Zanken
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Australia: Battle Arena Melbourne 2010 - Oct 2nd and 3rd
Zanken replied to javi's topic in International Events
Awesome, just what I've been waiting for all my life. -
EVO 2010 Guilty Gear and Blazblue Grand Finals Video
Zanken replied to Tae Seong Kim's topic in Archive
There are multiple good reasons somebody would have to cut a game off midway during packup, being that I'm frequently the one that has to do this at our ranbats. I can't speak for this though, cos I can't watch the video (work) or know about the situation at hand. -
Removed due to user violation etc. I was gonna link this to someone tonight, only to realise that it's gone. Was my favourite combo video.
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Yep, replaced KOFXII. Sound business move. There are two other KOFs and a whole bunch of other games and regardless of how busy it gets, the thing never got touched.
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Slight change for Timeout in Melbourne. Australia Timeout Arcade Number of cabs: 2
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Yeah Timeout is nice, especially since they upgraded everything to these cabs (16:9 3S is funny though). Awesome, let us know when you drop by.
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Some modifications to the Melbourne details. Timeout Arcade 609 Station St Box Hill, Melbourne VIC 3128 Arcade hours: Monday-Sunday, 10AM to Midnight Number of cabs: 1 Type of cabs:Side by side knockoff Linberg 32" LCD Joystick equipment: Standard Sanwa sticks and buttons Price: $2 to start, $1 to continue
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Got to play for the first time today. Love the new Ragna. Is it just me or is 5b a tiny bit shorter? I whiff hits that 'feel' right. The new 5c is very nice though. Also this combo listed in the combo thread: CH 214A, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D Damage: 2380, Difficulty: * I noticed now that when you CH hells fang your opponent moves back a lot, so my usual 5d after 5b was whiffing by a lot. I don't see how this combo would land? (dash after CH I imagine)
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I main Ragna because airdash into uppercut is the mans way to play.
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It's possible that Kaqn is simply leaving off the ender as a nice reset. At that height you can pretty much go straight into 6a and mixups.
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Just thought I'd pop in and say cheers for the good read over the last year or so, I've enjoyed reading each update. Must be weird to have somebody random people following whatevers happening in your life but eh whatever. Arcade ranbats and bars every weekend sounds like you're living the dream man.
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Does anybody know of an import store that stocks the Euro version of this? PA doesn't have that version. I'm from Aus, and it didn't get a release here.
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Stick input. I've been playing stick for years, but most of it was spent playing Faust so there was a lot of input I didn't need to do so much. Been playing around with ABA in training and I find IAD from the 1p side to be extremely difficult, because of hand positioning. On a hrap, it's very difficult to do a 99 or a 11 motion, and I'm thinking about holding the stick differently to accomodate it. Does anyone else have this issue? For 77 I can basically use just my thumb and it's easy, but 99 I'm using my whole arm.
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If you're jump cancelling from 2s, I found that the best thing to do was put a tiny bit of delay between the 2d > 2s gattling and the characters hit a little higher making the jc j.k window a bit larger for you. Hope that helps.
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Are you sure? I used to dash in throw range with faust and 2p on wakeup, and people would bitch that they weren't able to throw it. That 2p is something like 2 active frames, so I thought I've might just gotten the timing down on their first frame up.
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I'm trying to get this down to. I find that doing 6d, 23h is having pretty good success rate for getting j.d to bomber gattling.
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This is wireless multiplayer right? I have no idea how PSP multi works. It's slightly annoying this game isn't on a normal console. :s
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Mash your 236P slower. Works for me. As long as you aren't backed up near your corner when you do it, from scalpel practice pull > 236d > 2s, 5k (j.c) j.k (j.c) j.k, j.s, j.hs. Do this in training, it's a pretty good b&b to learn, as you can do it from (non counterhit) 5k anti air or start the combo from 2d into 2s etc. If you get this combo down you can worry about more important things. Just to make this clear, drill cancel doesn't actually get the move out. All it achieves is canceling your jump so that you begin dropping immediately. In this case it means getting the great range of j.hs nearly immediately, limiting your opponents options of getting in. It's not really an offensive tool, but it is still very important to learn, as with Faust you will want to keep people out of range until a good opportunity to attack presents itself. I admit to being very lazy on using 2hs as well. My best answer that is actually correct is that 2hs combos into scalpel pull on counter hit. 2hs doesn't seem as punishable as 5s either. If you're playing against the computer, it will hit you out of throw attempts so don't bother. Against real players, 2p and whiffing 2k on wakeup work ok. Use metagiri on offensive, it does more damage and has slightly more range. Effective startup is 5 frames or so though, so you can get thrown out of it at typical range. I admit I don't use 6p much, but keep in mind upper body invincibility, but it's recovery is baaad. If you get used to it's height though it might be okay. 2k seems to work better for me, as the first hit works great from right above. 5k is more for instant airdash anti air and the area generally in front of you. Faust isn't dependant on RCs as much as other characters. If it's defensive then just do it on reaction if you realise you're gonna get punished. There are better people on the board to talk about faust FRCs though. Learn faultless defense. When you do this pushback from the opponent will be increased a lot, though certain moves much more than others. Faust doesn't have many options when people are pushing in. After learning a few basic combos, move onto drill cancels. There is little else for Faust that can't be done outside of real matchup experience against people (forget CPU). Learning how to take advantage of your items should be your top priority. Throw them whenever you think it's safe to do so. Spend your tension however you like, both force break and both overdrives are useful in their own ways. I really don't think RC is that important for faust, at least while learning.
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This part here is quite confusing. When exactly are you throwing the bomb?
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Bridget is highly unfun. :s
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Thanks Zinac. A few nifty tricks in there, didn't pickup that pogo p was an overhead either, good stuff.
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The secret to Ino is... mini pot. She just falls over dead at the site of him. Seriously, mini anything and the AI will cower, so you just throw its arse around everywhere for free. :D
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Thats not what I meant, I meant comboing between 2H and scalpel. Doesn't matter, feel silly asking it. Realised it only works on crouching opponents.
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http://www.youtube.com/watch?v=ZKTFP_RcP5M Just watching the Paper Bag combo vid and about 50 seconds in the player baits a VV then punishes the Sol with S© > 2S > 2H > 41236k etc. Is was wondering if anyone here knew if there was something special about the 2H > scalpel pull gattling? The pull doesn't seems to combo from anything that I'm aware short of a lucky item hit, but in that vid it clearly does without any tricks or special conditions that I can see.
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Delaying the jump works, but it's damn fiddly. I haven't had any problems with any other characters personally with that combo.