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Solless

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Everything posted by Solless

  1. GG to BookofBlue, BGs to NKasumiTsoni7 and girlpower_speed.
  2. Someone I played against had the song "the Highlander" available on stage select. How'd he get that?
  3. I'll give it a try...and will probably be bodied fairly hard. In light of my extremely poor performance tonight I rescind my interest to play in this tournament.
  4. 6C is very unsafe on block. I think just how much depends on the distance from the opponent at the end but Ragna 5B and Jin 5C(I think) can punish it.
  5. Dang I can't get his darn jc into j.2D combos or loops. ;-;
  6. http://youtu.be/nQEyv2jRVvI Requirements: OD available, 50 heat, and near corner, but not IN corner.
  7. Oh phooey to you and your overpowered hakumen.
  8. What if you main Terumi? Taunting is his thing!
  9. MvC3 doesn't count because it's a failure of a fighting game. But we're getting off topic.
  10. I defy you to name any majorly rushdown style character that isn't supposed to be a glass cannon.
  11. I can only assume he's trying to do Valiant Charger into Valiant charger, which you shouldn't ever do. Edit: Or 3C.
  12. It's pretty easy. After hitting the opponent with VC with the UW applied, just tap forward then let it go, hit 5C, then tap forward again. Rinse and repeat.
  13. Maybe because she's so far been 1 character (2 if you count Terumi when he's not free anymore). As compared to BBCS 1 which had 3 while SFxT had like what....8?
  14. Swaying boobs, fairly exposed butt, nice thighs. She's pretty much the Mai Shiranui of the game...just, you know, kind of more fun to play as. GGs to those I played earlier this morning.
  15. I think it's range is relatively similar to Ragna's 5B, maybe even his 5C. The problem is it's startup time is longer then his.
  16. 6C is pretty much only good as a starter on CH or RCing the last hit. 5D is his best footsie for range and it can be special cancelled or cancelled into 6B which has a possibility of being a FC and is + on block. Or 6B can be held down to cancel the attack thereby at least getting you in, but watch out for mashers.
  17. What of his aerial moves that can really cover his approach DON'T have quit a bit of landing recovery? P.S. can we get video of that OD combo damage please? I'v e only seen really high numbers off a FC.
  18. So should I report you to the proper authorities?
  19. What's that mean?
  20. Odd, it doesn't activate with Tsubaki's? Does he get hit out of it or just not respond?
  21. Using Justice's combo as a springboard (2B/5B 3C 5D 236D 63214B 2C 5C 6D 236D RC (smp reset)) I think I have a reset in the corner 2B/5B>(5C)>3C>5D>236D>Orochi>2C>5C>3C>5D>22C>2C>j.c. Req:Corner, at least 25 heat. Dmg: 2345 (2578) HG:~43 (~44) After jump cancelling the 2C you have a few options. J. 5D seems like the safest bet and seems to be a good meaty in the corner. If the enemy techs in the air and you get a counter hit the j.5D will ground bounce them and you can continue with another combo. Course, it's not an overhead. J.2D is the next choice, and roughly will cover their escape almost as well as j.5D. It's an overhead too which is nice. However, if you hit anyone in the air, even a counter hit, the combo will stop there. j.A+B is the next option I've found. However, to combo after it you must j.c the 2C straight up and the enemy must aerial tech forwards or backwards. If you j.c. forward the enemy will lodge in the opposite corner of the screen and that's bad. Will test this more tomorrow afternoon. Let me know if you guys find anything wrong, because heaven's to Betsy I'm hoping this one doesn't just work on the computer like the last one I thought I found. Edit: Also, it's a good FC combo after FC 6B.
  22. Uh....wait around another 2 weeks.
  23. Don't know but it would make a lot of sense. I'm trying to unwire my brain about dash cancelling because the old way doesn't work now.
  24. I'm having trouble doing the 5C>jc j.2D consistently. Is there a trick to this or do I just need to practice it more?
  25. In a room or a lobby?
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