Corner-Trap
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About Corner-Trap
- Birthday 04/23/1991
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Location
Fayetteville, NC
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apples/oranges, whatever. -6P is one of Testaments best moves -MOP is good but not necessary -Your self taught play style that has been tested against the computer VS. Play style of top players that has been tested in tournaments -Testy has good air-to-air, but not godly -Making better combos does not compensate for lack of human competition -Experience fighter >>>> Theory fighter
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Thats not even what I'm getting at, you're being real hardheaded right now. I'm just saying it's impossible to be more of a setup player than a guessing game player, or vice versa. Simply for the fact that one leads into the other, therefore you can't be one more than the other, it's just not technically possible.
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How can you do one more than the other when you have to do one in order to lead into the other. You make setups to lead into guessing games, so how can you do one more than the other. What you're saying doesn't connect, I'm not sure if you understand the concept I'm speaking here.
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........ Huh? You make setups that lead into guessing games, they're both one in the same. In the example I made above I placed a net over my opponent on wake-up(which is the setup), then I did a mix-up between 6P and 2K(which is the guessing game). I don't understand how you could be one type of player and not the other when they're close to the same thing.
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The difference between 6P and 5S(close) is that 6P hits overhead. Testaments basic high/low mix-ups revolve around 6P and 2K. If you're getting stuffed out of the attack then you're not using it right, you should be using it on wake up or during pressure strings. Here are two common situations to use it: 1) Place a net over the opponent on wake-up which acts as an automatic meaty, forcing your opponent to block. Then you go for a 50/50 mix-up between 6P and 2K. 2) During a pressure string do a FRC EXE Beast which gives you an incredible amount of frame advantage and you can easily run up and do a 50/50 mix-up between 6P and 2K.
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6P is one of the core moves to Testaments mix-up game along with 2K and throw. It hits overhead has upper body invincibility and is one of the best lead in into combos. This is all pretty basic stuff for effective Testament play, I'm not sure how you could've skipped out on this.
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Well I was only pointing a few things out. As far as combos go, I basically use basic BnB combos.
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I'm not trying to shit on your guide, because I can tell you put some work into it, but have you read this thread? http://www.dustloop.com/forums/showthread.php?t=3414 I think it's also a good thing to list the pros and cons of a character within a guide. +Easy combos for good damage that have lots of setups +Good high/low/throw mix-ups with nice follow ups +Good pressure game thanks to HS.EXE Beast +Incredible okizeme game thanks to nets, trees, and S.EXE Beast +Great zoning with his various traps -He can keep pressure from getting to him but he has trouble getting pressure off him once it's on -Lacks a solid air-to-ground attack It seems that you really haven't covered many of those areas.
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Why are we talking about Slash?
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I guess I'll just have to stick with standard badlands loops after a mid-screen throw.
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No
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Heres' a setup I've been working on(it's for a midscreen throw): throw, 6K, S.EXE Beast, FRC, Zeinest(then follow with any combo after zeinest connects) In theory this should work but I'm having problems timing it. I'm hoping someone can confirm whether or not this is actually possible. EDIT: Nevermind I just realized that I can do "throw, 6K, S.EXE Beast, 5HS, Zeinest" which allows the zeinest to connect without the expense of any meter.
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Your formation depends on the last ball you summoned. So if you want the K ball formation then you'll have to summon the K ball last, and all other balls will switch to their positions in the K ball formation.
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Lots of updates to the first post.
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It's all good, and I stole your little "-----" idea to space out my formations on the sheet.