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Everything posted by Pervert_Q
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onlines not bad... .harder to play that rachael online but i manage ><
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Anyone headin to ufo for that cstwoooooo action tonight ?
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yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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Here's some advice.... learn fighting game basics. They apply to all games. The only real difference between games is the mechanics that make them interesting. If you don't know how to control space properly you'll never get any better. Street fighter II turbo is still the best game to learn basics in. Also, watching videos is still probably the worst way to learn anything. I learned that the hard way personally. Learning to hit confirm is far more useful than memorizing a combo you saw someone else do. Once you learn how to hit confirm well, then look at some vids to maximize your damage.
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I suggest blocking, and blocking well. All jokes aside you really need to know your enemies pokes and what pressure strings they use and figure out (by frame data) which part of the pressure string has the most recovery frame and start IB that which gives you a +4 advantage on the ground, which means free punish or starting up a pressure string. Usually you want to focus on the last hit of a pressure string, but with like say ... rachael, if she does 5a ( you instant block it) and then follows it up with 5b, you can straight IB, backdash, punish.
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Hold it however is most comfortable. There is no proper way. Hell I've even seen some lefties that refuse to adapt and go cross hand, and that seems wonky as hell. I use an over grip personally.
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This does work exceptionally well for the most part. However, why block anything of that nature when you can more than likely outright stuff it. 16 frames of startup is yawn. Usually the way I get that to work is if the opponent tried to jump up or ub out of possible thought that I may attempt a throw. I'll throw out one or two stand A's , pause to see what they may do. If it seems like they'll do nothing, I'll go for that 5C, AC. By using said strategy I often find I get far more 5C CH's, which you can link 5C, 6A, AC for REAL SOVIET DAMAGE.
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apparently you haven't played much street fighter 2: turbo ( not hdremix ). That game pretty much requires that out of you constantly lol.
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yea its never safe lol. That's why I always try to get just right in range and wait to react to the startup frames of a sword. I still get punished though sometimes.
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yea B has quite a bit of recovery time, enough time for v-13 to backdash and punish usually.
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yea backdash 720 works like a charm usually, unless they're mashing the shit out of A's but that doesn't always work. Depends on the angle too. yea you have to watch using sledge vs v-13 all of her C normals pretty much eat it alive and for CH too, which is very bad. Just try super jumping + faultless, land, if your within range of a B sledge and she tries to throw a sword, go for it, if she tried to back up, IMMEDIATELY do an A sledge on the frame you recover from B. That will usually get you in. If she backs up too far after trying to get in, just be patient until you get there. speaking of frame data. I hear the arcadia mook for BB was incorrect ? Has anyone translated the charts and fixed the data yet ? I haven't honestly looked at any of it yet, but I can guesstimate stuff.
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potemkin can has unblockables ?
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as far as I know, you can do a 720 standing but its wonky and you can't do it 3s hugo style by cancelling your jump frames. I think mikez posted something on it.
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you can do it in a psuedo half ass way.I worded my last post not quite right. Buffer part of it during AC and wait and slowly finish the other half, optimally pressing u/f + C right when you see their attack is about to hit you.
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yea it has invincibility but if they poke you from above the attack is going to be in you by the time the invincibility is gone thus you get hit. If your a super G master you can not buffer the 720 off the AC and do it standing and go through said poke attempt
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taping AC does not give you a "free 720." Your opponent can simply poke you on their way down and go into a combo. You have to watch whats going on. If you try to pull them in and they dont poke you, well you got yourself a 720. If they do try, your best bet is to block < reversal 720> depending on what poke they used, or back dash their air to ground attempt and 720.
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sledge if regular hit or block. a,a,b,c,d, B sledge, a, a, B tager buster, stand B ( if they tech atomic collider, if not, c,d) if atomic collider, F+C, D, attempt reset if theyre dumb enough to tech. blah blah blah if counterhit, 2b, 1C, ac, 6+C, D. (if spark bolt charged, do 6+C spark bolt, 1C, flick atomic collider without holding it, buffer 720, most people generally tech that) DICOURAGING SOVIET DAMAGE ! if your opponents feeling smarmy and tries to smack you while your vacuuming them down for the 720, just back dash, then 720
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yes it is actually 2c but you can do the same normal holding 1C, that's also a position you can hold to block too !!!!, im just notating on how I do things. had to correct that longer combo off of 3C, 214A lol, i had it as 1c for some reason....
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I've been playing quite a bit of v-13 lately and well... on normals the only normals worth using for poking are 3C, 1C < also a great anti air > also 6C followup after 1C can be good from time to time on D moves her ground D moves are VERY UNSAFE if not blocked or hit, whiffing a ground D could cost you half your life so caution should be used Air D moves don't suffer from as much recovery so they are very much safer to throw out for spacing basic pressure combo on block stand DD, 4DD, J.2D,2D, fall, 2D, land on the ground stand DD.... etc etc mixup they key is to link the j.2D close enough to the ground you still have them in hitstun to stand DD and mixup again also 214 D in the air when canceled with C can be used to mixup sword pressure even further, if you havent used your 2nd jump you can air dash after canceled 214D 214D TK'ed is also a great ground poke and on CH you setup some very nice things BNB combos off normals 3C < point blank> 214A, j.C,2C < only let a few hits hit> 214D, OTG 3C < only let one hit hit> 214A, 1C, then either do a sword combo or go for air throw CH J.D or J.2D if any of those CH on the first hit you can land and do a BNB sword combo like stand DD, 6DD, 2DD, j.DD, JC foward, j.2DD, 214D 3C, qcf D, RC, BNB sword combo from above 5D,D can be canceled into 326,326D super and you can follup super with 1C,6C < wall bounce> BNB sword combo thats all i have for now edit, had to make some corrections lol, i was so tired this morning.
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meow also note EX 623,d FUCKING HITS FROM BEHIND ( thanks fail cross-up) and so does 623.c.... damn you pozer and foiling my plans to palm your face off
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if you have matenbou and you throw your opponent you can chain throw into srk.D and then SJ.b, <jc> C. 236.b,236.c timing seems a little tight, but nothing rediculous.
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useful combo after CH 6b, or j.C 5C, j.b,j.c <jc> j.b,j.c 2.d some people might say after CH 6b,j.c that it might be better to do srk.d and combo into rekkas but I find the above to be overall more useful for mixup since it places the matenbou very close to them depending on what they do ( and it does really good dmg ). So after that if you had 50 percent meter you could activate punching bag super and go from there.
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if above said we're to be true, maybe I should work on those iad reps against pot with hos. Besides the fact that it's hilarious, keep this updated.
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[#R] Official #R PC Online Play Thread
Pervert_Q replied to koogy's topic in Guilty Gear Online Play
Pervert_Q / Pervert_Q / delay 4 / Denton, TX usa