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faultydefense

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Everything posted by faultydefense

  1. fixed? its all in how you word it
  2. i was gonna try to find a way to go but then i saw there was no gear... hell, even if it was just a round robin tourney between me steve and stone... :supersad:
  3. pozer is the best concert in texas
  4. no...but why make things harder on yourself?
  5. yo, nice to cya sad to say the dustloop houston group isn't too active most of the fighting gamers in houston can be reached on shoryuken or at the planet zero arcade off of westhiemer and its website (mashharder.com/forums) i play some bb CT myself, but im only on psn srry to say
  6. while running forward you can roll your input from forward to down and still maintain the run thats one way also the game will hold the charge you've made for you for a small period of time (like a second at most) this allows you to do something like do a full charge down or back, take a step or two forward (maybe even a few steps if u run) and then let loose a charge attack (it allows may to do something like charge down, then do a standing attack, then a vertical charge move...venom can do it too, but its not used nearly as much) the hardest thing you really need to get a hang of is probably the carcass raid loop. Which involves beginning a charge at the start of a move and then releasing it before that move finishes ie: 6P > 6H (start charge) > (release charge) vertical S ball
  7. its just as easy to throw away a match you were winning with aba as it is to turn one you were losing completely around
  8. you catch them with the very last frames of j.H you are then free to airdash as j.H has almost no recovery. But the timing as rather strict as you have to let the j.H run its course, yet still input the airdash before you get too low. there's no trick to it at all, its just straight up knowing the timing of the move and capitalizing. Only advice I can give is to connect with j.H as late as possible in its active frames.
  9. i tell new people this and they always underestimate how much i mean to spam it...
  10. OOOOOOOOOOOOH!!!!! i had to jump install it...
  11. so whats the expected turnout for a gear side-tourney anyone?
  12. highest execution requirements for bnb type stuff i-no is the only one that comes to mind with ridiculous execution bnb's there are plenty of characters that you have to learn wierd specific shit to play well though may/venom especially if you're not used to charging mid string, venom overall you'd probably want to avoid in the beginning...may is actually a good choice if you're comfortable charging chipp airdash combos, bridget fd canceling everything, robo-ky dealing with heat meter now NO ONE is easy to master, but some of the easier gimmicks to get a hang of order-sol charges, aba mode in mode out, zappa multi-summons, sol clean hits (its really just a matter of doing it enough to be comfortable) I dont think chipp is actually that bad a choice to start with. He has plenty of great basics, he just doesn't deal damage and you'll learn to not get hit. You can learn his more advanced and damaging stuff as you play. Just know that if you learn a chipp basic combo you'll kill someone about 1/3rd as fast as if you had learned say a testament or potemkin basic combo
  13. i'm still not sure if i'm going...still dont have a teammate and still dont play BB enough do they even have a fate machine in AUFO? but gg would be abundant
  14. people are playing this? WHERE?!?! money match?!
  15. should be a section on pressure probably, i know there's pressure in sf4 and the like, but there's a difference between blocking 3-4 hits in street fighter and being kept in blockstun for half a year in blaz/gear
  16. yo, are you comin back to texas for the austin quals?

  17. wow many thanks
  18. now i wanna know what the horo wall is
  19. after playing a little more, i'm convinced that j.A is bang's best anti-air
  20. what competition does it have besides KOF13? which, whether or not it looks good atm, it has a lot to make up for
  21. no...just a select few places that imported it =/
  22. (from the bang perspective) I dunno, it seems both characters just really do their normal thing in this match-up. Haz plays basic haz, bang plays basic bang. I get the feeling bang will just eventually run over hazama though, better pressure, safer ways to get in. Its up to the Haz to play good defense. The haz I play against is good at IB > super...and after I eat that a few times in between my standing A and standing B ( >.> ...) i have to back off a little...
  23. whoops my bad...but stick to 28S
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