-
Posts
940 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by faultydefense
-
are you using stick or pad? its really just a matter of doing it as quick as possible but its slightly different depending on what you're using. If you're using pad and you have an RC mapped to a shoulder button or something, you need to make sure you let go of that before you do the 2S, just be sure to tap the frc button and not hold it down before you do your slash. if you're playing on stick I feel its a little easier, as you just do KSH with your top 3 fingers and immediately attempt to let go and push slash as fast as you can, its just a double tap, but the first tap you're pushing 3 buttons, the second tap is just one the frc timing is kinda wierd as late as it is, so you really kinda have to know it. you can't be mashing and you'll miss it often if you're just kind of "hoping" to hit the right timing. Also, the timing is stricter on certain characters. You could try doing it on say May, to get closer to the best timing, then switch to like Ky when you wanna tighten it up.
-
R.I.P Steve of Houston p.s. your bed frame cut me, i'm gonna sue
-
it works on eddie, i'm just guessing u missed it. but on eddie, if u can manage it, u can go straing from 2H into HFB > tkAPB
-
its pretty random, i'll be goin to the weeklies though
-
cool man, i'll try to catch you there sometime, if you want in on casuals at our place sometime, let me know
-
damn, i was hoping magic was involved
-
i'm always a fan of taunting then attempted slashback...but thats just me why does sol's 2D lose to slayers 6P...
-
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
faultydefense replied to Kairi's topic in Archive
well excuuuuuuuse me princess ps, ty -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
faultydefense replied to Kairi's topic in Archive
wait.... really? -
its just a plexiglass cover, you put it over the current plate, i think he might do extra thick versions for use as a faceplate itself, you'd haveto ask him
-
@DW, dude just updated his shoryuken thread with: UPDATE 5/03 5:30am: At last, the HRAP1/T5 covers are made available. A lot of my new, and remaining, queue is getting cleared up so I can take on new orders. More updates later. For now, back to sleep... it's 5:30am. =P
-
woot, just ordered a plexiglass cover and an art-printout from http://www.tek-innovations.com/arthobbies/index.cfm?loc=products still need to order some white buttons and ball-top
-
something of note, if you know they're not really reacting and just pushing stuff in any gap, you can do 2P > gunflame for a free counterhit sometimes, and even if they block it you can 5S afterward without FRC'ing to keep em blocking usually.
-
if you expect a 2P, sol's 2D will trade in your favor generally, beyond that it really just means you have to opt away from wild throw in favor of frame traps until he's afraid of poking again. simple shit like 2P...2P...2K...2D generally fits the bill, with the ...'s being slight delays, 2P 2P very slight run, 2D > GF FRC, rinse repeat with slight variations, just to teach them to sit still, if you can do a longer blockstring with gunflame pressure before it it'll get them antsy and more likely to eat the frame traps, but they'll prolly have to get tripped 2-3 times before they really think about stopping, just .02 from my experiences
-
[Accent Core] Sol Badguy General Discussion
faultydefense replied to Hatred Edge's topic in Sol Badguy
by chance do you play pad? because it got a lot easier for me when i switched to stick? -
can't say for 100%, but i believe the way it works is, for the DC loop, if you pop them out of the air with DC (via 6H or 5S (3) ) then you don't need anything else to start the loop, just 2S > DCs xN but if you hit someone grounded, like 5S > 5H > DC, then you need to do something else, like 2P or FRC
-
[Accent Core] Sol Badguy General Discussion
faultydefense replied to Hatred Edge's topic in Sol Badguy
double post, but it can also be done from 5K > 5S > GF FRC > WT, no instant blocking necessary, so I wouldn't be surprised if the attack doesn't have to be a running one (5K > 5S does though...but I think a 5K (1) wouldn't require it), really, I just think you need to be just short of max wild throw range, you probably knew, but it doesn't require corner either. But I forgot to test how character specific it is (ie, characters who's hitboxes are too wide may get put into blockstun by GF earlier) -
[Accent Core] Sol Badguy General Discussion
faultydefense replied to Hatred Edge's topic in Sol Badguy
I can say for sure it works from 5K(1) (i've only done it from a running start so iono exact requirements) but 5K > gunflame FRC wildthrow, i do the same inputs as you do with the gunflame > dp motion> KSH, you don't need to end with forward, but it doesn't hurt. My only advice is let go of KSH immediately when you FRC because I think the motion may be negative edged. I'm fairly sure its just about doing it as soon as possible, I can't say exactly, but I can tell you at least your input is correct. random note, but i think the frame you grab them on may actually be different if they're standing or crouching... I've programmed this into training mode before and had it where I threw someone if they were standing but not if they were crouching...but i have been able to do it to a crouching opponent -
From those that have shopped around, where's the best place to go. I'm lookin to buy a white ball-top and 8 white buttons for a hrap2 (sanwa parts)
-
xxx > H > sjIAD j.P > BR l> 5K > j.P > j.K > SW ...5S > BR if you want to use 5H, you generally need to go straight from 6P into 5H unless its on a heavyweight, and the distance is more important as they fly farther and lower so you may not want the super jump, but it is possible to combo into j.P and I have a set-up using it too later in the vid
