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Icekin

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Everything posted by Icekin

  1. Same spot as last time, harvey's parking next to namur metro, around 8:30-9:00AM That good for everyone?
  2. So you can combo after Nanase's IW. Against some smaller chars, it's corner only, but fatties work midscreen as well. IW > 236B> whatever.
  3. Zero bars in any game is hell. I don't want to touch UNIEL below 3 bars. or GG.
  4. When the only people online I can find are either those with 3000+ matches played and a 1-2 bar connection, or 3-4 bars with like 80 matches played. I'd rather not play good people in bad delay, nor do I want to bully new players for meaningless free wins. I guess I just won't play at all. .-.
  5. Good games au chasseux de bibites de vendredi. Après avoir essayé Charge Blade, je pense je vais faire un boute avec, ca a l'air vraiment bon. Je me souviens pu si j'ai dit merci a Brice pour les burgers, mais merci Brice pour les burgers.
  6. Shit, I honestly didn't think anyone would be up for real. Since I play keyboard, it would be a huge bitch to bring that and a laptop in addition to console + monitor + food, I'll have to pass. I'd be up for netplay anytime though.
  7. Yo who's up for some IaMP tomorrow?! Anyone? Anyone at all...? okay.jpg I'm bringing food btw.
  8. Summerhays yo, get hype! Also some tournament is happening or something.
  9. If you can't use the tools at your disposal even if you make the correct read, that's hardly a battle of "wits", and becomes a silly execution barrier. Just as inputs can be too easy, they can be too hard as well. They're going for a more lenient window now. If you can already deal with the current inputs, then I really don't know what you're so annoyed by, or afraid of. That people will be able to do what they want to do? That more players will pick up the game since it's easier to play? Is the game going to change at all for players who could already deal with 2f buffers? I don't think so, so what's the problem?
  10. Liam O'Brien for everyone cuz his voice is my waifu.
  11. I use PS+ colors on PS3. Not sure why yours wouldn't show up.
  12. @Spec/Brice: For the Toronto trip, total for petrol + venue parking was 24$ per person.
  13. Oh my dear, sweet summer child.
  14. One who knows the guy he's playing against will fall for it? Or am I not supposed to use wakeup supers against players who leave themselves wide open to it and never bait it, because someone on the internet said it makes you "worthless" ? Do you not use options against reckless players because it wouldn't work against more careful players? (This is the part where someone goes for the No True Scotsman argument and says no good player will fall for it)
  15. Close, but not quite. You don't need to stop, nor do you need FD to cancel your dash, you just need to let go of dash and press 6 again. You could be dashing in their face, let go of forward for a frame and press 6HS and you'll get a grab. If someone's grabbing you on wakeup, you were too close to them. Step away a little bit more next time. If you can't grab them on wakeup, you either mistimed it, or they weren't in fact close enough, or they were using a move that's throw invulnerable. If you're 100% sure they were in grab range, then you just mistimed your grab and ate a hit. If they grab you while doing pressure and you were pushing buttons, then they did it before whatever you did came out. You could have either jumped or grabbed them. If you try to grab them and they jab you out of it, well, that's pretty much what they should do, so either you were obvious about it, or they just love pushing buttons, so instead of trying to grab, bait that mash. If you play Ramlethal, then you have a command grab on top of your regular grab, and I think it has more range than your grab. that's always an option to keep in mind.
  16. IW has significant range, especially vertical, and the sword potion of it is unblockable in the air. That makes it an effective and very damaging reversal. I use most of my meter either on 623C as a combo ender, or with 214C. 214C is just a great move in general: Massive range, the hitbox is the world, it's +3 on block, startup is quick and it's comboable (236B). If you use any unsafe move and it gets blocked, and you don't have CS, 214C is your alternative. For example, say you try to catch them with 214AA as an overhead on wakeup. Combo it into 214C immediately. That way, if they didn't block it, you pick them up for a full combo+oki. If they did block it, you're still +3 and can continue putting pressure. Same with 236A-6B. As for her other supers... 623C should honestly never be used as a DP unless 623B won't reach. It's useful if they are far above your head (Byakuya, Merkava), but otherwise don't risk it. It's a combo ender. 214C is just good for everything, as stated above. j.236C is kind of worthless. I just don't see a use for it. 236C is great for punishing things at long range, and covering distance. It crosses the whole screen quickly, and leads into a combo if done at range. It'll punish Merkava's command grab on shield block, it'll stuff Hilda's back spike, etc. Doing crossups has to do with her float. When you use FF in the air, it readjusts what side they must block from. Normally jump over someone and hit them from behind, they can block the hit either way since crossup protection saves them. If you hit float just past them however, they must now block on the correct side. You can do stuff like j.236B CS j.6D FF over their head for an ambiguous crossup, or j.6D FF j.BB over them. One thing I like to do is j.6D just past them and j.236B. It's weird as hell for them because while trying to block, they start walking towards you as you've gone over them so it looks like a crossup but it's not. If they try to block it by holding what is now away from Nanase, they'll get hit as j.236B pushes Nanase back towards them. It sounds confusing, but basically, it looks like a crossup as you've literally jumped past them, but if they try to block it like it's a crossup, they'll get hit. On top of that, you will land on either side of them, as j.236B will either push you back to their front, or land you behind them, since it has a bit of momentum backwards combined with the block pushback.
