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Everything posted by faultydefense
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Strider, srsly, much respect for puttin up with him Best of luck on gettin better. Chipp is a long hard road. I look forward to playing you someday. You gonna be in houston for oni-con?
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so it never happens?
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I never should have dumped kobe... FT10, loser watches series of choice since we're both broke. I suggest you pick something you think i'd never watch cuz your sitting through kenichi again when I win.
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and I challenged you second so are you saying I win then?
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i dont see you taking my challenge hypocrite
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FT10 cooking contest, if you can use the stove without hurting yourself i'll make your food for the next 3 days and you already said no to games otherwise i'd do it, I don't like making liars out of people
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not you, I was hoping to play someone who's actually decent at the game
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that is correct youtube "Dr Dick" yes i spelt that right so...games tonight?
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[CT] Carl Clover Tactical Discussion/Questions/Help
faultydefense replied to Alternate275's topic in Archive
All I know was that Nirvana start-up felt long as hell when I got a chance to try this out. Can you give an example for a Carl combo showing when to push and also when to release D to activate Nirvana's attack? I didn't get to try to much, but I was playing other people, so in an attempt to save money and try to stay on the machine I ended up just spamming Nirvana's drill attack while running away until they were in block stun =/. It really didn't work too bad, but I was the only one there winning/losing from time-outs >.> -
just split the input into two motions 6S then 6D, counting it off can help, just give yourself a one two beat to try to hit, you can treat it really like 3 seperate inputs One.....Two..Three 1D.......6S...6D The problem is probably just you trying to do too much or too little all at once, just seperate the 6S and the 6D in your head and you should be golden. It'll be harder if you're trying to do 6 then S then 6 then D.
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I can't stop staring at your avatar.
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I don't know where you're coming up with all these lies from. Also, I'm quitting sol for a combination of millia, anji, and potemkin
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What the hell are you talking about?
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Actually got a good deal of baiken match-ups lately. The bitch is dumb...period. Her frame traps are ridiculous, if you ever block a j.H, 2H, or a tatami mat DO NOT TRY TO POKE OUT OF IT PERIOD. You will get counter hit into 50% or more. I've known that baiken could be really mobile and hard to pin down into wild throw, what I didn't realize was that she has a better offense than sol. 5H will beat any of your ground pokes from any range if it comes all the way out...and its a lot faster than you'd think it would be, certainly faster than your own 5H. If you gunflame, ALWAYS FRC it. If you try to zone her with gunflame and you don't FRC it she can IAD into jump slash from 90% of the screen away, I promise I'm not exaggerating. This nets her a counter hit, when her j.S nets her a counter hit it also nets her a falling tatami mat, her falling tatami mat nets her big damage and knockdown >.> Honestly I think her best move in this match is j.S, it beats anything sol does from just about any range, it anti-grounds sol better than even her j.H. All you have is VV, so you have to play scare tactics just to get her to block in the air. Once you do manage to get her to block, it doesn't really mean you have the advantage. The only moves you can safely pull off without RCing is something into a jump cancel or 2P/5P. (Actually if they're not expecting it you can bait a counter with bandit bringer because unless they do the dead angle really fast then you'll be able to recover and block/punish.) Sol's j.H is great in this match as long as you can pull it off low enough to the ground, it recovers instantly and great for baiting counters. Some nice setups is just teching off a hit and Airdashing in on her. Her best anti-airs are all her counters, so theres not too much to fear from a grounded baiken while you're in the air. She beats sol clean though air to air, and ground to ground, and will try to frustrate you into risky shit while you're on the ground. Also, I hear how 2D is the bane of baiken's existance all the time, but don't think that ending a blockstring with 2D is the end-all be all equalizer in this match. All baiken has to do is wait for you to do it then counter THAT. You cannot be predictable with blockstrings, not to mention 2D isn't jump cancelable. Honestly, the best thing I have in this matchup is VV > roman cancel. Do not chase a baiken backwards, her air-dash back > tatami mat will beat any attempt to chase her as well as net a counter hit. And on wake-up, you're usually eating a tatami so unless you hit that perfect reversal VV everytime, you're gonna have to learn to block, and then learn to use dead angle, because baiken builds guardbar like a motherfucker. For baiken specific combos, enjoy 2D > BR RC > SW > SW > SW... also I have to superjump after her chasing extra damage quite often, get used to it...I hate lightweights Sol doesn't hate baiken any more than the rest of the cast hates her, but she's still a bitch to play against, at the same time, i thank god for vv and I can see how sol can equalize the playing field with his damage output so that its not far in either's favor. But this is still my least favorite matchup next to slayer.
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Good games to valentine and inutai today, glad inutai was able to make it out, kurum, you gonna be up for games later?
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Kobe, you better be practicing your konoha if you're gonna be worth rematching at arcana when oni-con rolls around, otherwise, stop wasting my time. Btw, rodontell says we need to have a FT10 me vs your order-sol cuz he has so much faith in you and I can't block.
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So marks a new beginning. I've noticed some people posting around the boards mentioning they're from Houston, but not really having a place to call home in the match finder threads due to most posting over at the Planet Zero forums (figure thats a taboo on dustloop w/e) Anyways, feel free to message me or any of the other Houston residents that we'll try to get to post here about gaming sessions and the like for any game really. On any given night we can collect a group of players from all skill levels so don't be shy I'll try to keep this post updated with tournaments and gathering info. If you want phone numbers or addresses, just give me a PM. So anyways....Howdy Yall and Welcome to Houston The Current Scene outside of PZ: FD (yours Truly): Kurum: Valentine: Inutai: Nick: Insanerabbit: Lastblade: :KY: Doomscyther (by request): and (not) growing rapidly! in an attempts to keep things interested, original post will be updated with the "STEVE'S QUOTE OF THE DAY"
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Steve is so tsundere
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BB prorates like a little bitch, 6H air counter hit > BB hurts bad
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If you time it right you can basically option select reversal attempts. If they don't do anything, you may hit them with an overhead, if they try to reveral uppercut or something, if you timed it right, hit confirm into autoguard attack.
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If you don't record this i'm disowning the lot of you.
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He's got a point.
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I just wanna beat berserker's ass with illya, is that too much to ask? And don't worry kurum, you won't be able to keep a combo goin anyways, I aint scared of Luvia.
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delay a j.H just a bit and that'll bait a H or S counter as well as option selecting to throw the H version (watch for the P counter though if you get too jump happy) if you manage to catch them in the air with the j.H you can hit with that, land, 2H, j.H, sidewinder. If you catch them on the ground its your punish of choise. As far as blockstrings go, you can't give a staple blockstring because the point is to vary it as much as possible. Some baikens may very well throw a dead angle on the very first move blocked. I tend to avoid gunflame pressure in this matchup and just GF feint or jump canceling/airdashing back in to "pressure" If you land a falling j.D on a baiken, you can hit a clean hit fafnir if you hit her fairly deep. If you hit it low enough you can actually follow with a 5K > 2H > j.K > j.S > dj.S > dj.D > VV or something similar if you're just trying to get that lil extra damage...i don't really value knockdowns in this matchup, just don't chase her in the air. Because she's so light its hard to get j.d > j.BR > 5K > sidewinder followups on her. I'll test some more baiken specifics when I get home if I remember. edit: also, people keep mentioning her block happy ass, all the baikens I've played are very mobile, spending most of thier time air dashing back and forth behind tatami mats, you really have to work, just to put her on the ground long enough to wild throw her. At the same time, don't chase her down wildly, its just freebies for her once you're both in the air. You have to anti air AROUND her which can get really annoying and limit follow ups