Jump to content
Dustloop Forums

TITANIUM BEAST!!!

Moderators
  • Posts

    1,623
  • Joined

  • Last visited

Everything posted by TITANIUM BEAST!!!

  1. Standing D or cr.B-cr.A into QCB+A, SC on first hit to C lightsaber. This is his BnB and you are far more likely to hit this than hitting level 2 off of a normal QCB+C or even command grab. Command grab is still hella good though, but hitconfirm off of either of the above combos is more likely and does more damage.
  2. Kaede doesn't build meter, he burns it like a mafia boss who burns fifties to light his cigars.
  3. For the third situation, IB the move he is JCing and then counter his airdash with 6P or an airthrow or whatever. In any situation with GF FRC, do not attack. Block or back away. Don't get fancy. I would also recommend not attacking when you see potential grab setups. Just get away. Don't risk a CH.
  4. As promised, the rest of the matches from our tourney: Losers Semis (Mike Gibson versus Titanium Beast): Matches 1 and 2: http://youtube.com/watch?v=xgkDSjwAhxE Match 3: http://youtube.com/watch?v=W3eVHxZP1O0 Losers Finals (Frank The Tank versus Titanium Beast): Matches 1 and 2: http://youtube.com/watch?v=o0-x97ueKmQ Matches 3 and 4: http://youtube.com/watch?v=Y2pgxO9fs9I
  5. Matches from our November Knockout tourney held in Greensboro NC this past Saturday: Winners Finals (Byron versus Frank The Tank) Match 1: http://youtube.com/watch?v=edNEbfcn3lo Match 2: http://youtube.com/watch?v=LzK4UCAqpnk Match 3: http://youtube.com/watch?v=ZpFJyPsEtiU Match 4: http://youtube.com/watch?v=r33DqedPrXQ Grand Finals (Byron versus Titanium Beast): Set 1, Match 1: http://youtube.com/watch?v=82dfEjx7QCY Set 1, Match 2: http://youtube.com/watch?v=WwxE3o6MONg Set 1, Match 3: http://youtube.com/watch?v=XeS0g5IetMY Set 1, Match 4 and Set 2, Match 1: http://youtube.com/watch?v=LLwcHiT_Iq0 Set 2, Matches 2, 3 and 4: http://youtube.com/watch?v=Gusq14v3Lv0 Set 2, Match 5: http://youtube.com/watch?v=yx2k5ewQ6_o More to come, including losers semis and losers finals.
  6. I quoted you in my first post, you stupid motherfucker. And CD just quoted you again. If you try to rebut this or deny in any way shape or form that you said what you said, I will delete your post. I won't even bother to read the rest of it.
  7. I already gave the short version. Good shit though. Oh my CHRIST YOU DID YOU SAID IT, MOTHERFUCKER GOD Anybody, and I mean ANYBODY can do more damage to you than you would do to them with your VV and still knock you down, except for possibly Zappa or maybe a few others. Everyone else is like "yay, free combo!" This won't happen.
  8. To save the other guy the effort.
  9. Backdash, jump back whiff j.HS, jump j.P, etc. These are all pretty safe and give you options.
  10. Yeah but if you fuck up against certain characters they can do the same thing to you. Whether or not it's worth the risk is up to your own personal judgement.
  11. That has nothing to do with it. In general, attacking at the start of a round, especially when you have no meter, is risky.
  12. There is no single "best" round-opener, it all depends on the matchup and who you are fighting. Personally, while you can make a game out of what attack beats what at the start of a match, generally attacking right off the bat at the start is very predictable and very dangerous.
  13. Do combo into Time super then do some combo ending with the ground super so that the time super runs out when they are on the ground. You can then infinite-combo them with 3B and 3C. This was banned from SBO.
  14. Teyah: Best oki option with Sol off of that mixup is to just do a regular j.S as you fall instead of airdash with j.S. It's pretty much reversal-proof if you do it right, so it's your best overall option for getting an overhead hit. You can also do it just a little bit later to make the j.S whiff/not come out and THEN command grab or low for a fucked-up mixup. Darkhonor: HOS doesn't get his damage as easily as Sol does. Yeah, you can do 200+ with HOS but that requires major resources and a good setup. You can't just run up and bust a Wild Throw mixup on someone for free 50% like Sol can.
  15. Remember to factor in stuff like dash momentum as well, you can grab people from really far away in some situations.
  16. Asura spike infinite is techrollable loooooool Doesn't matter, that character sucks anyway. Kim/Big/Hotaru FTW.
  17. That was awful. Don't ever post something like that again or I will come to your house and do unspeakable things to you. re: 2D CH GF, you can do 2HS without FRCing pretty easily if you are close enough. It works better if you have some dash momentum.
  18. I think that's been posted before, too bad the damage goes down.
  19. One way you can do that combo is when you do the level 3 BRP, do 236K~D and hold D. If you do it quickly enough, the game won't register an Action Charge and you can then do level 1 Gun Blaze after the level 3 BRP.
  20. I don't have the necessary matchup experience to really exploit Sol anymore. HOS is more fun anyway.
  21. I'm going to NEC which is a week before this Memphis tourney and Memphis is ridiculously far away. So nah. Maybe you should come to NEC instead.
  22. That would be because I haven't been using this strat for the past month, I've been running at you and getting hit. Thus why I'm posting about this and sharing info to try and learn more about the matchup. I seriously question whether or not you actually pay attention to what happens when you play. Ok. "OMG let's not get personal O WAIT YOU DID THIS TO ME BEFORE!!!" *sees the irony fairy*
  23. Ok Jon, way to miss the point. How am I supposed to get inside on Slayer to lay on that pressure? That is what this discussion is about. I'm not going to spend the entire match at midrange. The goal is to be able to fight at that range so I can actually set up a situation to get inside, as opposed to taking massive risks to get in and losing all my life to a scrubby 75% Slayer combo. What you are doing now would be the equivalent of me going into the Slayer strat thread and saying all the mixups you posted are useless cuz you only use three of them in any given match. It's irrelevant. Just because you were beating me yesterday does not suddenly qualify you to speak on this matchup.
  24. Level 3 moves are safe and/or give massive frame advantage on block, so I don't care if you can block them or not, I get inside for free. If you fuck up or guess wrong, I kill you. Mappa will not hit me "quickly" out of it, Charge recovery is very fast. Again, you have to guess. We're talking about you running away from me now, all I have to do is stay out of Mappa range and if I see you walk forward, stop Charging and block/back away. I never have to risk a Charge Burst. Ever. Using it at range is a total waste. All you have to do is stay out of the max range of the move and try to counter my approach. Better to save it for when I actually get inside. This is not Slash where my level 3 BHB reaches full screen.
×
×
  • Create New...