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Everything posted by solidshake
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just pick him up and i'll start playing robo again. it'll be like freaky friday. btw when are you coming back? you missed me clashing DoT with BHB. fucking manly.
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I still love HOS, despite putting some miles on chumpkin. any time i think about dropping HOS for awhile, I end up having some fantastic matches and I'm hooked again. playing HOS is like driving a muscle car, and every time I take him out for a spin, I get pumped and feel manly.
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Project Storm 3 - Daytona Beach, FL (March 19-21, 2010)
solidshake replied to tyger's topic in Archive
are you the same tyger who played ddr at speed park like 7 years ago? those were the fucking days. -
good shit everyone!
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11/15/09 - Workcraft presents: Bang the Island 2 - Hempstead (LI), NY
solidshake replied to DaiAndOh's topic in Archive
killerwatt and i have a group of about six showing up. i'm going to throw down, lose my first match, and then treat myself to the nearby checkers. i cannot fucking wait for a big buford and seasoned fries. -
neat combo. i think my problem is that i'm using BRP1 with < 50 tension though, otherwise I switch to 2H or hopefully have level 3. i guess i'm just trying to turn it into a more effective move earlier on in the round, usually in conjunction with 2S and RI1.
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lately I've been trying to incorporate L1BRP into my mixup strings to ill effect. unless i'm at max length, i tend to get rocked on block or if i try to follow up a hit. at most i can fish a CH j.H or 6K from it, but it's a bit gimmicky. should i be bothering with this move at all, or is it really just for FRC tick throw?
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oh god stop turning dissidia into smash bros. it might be enjoyable without stripping out 90% of the gameplay.
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11/15/09 - Workcraft presents: Bang the Island 2 - Hempstead (LI), NY
solidshake replied to DaiAndOh's topic in Archive
get it on -
KW has a penchant for hard mode. first cammy, then johnny, and now mega man 1. son of a bitch.
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the game actually reminds me a lot more of DotA than DW, though I haven't seen/played a DW game in years. DotA is fun, so it's a good comparison to have.
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just picked this up the other day for $20. i'm still practically in tutorial mode, but the game doesn't seem like it deserved quite the critical abuse it's received.
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depends on what you are AAing, imo. sometimes I get in trouble for trying to 5H slayer's j.H or johnny's j.H, where 6P would have saved me a CH, though I don't do it much myself. on the other hand, a 5H's CH turns into damage no matter where you are. that being said, 5H's bizarre gumby-like hitbox gets me out of all sorts of weird shit
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Nerfs or Buffs each character should recieve, GGAC Edition
solidshake replied to shinquickman's topic in Archive
give me a god-dang FRC on OR's 2H so that i can stop blowing 50 tension on it for no reason -
no, stop getting better or else i'm going back to rad racer
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i've been playing the japanese version here and there. the little rail system reminds me of sonic adventure 2. combat is almost exactly like KH. i only really played with cecil and just rushed EX mode whenever possible. all in all a fun game, but need to get the english version.
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MvC2's system is way more predisposed to lasting with only 4 characters though. i doubt BB's system is good enough to support a following under the same circumstances (not that the balance is even close to that bad) I also doubt AC would have survived if everyone just fucked about playing testament, eddie and jam.
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hi, have you heard of a game called third strike? also can we stop with these dumbshit parallels/contrasts to smash and MvC2? you're talking about two games that are dissimilar as night and day, so of course the balance makeup is going to be different. just because half of the BB players on DL come from smash doesn't make it a qualified point of reference. the game needs balance, plain and simple. name me a first-iteration fighter that doesn't. screaming for a patch is silly, yes, because an arcade fighter will probably get a new rollout altogether, which will trickle down to a console release. GG, which you laid out as an example of a balanced fighter, has had five of these. but this doesn't discount the notion that BB has some bad balancing issues, and the SBO results have done little to persuade otherwise.
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not a bad spread. i guess we'll have to draw our own conclusions once the digital versatile discs are out. it will be entertaining if nothing else.
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characters with stupid gimmicks do well in vidya, players feel vindicated. wake me when arcsys figures out what they wanna do with this game.
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wow, i never knew there was a delay on the macro. anyone know why that is exactly (hardware or software limitation)? i just started using stick for GG this week (after 8 years of using pad ) and all of my FRC timing is totally off now, so this is good to know
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I know on paper this one's supposed to be in OR's favor, but this has turned into my hardest matchup mostly because the robo player I know gets in my head, to the point that I must turn to the internet for answers. some general notes I've gathered (may need to be corrected for accuracy) neutral: mild success with 2S in deterring irritating footsie gamealso mild success with 2H vs. footsies. i've been trying to score some CHs this way but it hasn't totally worked out yetfafnir at max range only, otherwise i risk getting stuffed by 5Sfafnir vs. horsie produces weird results, depending on how soon/late horsie is. the sooner fafnir hits, the better.RI1 trades with horsie, but any trade with robo is a losing proposition :[5S, 6P, and hot 6H stuff BRP (spacing contingent?) robo's oki: lots of bazooka. sometimes i can reversal GB out of it, but even that can be baited into throw. reversal TR seems to be most persuasive though5P. still not sure how to deal with this. natural reaction is to SV which gets stuffed bad. seem like reversal GB or TR are still best options?blocking bazooka: risk 50/50 into dust or KD. if i'm not feeling quick, i'll just block high and take the knockdown since robo's dust is so dangerous pressuring robo (aka "the part where i fall apart"): running in just doesn't work here because robo will zone me with 5S or horsie and i will cryjump-in j.H works great until robo sees through it and does DP+super. sometimes i bait it, sometimes i don't. the risk makes me not wanna try at all!2H. sometimes i bait it, sometimes i don't (when i IAD). what's the MO for punishing this?pressure strings can be interrupted with 5H or DP+super(!) after CC and running back in. what pressure string should i be using for robo (and perhaps everyone else?)6H when heated :[ the flow of this fight for me is that i pray to the CH gods and make my real damage off of fafnir. otherwise i am just plain afraid of getting close to robo and applying too much pressure. i can't keep robo from getting tension or heat (which feels just as dangerous with 6H). all in all, i feel like i'm really walking on eggshells here any advice would be warmly received :]
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Should I hope that ArkSys will patch AC+ to work on all PS3s?
solidshake replied to whitevoid's topic in Archive
aksys has mentioned that the onus is on sony for this one, but i guess that depends on how you look at it. the MO for something like that is to point fingers. even if it did work 100%, you'd still be working with unavoidable video lag which is produced by playing any PS2 game on the PS3. i've resigned myself to keeping my PS2 around just for my fighting games :[ -
I've had some interesting effects in this fight from hakumen using D on nails, such that i still get tossed if i'm close enough. i've been punished for using D nails to move in, and i'd be curious to hear if the same would happen for the B nail explosion, which i really love using in this fight. all in all the effect is fun to watch if a bit of a slap in the face
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i miss old BHB. also the hitbox on old j.S felt more manly. not sure why. that being said, i can't imagine going back to slash :[