NamelessCounter
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[AC] May Tactical Discussion/Questions/Help
NamelessCounter replied to RisingStars's topic in Archive
Bah i wanna make some of these tournament bluenine i could do as good i know it! (toronto's may) ARGH! im very annoyed at peoples interest to do the 6hs combo. Its dmg ratio is neglible compared to the BNB. its 100x hard to pull off the first dolphin loop (which yes makes it look cool) but if you drop it you just lost a 45-75% combo that is sooooo fing easy if u just stick to the BNB. If you want something hard as shit to learn but has a smugde of application learn RR FRC IAD from tigerknee input. (someone that is going to a tournament plz fiend practice this and WTF own in next tournament.) -
Im taking the train 8am saturday be in nyc at probably like 8-11pm (yeah fucking sucks, rails ftl). I leave 8am wensday. 20 sack would be fine. thnx
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Yo im gonna be around for this weekend, whats up with some games biscuit and who wants to be my weed connection come get in on the dutches!
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[AC] May Tactical Discussion/Questions/Help
NamelessCounter replied to RisingStars's topic in Archive
mingo mingo? or end of may's destroyer? -
do any of u guys still play ggac? might be in area
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Wow just got inspired by a video. Off ground grab, 1 step forward 66 j, deepjs, jumpcancel jhs, RR frc, 5k, 5s, 2d, BNB. If they successfully block the string and 25% more tension left then 28s ex iad jk jhs bnb after 5s, 2d. If still blocked RR after jhs and then ohk. :D
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[AC] May Tactical Discussion/Questions/Help
NamelessCounter replied to RisingStars's topic in Archive
yeah not knowing a srk character is an srk character will certainly lose the match for you. -
[AC] May Tactical Discussion/Questions/Help
NamelessCounter replied to RisingStars's topic in Archive
It is possilbe to RR frc iad jk jhs etc bnb, really low but its ridiculously hard to do and ive given up learning since i dont own a ps2 and only practice at my local arcade. I experimented with 5k 5s jump jsjk RR frc iad jk jhs RR frc and if they block all of that landing 2k 66 ohk. I usually only get to the first RR frc cause that iad is so pretty hard to do. -
[CT] Carl Clover Tactical Discussion/Questions/Help
NamelessCounter replied to Alternate275's topic in Archive
i agree lol -
YES now i can do something other then block it.
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indeed its not something id spam its a 1 time thing.
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yes it is lol i had the same idea of calling myself . . . because it cannot be pronounced but yeah lmfao jokes./
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[AC] May Tactical Discussion/Questions/Help
NamelessCounter replied to RisingStars's topic in Archive
man i wish i had a really good looking avatar =( -
Small thing to add im not sure which one of testiments normals it is but one of his jumping moves comes down meaty underhim, not sure if i was off onthe 6p but was so meaty it hit me down low.
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[AC] May Tactical Discussion/Questions/Help
NamelessCounter replied to RisingStars's topic in Archive
When its 50cents ill practice someone other then the potemkin character and i just walk away from machine and go to ggac if someone picks that arkune guy. -
which part the whiff or the RC random madness. I whiff alot in 3rd strike while they are KD and alot of players do that. Showing some action forces your opponent take in that information and distracts him from the job of thinking and predicting what you are going to do next. RC madness works for basically the same reason except its WTF cause inability to see the grab coming.
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[AC] May Tactical Discussion/Questions/Help
NamelessCounter replied to RisingStars's topic in Archive
not really. Everyone seems to tech out of my new ohks. GGAC > BB -
In some cases i use it. J6p forces them to FD and destroy their movement when jumping so if you catch them mid screen from you j6p will pull them in closer to you. So i use j6p axl bomber because the j6p stops their forward momemtum making them drop and your axl bomber should catch them as they are landing (in that everything has to be FD'ed area of low jump), worst case they continue to fd and it causes them to land after your axl bomber recovery is over and you have frame advantage while being close. Very situational i agree, anyways.
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Can i still add to this? I do a bit of an unorthidox mix up. After KD i psyche out with whiffing 6p or 2k or 5k, though i like 6p becuase it looks like something you could get punished for. depending on how i feel i do something like whiff 6p, TK axl bomber (combo change dependent on CH, character and position on on screen) or whiff 6p 2k 66 4fdhs (grab) or whiff 6p 3p 5hs frc 66 6p (bait for CH) or if shoruken character whiff 6p 214p -> BNB or bait a grab with early whiff 6p 4hs (just out of range of grab so that they HS and you get free CH into fat combo Also have a rough newb axl mix up that always seems to work. In corner and they block 46s hold 2 for the spin RC during spin 6hs 66 grab. Low high randomness all for setting up the grab. Most opponents eat the 6hs because its so random and concentrate really hard on blocking the next part because of it so the grab almost always works and because its in the corner its a newb set up but kief results.
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a bit of a disagreement on match up strategy. Floor vs air. This is very situational. Far screen: i find most fausts do not stay on the ground very long, however they are always using that jk fd float thingy to use jhs before they land. This situation is where faust is most dangerous imo because his combos arent very big but his pokes are very long and can combo on ch. FD break FTW. Inch your way to faust, if he stays on the ground he will poke and throw items, depending on the item he will try to continue pressure after. Defend if flaming trash bags(SJ before they hit fd), hammer, or pan. All walking mobs (potemkin, roboky etc) should be jumped over (getting one of these stops his pressure and they will attempt to keep you on the same side as the direction its walking. Use this opportunity to try to put him into block stun when he jumps at you with jsjk(depending on height js jk jp) so that when you land on the ground you both are close to eachother and preferably you have frame advantage. Always attempt to jump over with a single jump otherwise if you double jump the faust will run with the walker or runner to the other side of the stage while you are in the air and will continue to throw items/poke. If he Sjumps try to avoid the trash bag head and jd (its very meaty for him). Anyways overall Faust has good AA 2k 5k 6p, js jk should be rotated well with j2hs since it will counter these and j2hs will get stuffed if timed right by his aa attempts. It also might help distrupt the timing they might have against j2hs. Faust loves to try to get out of your pressure by jumping as may depends alot on OHK. So throw some 2k ohk into the mix, some jackhammer traps (to catch him at the begining of his jump where he wont be fding and will eat it) JI ex dolphin oki. Keep him scared to jump and feel forced to block and thats when you ohk. Total game plan should be to get close and stay ontop of faust. Remember pirates, may hates bald people.
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[AC] May Tactical Discussion/Questions/Help
NamelessCounter replied to RisingStars's topic in Archive
The ordersol and anji section was killer. Should make another video thats all slashback and counter oki from other characters. -
Sick video!
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trash mofo player.
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be there next week possibly
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Trying to go to casuals 2morrow whats up alz?
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