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Everything posted by faultydefense
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lol, i'm gonna be in dallas that weekend
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that's a shame, I live 2 minutes from PZ...
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to stay on topic... my vote goes to "hands off the panda - install"
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you have to believe in yourself
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
faultydefense replied to tataki's topic in Archive
man... this is exactly what I wanted for christmas -
oh shit, Gen, wassup and hey to all the new blood PZ is the local arcade, they run SF4, tekken, and BB tourneys every now and then, you can keep track of em on the pz forums at mashharder.com/forums (thats where I usually find houston comp so I sometimes miss posts here) for anyone else, I'm always down for gear in houston, BB gets old fast...
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[CT] Bang Shishigami Combination Arts FRKZ MERGED
faultydefense replied to AtTheGates's topic in Archive
some random stuff done on tager in training mode 2D (CH) > 6239B (ground version) > 66 623B > 66 623B > RC 66 623B > 623B does about 3k =/ and 5D (CH) > delay air dash > delay falling j.B l> 6C > j.623B > 2B > 6C > j.B > j.C > j.623B does like 3550 and i dont know if it was mentioned but on rachel and tager you can land a 6B RC into j.D srry if thats old news -
I agree with this sentiment, It just feels safer in the air as you have nothing that will get near her in range with her 5 and 6C on teh ground... but seeing the difference in damage between her landing a j.C and you landing a j.B or j.C is just disheartening if you can land a j.B (CH) into j.D then you can compete with her in damage at least, but thats hard to hitconfirm as a counter hit and if you don't land the j.D has an easy time punishing it
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you missed the joke, lol
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2C (CH) j.C > 5C > 236A > 236A > 2C into corner loop as you've gone across half the screen at this point, or if you're within a third of the stage from the corner you don't have to waste time/damage on the 236a's. Which is not a rare thing at all, especially against say a nu who's gonna backdash once or twice at the beginning of a round, or hell any melee character thats going to be a little iffy about getting in on hakumen. Anything into a corner loop is gonna do well over 2.2k. Not to mention just pushing someone into the corner with haku-men is enough to get some characters/players to burst. i'm just sayin...hakumen is a mentally scary thing to deal with sometimes... and if by some chance (to you seems like a miracle?) if you catch someone in a corner, 214B = 4k+
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you can beat one of their moves, i.e. anti-air, capitalize on spacing mistakes, 6B a low. I mean, how many times have you ever landed a counterhit? Probably at least once a match.
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a j.C / 5C / j.2C (CH) / 2C / j.B > 5B / 6A / 6B (CH) can all go into a full combo with 2 stars, most doing over 3k, some bigger than that if you're anywhere near a corner, and if you only use two stars you're generating probably at least a star during the combo.
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if you get end a combo with j.C a B nail will hit them on neutral tech and explode above them, they'll have to block the nail and then if they jump they'll have to block immediately (unless they ib would pretty much put them back on the ground) basically forcing them to either use a reversal or eat more pressure. if they delay their wake-up its just giving you time to chase them down for other pressure
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if you can win this way why wouldnt you? use j.b a lot in this match imo, with it and j.a you can fairly safely stay in his face all day. Its jump cancellable with little air recovery (compared to C) and no landing recovery so you can generally jump a throw attempt if you get backdashed. just j.b his face all day. If you get him in a situation that he won't backdash, j.2C is great too (i.e. it'll hit him out of a backdash in the corner sometimes) can also do fuzzy guard tricks, if you can get them used to something like 5B > 2B or 5B > 214B, you can get an instant overhead on tager with 5B > j.B
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My dad has a half brother that lives in a town around Baton Rouge apparently, and he asked if I wanted to tag along and meet new family. I just now found out where it was so I probably won't be going after all =/
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I might be going to LA next month
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lol go to the bang forums, we all new DORA was gonna make it there were also a lot of BLEED hopefuls you also have to take into consideration that A) litchi's damage isnt all that bad and it resets itself and usually always give corner KD, and B) that a lot of the top 3 were taken out by other top 3
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the learning curve is ridiculous
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its a momentum thing really, just how much is it worth for you 2b > renka teaches people that not blocking will get them kinda hurt, at the same time, if its early round i tend to save the orbs
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i came here thinking i was requested =/
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mcarther mentioned it before but I think crawl is absolutely godly in this match-up under his projectiles, ice car, a/b uppercuts, 2nd hit of d uppercut, hard to catch with his j.B, 5C (may be range dependant, not sure) but also his 5D!!! in jin's strings, A > B > C > [insert tao crawl] if he 5D's u go under it for punish, if he jumped you can get out of the way, projectile/ice car go under, 6D/C you have time to react and poke/block. Just watch for 3C but if u force him to start 3Cing then he's ending his strings earlier and you're not getting guard crushed
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
faultydefense replied to tataki's topic in Archive
its just a random finish from what i gather, i have it set to console and it'll happen to me every now and then, dont know when its not for furinkazan or distortion finish, or perfect round, and i think it only happens in the last round of the match, or i've only noticed it then -
the only positive i can say about this match is at least its not arakune
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[CT] Bang Shishigami Combination Arts FRKZ MERGED
faultydefense replied to AtTheGates's topic in Archive
instead of j.a 2C > 2D > j.D > 2B > 6C > j.B > j.623B