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Everything posted by Ctrlaltwtf
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You know, you'd be inclined to expect something from someone who specifically typed a BB character's name for their Gamertag.
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rofl Jin refuses to get hit by ID follow-ups. You can invite me if you want games lime.
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I actually want to play. That's all. There's really nothing more to it than that. By the way, nice Astrals.
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It's called failing 66 Sekkajin. how the fuck is this hard to understand. Sekkajin happens to be rather effective against endless Noel mashing. I don't purposely RC winning combos so I can taunt for no reason at all.
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Can we like, actually play? I'm tired of the pointless trolling.
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holy shit that was hard.
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dafuq is with all these rooms.
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I'm gonna shower real quick to get the gel outta my hair. Want to play some more when you get back? I don't have school this week so I have nothing but free time after work.
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Isn't it nice dropping all your combo enders against Jin? That shit happens perpetually to Hazama.
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well isn't that convenient.
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http://www.dustloop.com/forums/showthread.php?16188-of-its-total-6-nominations&p=1492723#post1492723
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Can you please stop picking the Training stage.
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jesus christ Jin is fucking bad. I'm not used to playing characters with such pathetic options they HAVE to mash out of everything.
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Home early tonight, anyone want a set?
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Can't dodge it. Can't block it. Can't break it. Gonna have to mash out of it. -Command Throws
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I have a 4 port switch in my room behind my router. Works beautifully. It improved my speeds dramatically too (router > router > stuff wastes a lot of potential speed due to the extra necessary communication) I'd say GGs except there weren't any.
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The unblockable 6A doesn't do anything without 50 heat though.
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I can't win with Jin though, that's something different.
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If you're behind two routers, make sure the second one from the modem is set to router mode and not gateway mode.
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So I've decided to sub Jin, and being the nut about optimal combos that I am, decided to post my findings: Only thing I have to contribute so far is this, but I'll add more as I find em: Throw (In the Corner) B+C > DP B > delay 66 6C > DP C > 5B > 5C > sj jC > j2C > jc > j2C > 214B [DM: 3370] Also here's a "Can't do 3C > 214C" full-screen variation for those pesky characters: 5B > 5C > j2C > jD > 66 5B > 5C > Sekkajin > XX Obviously at midscreen you'll want to do the usual 6C > 66 jC > 214A corner carry. Still figuring out most optimal route for this ^
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I can take you on in about 20 minutes if you'll still be on.
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Hit confirming will come with repetition and practice. Just comboing near someone is not necessarily a bad thing, because it puts them under pressure (this is called a block string). Begin consciously adding Lows and Highs to your block strings to increase your chances of landing an actual hit. Highs are a big part of the game, but they're intentionally slow and rare. Look at Ragna's 6B for instance. He can still cancel into other attacks from it, so it's perfectly safe and he can just use it during his pressure. However, he can only gatling (cancel into) it from 5A, 2A, or 2B. None of those attacks have very much blockstun at all (the amount of time the opponent can't move after blocking a hit). This intentionally forces him to have a gap in his pressure (a frame gap) if he wants to use his High-hitting 6B, which is generally more likely to hit than a Low. This makes him vulnerable while he's preparing his 6B (6B's "start-up"). This are some common terms you'll see a lot on here. As for punishing, I can give no better example than Ragna's C-Inferno Divider (623C). If you successfully block it, he's punishable for a long time afterwards during C-Inferno Divider's recovery (the time it takes after performing a move until you are able to move/block again.)
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I'm sorry, the incest thing was a joke I made like 50 pages ago and it just won't go away.
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The basic fundamental of blocking in this game is designed around using downback, and switching to regular block when necessary to block Highs. The vast majority of Lows are very fast while Highs are usually quite slow and risky. This is intentional. Once you master this you'll suddenly realize blocking has become much much easier. For instance Ragna only has two moves from the ground that hit High: 6B and Gauntlet Hades, which are both rather slow. Gauntlet Hades is also punishable on block. Knowing this, you can get used to just using downback as your default block, and switching to standing block when you see 6B or Gauntlet Hades. You might think this makes blocking way too easy, but that's why Throws are in the game. Also, you'll find that those "60+ combos" are really more like small variations of the same thing over and over again simply placed into different situations. It's definitely not necessary to remind every single tiny little variation.
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AHHHHH MOTHERLAND! At first glance I thought this might have been a genuine Russian match finder thing. But on top of the stupid cat picture there's a bunch of links to random russian sites in the post. http://www.dustloop.com/forums/showthread.php?16174-%D0%9D%D0%B5-%D0%BF%D0%BE%D0%BD%D1%8F%D0%BB-%D0%B8%D1%81%D0%BA%D1%80%D0%B5%D0%BD%D0%BD%D0%B5%D0%B5&p=1491742#post1491742