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Everything posted by faultydefense
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March 12-14, 2010 (FINAL ROUND)XIII "The New Era"
faultydefense replied to ShinBlanka's topic in Archive
oh snap, well here's hopin but the only characters i've played are archer, rin, and some scrubby rider/sakura's i had to whip out the game to make sure i could still do saber loops ill do 3 GG MM's for 10$ just to try to liven this place up, first come first serve (aka who wants my money) edit: what i meant to say was "ima fuck yall up, now where's my money" -
March 12-14, 2010 (FINAL ROUND)XIII "The New Era"
faultydefense replied to ShinBlanka's topic in Archive
woot tax returns and woot guilty gear, i'll be makin it out to this afterall ps, where's my fate unlimited codes -
corner combos 5A 5B 2B 6C j.D > d.2B (dash not necessary but makes easier) > turn around 6C > j.B > j.C 5B 2B 6C j.D / 5A 5B 2B 2C > d.2B > turn around 6C > j.D > 2C / 2369C 6C j.C / 2360C daifunka seals/damage in the corner dont know if it was mentioned but i remember connecting xxx something > 6C j.623B > 6C j.623B if you're spaced right Edit: Please refrain from making comments that pretty much SAY you're pirating or I'll have to hand out infractions.
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some more d.2D > j.D 5B > 2B > 6C > j.D > d.2B (yes dash) > 623B > d.2D > j.D > 2C 5B > 2B > 2C > d.2B > 623B > d.2D > j.D > 2B > 6C > j.C 2D > j.D > d.2B > 623B > d.2D > j.D > 2C j.D > d.2B > 623B > d.2D > j.D > 2B > 6C > j.C tested on noel, jin, and litchi can't get the j.D after d.2D to combo on tager on certain combos
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frkz from an a-cho match, performed on tager j.C > 5B > 2B > 6 2D > 9 j.4C > j.D > 2 2D > 9 j.4C > j.D > 2 2D > 9 j.4C > went for a j.D here and missed the dmg was kind of blurry, but i believe it did around 4400 not as hard as it sounds i believe, because when you do the 9 dash for the j.4C's , you can just hold that direction and push C and you should get that 4C
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I was playing today, planning to use frkz as much as possible. I did use it more often with some good results, but the main thing i noticed...unless you do a 4 seal and then get beat on for a while...the enemy tends to die before you get to FRKZ... some combos 5B > 2B > 6C > j.D > 6A > 623B > FRKZ activate > 6 6C > 9 j.B > 6 j.D > 3 2C 5B > 2B > 2C > FRKZ activate > 2B > 6C > j.B > j.D > j.236C > daifunka gonna add to that, before, i sometimes got j.4B's because I tried to rush it, but you can definately feel the extra time you have to hit the j.B > j.D's if you slow down compared to CT
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take your time, try to stay above her her j.B extends mostly below her, and her j.C while not slow, is something that you shouldn't be running into, you can't air dash towards a litchi in the air. You should be able to block it until your closer where you can get above her, or where a j.A will beat it out, just make sure to learn/know/remember how far her j.C extends if you're not going to use nails to get in re-edit: forgot...if she's seriously just spamming that shit, j.236A (NAIL THAT ASS) edit: this is for a jumping litchi, obviously if she's being more grounded (and not spamming j.b/j.c) watch for the stance > 41236C, and 2C anti-airs, both of which are almost useless if you can get directly above her
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you know what? I'll do it
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I suggest instead of looking at 6 mediocre (or should i say outright ludicrous) reasons why you shouldnt...for good measure I'm going to say this one more time and try to tell me that the reasons why you shouldn't ARE BETTER AND MORE IMPORTANT STRONGER FASTER BETTER MIX-UP MORE BAR GAIN = ALMOST FREE REVERSALS LESS BAR SPENT CAN STILL BLOCK...<<<< if you're still complaining about it being unsafe it just means YOU can't block when YOU play frkz but this is from the guy who said tager has better options than bang in frkz edit: i'm gonna assume the only reason you don't burst at the beginning of a round and mash taunt for the next 99 seconds is because there aren't any vids of it online
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did you skip the sentence i posted before you're quote or did u magically skip to it...if so here it is again "you're faster, you're stronger, your combos don't have to cost any bar to do over 4.5k, they can still end in knockdown, your mix-up game is stronger, you shouldn't be able to be pinned down, you shouldn't lose at neutral" ummmmmmmmmmmmmmmmmmmmmmmmmmmmmm if you take the highest tiered character and you make them faster you make them stronger you up their mix-up and neutral game and now they can still block? you tell me what you get? he can get across the screen faster than a teleporting arakune for christ's sake, no one has used it for any legitimate gain? Alright, I guess you see all bang's everywhere all the time. How bout 4.5K+ combos for no bar that ends in knockdown. Not a legitimate gain? What on earth are you basing your info on? Oh wait thats right, you didn't provide any info you just came in acting incredulous for no reason
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you'd be surprised how many people still have it stuck in their head to save a burst for the end...*looks at self*
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something silly I saw yesterday...happened twice in the same round, wasn't me but watching a bang v ragna (in CS btw) ragna did a blockstring 5B > 5C > 5D > 214A, the bang was mashing and did 5A after ragna did 5D and it beat out hells fang