-
[Accent Core] Sol Badguy General Discussion
faultydefense replied to Hatred Edge's topic in Sol Badguy
you do things like 5S > 2H > j.xxx ... to pick them up into sidewinder when they're too low to just go j.S > SW if you do it enough you just start knowing when to do what. its really not a bad idea to just start hitting your opponent in training mode and trying to turn it into clean hits, thats the easiest way to get used to sidewinders some things to know for when you're learning do 5S> 2H when they're low and you need to pick them up do 5K > 2H when they're realy low... j.H moves them up less in an air hit than j.S does, what this means is sometimes when you j.S > SW and you hit too LOW you probably should have done j.H > SW after you get really used to doing clean hits, and you're hitting 3 or so SW into knockdown consistently you can start playing with moves to get into sidewinder in less hits or with more powerful hits/less guardbar lowering hits (like hitting 2H > SW instead of j.S). this is useful because SW's do damage based on how many clean hits are in the combo, but each other move prorates them down so the damage isn't multiplied. But when you can start doing empty jump > sidewinder's as much as possible, or 2H directly into SW you can start seeing damage increase. But like i said, don't worry about those for a while, its something you can pick up at anytime, and some people emphasize knockdown more than the extra damage. So at first just worry about GETTING the clean hit, then worry about getting into the clean hit FASTER -
[Accent Core] Sol Badguy General Discussion
faultydefense replied to Hatred Edge's topic in Sol Badguy
by all means it does good damage if you can land it consistently, but the reason you don't see it often is because you have to take in sooo many factors at once to make it clean hit, its really a science when you get down to it, most combos using it in combo vids just kinda fiddle with it til they find the right timing for one specific point, what i mean by this is you have to hit a very specific point of a person at a specific height, when you use certain attacks you can kind of force yourself in the right position to make a clean hit come out, which is how sol is able to have BnBs and reliable sidewinder set-ups. But to combo a GV into a BB you have to instantly take all this into consideration, and its really just not plausible, to pull it off in a match you really either have to be in the corner so you know exactly what to do because there's some practice done. Other than that, luck is a factor... but: your opponent's character their weight and clean hit box how far/close you are from the corner how many hits of GV to hit out how many hits are already in the combo which raises/lowers the previous item but once you've played enough, there's probably some kind of idea on where to hit and you can aim for that general area and with a little luck, blam for example, just by playing a lot i feel that certain characters are easier to clean hit with grand viper, specifically the heavyweights like johnny, robo, or potemkin but i like flashy play...so keep it up :D -
Double post, but hey, I finally got to work on my combo vid, here's a link to the preview (haven't finished it yet) http://www.youtube.com/watch?v=cp0lLWq9mpQ and yoo, at the end of the preview theres a part with BR > 5K
-
anytime you land a close air attack, you can almost always link into BR l> 5K if you hit a j.D in the corner on someone in the air, > BR > l> 5K do this if you anti air someone in the corner (5K/2H) go into j.D > BR, if you're not close enough to get a j.S/j.H > SW, once you've done it a while you start knowing when you need to play with the height, and if you need to j.K before the j.D to get them higher. after you hit the BR > 5K, most characters will naturally be clean hit after a j.P > j.K > SW, though you'll notice you can catch some really low and you may have to j.P > j.S > SW, or they may be too low altogether and its better to go into 5K > 2H > BR for knockdown, or 2K > 2H > j.KSSD or something for damage. any air to air > j.BR should work if you're low enough to the ground, you can catch some people even if you air to ground them > j.BR but lightweights only usually. Generally you should just be looking for when you can go into j.D > j.BR near a corner, thats the most common setup, other than that its just when you get close air to air's like j.H or even a j.P, if you're too deep or too far below them, the BR could send them the other way I was supposed to have a combo vid out by now but its bein postponed til all my recording stuff is up and running again >.> an example in the corner on any midweight: 5S > 6P > 5S > 2H > j.D > BR l> 5K > j.P > j.K > SW thats the general idea, another way to test the timing is just to start from neutral and airdash at their head, j.S > j.D > j.BR l> 5K ...
-
my vote goes to "another one bites the dust" and start off the vid with an impossible dust combo, if no one has one for the vid yet, i'll work on one when i get home :p that or mc hammer - "HAMMERTIME" ok, one more recommendation, rehab - "wht do u wnt frm me" and this is all just ideas forming in my head, iono how it would really play out in reality, but i'm picturing a mix-up into dust: (opponent blocking) XXX > rensen FRC > 632147S (JI) FRC (crossup) > airdash back to the otherside of them > j.63214S FRC > bomber > 2K > 2D > 46H cancel (opponent jumps and FD's) > 5P/2P > rensen FRC > IAD j.D > bomber > 2K > DUST! though it doesn't leave any tension for the actual combo...odds are someone would get mixed up somewhere in there...or axl gets airthrown during the overhead cross-up...but hey!