  17. No one misses Leo though. :U
  18. Yo that summerhays. I'd be down. I want more of them burgers.
  19. There's a lot of variation depending on the starter. The standard route is 5A 5B 5C 236B-6C j.[C] j.BB j.2C 2C 214AA If you get a 5B starter, you can do 5B 5C 236B-6C j.[C] j.BB j.2C 3C j.C j.2C 2C 214AA If you get a 236B starter, you can do 236B-6C j.[C] j.BB j.2C 3C j.8C j.C j.2C 2C 214AA If you get a 66B starter, you can do the same. If you get a high counter or a counter, you can probably do the 3C j.8/5/2C route despire having a worse starter. Off of 3C (usually a punish when 236A(w)-6A isn't possible), It's the same sequence but in a different order: 3C j.8C j.C j.2C 236B-6C j.[C] j.BB j.2C 2C 214AA. If someone whiffs something hard, use the above but with a 236A-6A start (whiffing the 236). That's your best starter. In the corner, you can replace j.[C] j.BB j.2C with j.8C j.C j.2C. There's also a very situational corner setup where if you land 3C, you can follow it up with j.8C j.[C], then delay the j.BB to hit closer to the ground, and juggle them with 236B-6C on landing. This lets you do the full combo, ending in 214AA 623C whereas normally, because you've already used your 3 groundslams, you can't get the super ender. Off of projectile hits, anti-air 5B, or any hit that juggles, I'll use 5B j.BB j.[C] j.236A j.A j.B j.2C 2C 214AA. On any combo that starts with an added groundslam, such as 3C j.8/5/2C, or 214AA CS, or 66C, you can't add a super at the end after the final 214AA. What you can go for instead of doing 2C 214 is 236A-6A 623C. Note that you will be on the other side of them after the 6A, so you have to input the 623 as 421. Normally, if you want wind oki instead of damage, you end your combos with j.236B after j.2C instead of 2C 214AA. If you have CS, you can still do the 2C 214AA, but CS the last hit and do j.236B. Best of both worlds. It's not the best use of CS, but it's an option to keep in mind. I usually keep it for starting combos off hits you normally can't, like the 214's, to make unsafe moves safe, like 236A-6B, or for baller crossups with j.236B.
  20. I should write them down one day. I don't have access to the wiki though. Wiki combos are a huge mess. A lot are useless, overly complicated, or wasteful. You can usually combo any hit into 236B-6C j.[C] j.BB j.2C 2C 214A-A. If you don't want the side switch, 2C 5C j.BB j.[C] j.236A j.A j.B j.2C 2C 214A-A instead. Depending on the starter and position, you can add a bit onto those, or alter the end for wind oki. You should never be using FF in a combo. CS is best kept for hits you normally can't get a combo off of rather than extending the ones you're in already, so I'd stay away from any combo that lists CS in the middle of it (unless it's at the end to get wind oki).
  21. Xrd's Gordeau. Doesn't matter which button you push, it's a good one!
  22. "elphelt requires no brain" Nothing unusual, but it came from someone I thought was more reasonable than this. The salt is real.
  23. You can react to it, but that doesn't mean you always will. If it did, nobody at a certain level of experience would ever get hit by any reactable overhead ever. And they do.
  24. With the holidays and weird schedules, I actually forgot today was Friday.
  25. I haven't received any personal rage mail yet, but if you want Elphelt brand hate, you need only take a quick peek at the Xrd board on Gamefaqs. The butt blasting over that character is intense. If the Dead Sea was any saltier, it'd be renamed the GameFAQs Sea.
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