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frkz > normal bang you're faster, you're stronger, your combos don't have to cost any bar to do over 4.5k, they can still end in knockdown, your mix-up game is stronger, you shouldn't be able to be pinned down, you shouldn't lose at neutral the only downside? its harder if for any reason you think otherwise its solely a matter of execution. Bang is S tier, FRKZ bang is SSS tier, its just there's a learning curve. Some people don't trust their execution, are afraid of being randomed out (which probably comes from not trusting their execution), or just don't want to run the risk/too lazy to do FRKZ shit...which probably comes from not trusting their execution...i fall into that last category, but its easy to see that if bang was always in frkz mode he'd be broken as shit...obviously that means its fucking good. Even against nu/arakune its good, you just have to be smart about barrier blocking I'm not so I tend to stick to normal bang, but when this game hits consoles i'm going to relook at it because all it takes are two standing a's or one 2D to get everything you need to FRKZ and fyi, i'm pulling from the top of my head, but i was doing an old FRKZ BnB 2D > j.D > 2B > 6C > j.B > j.D > 2B > 6C > j.B > j.D > 2C i think I got to the last j.B and missed, and it did like 4800...built a shitload of bar too
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
faultydefense replied to tataki's topic in Archive
personally - 66...6321478963C -
[CT] Bang Shishigami Combination Arts FRKZ MERGED
faultydefense replied to AtTheGates's topic in Archive
wouldnt leaving out the 5C do more damage? -
midscreen tensionless combos off standing throw: airdash j.B > j.623B > 5B > aircombo airdish j.B > j.4C > land j.A > j.623B > 5B > aircombo airdash j.B > j.4C > 6C > j.C > j.236A airdash j.B > j.C > 5A > 5B > aircombo C nail (before hit) > whatever the bolded one works on everyone (cept maybe rachel), isn't that hard once you get used to delaying the j.4C, and does ~25XX ya, you could command throw, but i like options...
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Arcana Heart 3 - Out Now, Best Fighter Ever
faultydefense replied to MouseWonder's topic in Misc Fighter Central
no...no it wasnt that was bullshit...worse than landing a random raging demon for 70% -
had something weird happen to me while playing the other day messing with bang's astral i was playing against a tager, and i knocked him down in the corner, on his wake-up i do tk astral...reaaaaaaly low to the ground, like, i didn't know it could come out that low, and it would easily hit tager even if he's crouching BUT tager does wake-up throw, whiffs me of course cuz i jumped, but the astral is coming out, he then tries to 5A me out of the air and my astral whiffs...completely. There was no clashing, i wasn't hit out of the air, the nail goes completely through him, looks like i'ts eating half his giant ass frame, and he's doing throws and mashing A in a while standing state. I landed fine, and he wasn't ever put in any hit or block state, and we continued the match like it never happened...me minus a burst and bar... I dunno what could have happened really, maybe i was too low for it to activate, maybe he was too deep in the corner, maybe the throw or the 5A had some really weird invuln or it was just a glitch...dunno, but thought i'd mention it
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any vids?
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you heard that from steve though right? isn't everyone incredibly annoying when you hear about them from steve? i know for a fact he can't have had too many kind words about me...
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also you can get more damage by doing a combo now...
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
faultydefense replied to PozerWolf's topic in South
if i still have a job i'll be at that tourney /salute -
bang's anti-air is 5A when they're on top of you, 5B when they're out in front, 6C/2D when you're able to clearly predict a jump in coming if they're deep, and you see they've already started an attack, it is advisable to block as none of bang's anti-airs are true AA's in that they don't have upper body invincibility...but they almost seem to as they have fairly favorable hitboxes as such the latter 2 should almost always be counter hit, 6C if you're confident in your follow up, will get more damage, 2D can net you an easy 4 seal combo
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fo reals i miss gg so much and no one here plays anymore ...its so bad i'm picking up cvs2
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no harm no foul sol has a very freestyle (or distance to the wall) based combo system if we were making a new combo guide it would be the different ways to go into set-ups (versions that do/don't cost bar, those that will do less damage but save bar, or do extra damage for extra bar), maybe a max-damage follow up found for certain weights from midscreen, and then probably ways to go into sidewinder faster/stronger (damage maxing while mid-combo section?) (ie gunflame FRC > SW, or 2H > SW, or iad SW stuff...) its both very simple and very complex at the same time as even if you know all the best set-ups you're probably gonna wind up with an on the fly decision based on how far the other person is gonna bounce as opposed to what you might have written down. I know a lot of characters are distance to the wall dependant for certain combos, but not to the same extent Really, you can check the first post for the set-ups, but its kind of outdated (they mention the 2D > BR > RC) but I can think of at least a few others not posted. I don't really feel like doin a write up though unless there's money involved >:D I think of there's one thing I know tho, its sol combos...