... Edit, forgot to say that 360 is easier if you roll your thumb around the d-pad. For d-pad, I place my thumb across 1 and 9 and just roll any specials I need to come out. Tip of my thumb is used for 6 dashes/jumps and the first line on my thumb is used for 4 dashes/crouching. Sounds impossible but if you do it enough you see it and react...
  12. Lol, not really... I'm a security guard so I had plenty of downtime to read up on my manliness... Bumpers for hype!!!
  13. Wow, I just read the merged thread in it's entirety... I didn't know soo much... Thank you everyone for the wealth of knowledge...
  14. Nah, I'm serious. When I watch him play, it reminds me of Yipes playing magneto. They have so many option tree formulas that they use, it makes my head hurt. Look at all the black beat combos koichi gets away with because he throw resets so often. I think he plays more flexible than most players at his level because they basically just do what works perfectly almost everytime while he is dropping options tree mix-ups all over their faces. I don't think koichi is the best I-no, I like ten better, but I think koichi has the best option tree game. I'm pretty sure that's why he can basically rape with any character. I don't play PO, but I'd pay money to see what tricks koichi would pull or at least try as PO.
  15. I wouldn't try it too much on jam because she is almost always low attacking. And her flame kick beats it out or clashes. CH = loop = dead... On the plus side, It's beat out puff balls before!!!
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