Jump to content
Dustloop Forums

faultydefense

Members
  • Posts

    940
  • Joined

  • Last visited

Everything posted by faultydefense

  1. sorry, i thought when i said "@ rei's last combo" you'd be able to figure out that i was referring to the last combo you posted and not a b nail against tager.... the post i quoted this last time was the one with the combo i was talking about...you know...the last one you posted...the one with an actual combo...the one where you were talking about how you found new combos...you know...the combo one...NOT A B NAIL AGAINST TAGER...why would you think i was referencing a b nail against tager when i said combo.......ellipses..... my bad you couldnt make a one post jump /flame though i do enjoy it so continuing it would be in my best interest
  2. wow, didn't realize i missed all these posts, srry sadly i live on the NW side of houston so i dunno about heading all the way to pasadena for games, I have class tonight so thats a no go, if you're doing those UH gaming nights i will try to make it out once or twice this semester damn, potential guilty gear does get me hype though i host at my place every now and then too if you want me to post up when they happen
  3. on block, most characters can duck the j.C after a 6+DC so rachel doesn't get her normal follow-up, if the j.C whiffs there's room for a throw
  4. ending an air combo with j.C > j.236B can give you oki opportunities, if they quick teched they have to block the shuriken ground hit, if not they'll get hit and you can air dash in and catch them during their air tech, if they try to jump out the air explosion can catch them. If they tech it right, they can get away but its a decent change of options in general it recovers faster than j.236C, uses less resources than D nails, and won't send you forward like an a nail depending on your momentum (this can be good or bad, but know you have the options) if you're a very thrifty person with your nails you can use it like a ghetto D nail in attempts to get them to block, works well against characters like arakune who tend to stay in the air...note, good to get them to block, little too obvious to land hits oftentimes, so if he's got a cloud out, you're still screwed @ rei's last combo...thats nothing new, we've just moved on to better options, srry
  5. sorry, thats for the 6D follow up only for 5D CH theres a ton more options
  6. all i can say to this is in this match-up you're not playing the better character so I don't know how much "fair" comes into play
  7. if you manage to IB it in the air, as long as your not blocking it from a long way away, you should be able to land a falling j.b, or if closer/lower, a falling j.a i stopped trusting j.D... =/, i stopped trusting almost all of his drives in general outside 6D in this match-up as jin has too many one move beats all scenarios... and as for the last post, yeah, you don't have to rc it, just tk the super, though theres probably better options.
  8. YOU GOTTA FIGHT! *FIGHT* FIGHT FOR YOUR RIIIIIIGHTS! ...ps...if you get a call, it probably wasnt me pps...why steve ignoring me PPPS doomscyther vs strider chipp grudge match is GO! pppps...i wann see kurum get in on that for the shreveport title
  9. this may be new, and fairly useless, but new...maybe its possible to get a psuedo summon for the sake of organization what you do: while falling, attempt to summon a pool ball extremely close to the ground (note, timing seems REALLY tight, like you have to be doing it right as you're landing, and you may even have to be special cancelling something, I haven't really been able to hit it off a normal jump, just a falling j.s or j.h) what you get: the pool ball doesn't come out, but those that have already been summon move as if you made that ball summon (as in if you did j.214K the k ball wouldn't come out, and vemon doesn't really make any indication of having done the move, but the other balls move into K formation) theres somewhat of a use for this, just being sneaky really, but in this particular set-up: (opponent on ground) x > 5S (3) > 6P > 6H > 214S > 6H > 623K (s ball tele) air dash > j.S > j.H > delay j.214K*** to right before you hit the ground, what this will do is kinda stealth pull the s ball you summoned earlier below and behind the opponent while the k ball doesn't come out. The s ball is easy to miss moving here, and if you pushed them to the corner (the combo goes over 1/3rd the screen) you can then do blockstrings into teleport to get an instant overhead effect (without the k ball giving away your potential teleport locations) as you'll be teleporting on their head basically (and allows for combos like 5H > 623K > j.H > 5H > 623K > j.H > 5H...)
  10. i'm there! wait, when is this? i'm already back in school @john, i 6P now with venom @jeff, i still mash against slayer on wake-up with venom
  11. I just want everything venom has in the current GG to pass to the next one, don't change him, he's so badass. Give sol, ragna's 6B so people don't fall asleep waiting for wild throw Make Ky's ground SE FRC WAAAAAAAAAY sooner in the move, at least on the slash version
  12. I think its even easier on pad, but yeah, there's no real trick to this, its just a matter of straight up execution. Generally it just means you're trying to rush the motion and you'll exagerrate it as ajin said. Just calm down, and focus on keeping your finger (pad) or hand (stick) on one side of the directional layout, as in, there's no need to ever do a forward motion in the loop.
  13. for me at least, it hasnt lost to shit ragna/rachel 6A and infernal divider included
  14. sorry I missed your message, Ya, I was at that dallas con, I main bang

  15. Airdashes, especially highly choreographed ones like haku-men's are really easy to anti-air and most people are gonna see haku-men air-dash and think "easy combo incoming" so you delay a hotaru until late in the dash and then input it as they attempt an anti-air and watch hotaru beat it ~ combo.
  16. this and shoryuken and astral heat as far as i know
  17. True story, I'm better today cuz I didn't want to lose to kobe. Doomscyther: my anti-drug
  18. was nice seein gg still up in the arcade and as for 25 cent saturday...most worth i've ever gotten out of 10 bucks daemon bride is meh, its neat i guess, a fun pick-up. Made me look forward to AH3 more. Blazblue is sad...very very sad. Actually wished I could have played someone at melty so I could finally put my 2 hours of playing by myself to use.
  19. - Slayer's 6P doesn't hit below his waist, so he won't be beating out moves like anji's 2D + Sol's 6H does not extend his hitbox past his arm and is overhead, don't care if it has to be slower
  20. got company, won't be able to make it
  21. lol, i learned stick to be able to play at pz and arcade tourneys, but i think i'm making the transition back to pad as I still can't block overheads on stick >.> anytime you wanna gear though, i'm down, my roommate would probably jump in too (valentine on the forums), and i know a few people to call that might show up. i'm hoping we can convince pz to put the guilty gear cabinet back in the arcade so we can use it again next year at Showdowns (houston tourney)
  22. hmmm, I think I'll try to check this out. BB would be fine, but any chance of some guilty gear goin down :D?
×
×
  • Create New...