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AznSpyderman

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Everything posted by AznSpyderman

  1. Thank you! Nice! I tweeted this, but not expecting everyone here to follow me... lol
  2. I dont understand the 6P stuff... He goes from no-upper body invincibility to no hitbox, to upper-body invincibility?
  3. Def, please add some pics! I cannot PC this game
  4. K doesn't come out fast enough as far as I can test. Even crouching Leo doesn't get hit and he gets hit with cS3 crouching... smh YRC backdash K isn't coming out fast enough to hit a P-set...:(
  5. I've only managed to make it hit Potemkin while crouching and can't do it mid screen. Am I doing something wrong?
  6. SnowMonkey - Thanks for the notation. I actually wanted to learn that but never had the time to type it so I can print / write it down. I'm old school... Need write my shit down. I find the most useless Venom stuff.
  7. Correction. It works on Ramlethal. 2K, cS(3), IAD, SHD, 66, jKSHD, land, 6H works on Ram. The timing is REALLY awkward... But it CAN work. Notes: cS(3) - maximum delay before IAD. Ramlethal needs to be almost grounded when the D hits. then you'll need a 'longer' microdash than say against Ky so she falls SLIGHTLY lower. Lastly, j.KSHD - Normally, the delay is on the K. This time, you want to NOT have that but maximize the distance betweeen H and D. If you don't do this, she will be too high to 6H. That said, it's easier to NOT go for the 6H, and instead set up an H ball for teleports instead. If she recovers forward, the teleport will crossup.
  8. Meant to answer this much earlier, but I forgot. It works with a 2K starter too.
  9. Which combo are you asking about?
  10. That all makes sense. It's perhaps why I end up mashing 6 when I'm online because I'm not doing it slow enough, coupled with lag - live, i'm fine with it. I wasn't sure if you were saying that it doesn't work at all. Thanks for the clarification. Also, Pandemic I wanna add something to corner combos. If you end the combo with a QV, you could also end with HQV. In the case you're close enough due to a shorter combo, it will be off screen and you can use that as a way to cancel any hit/blocked normals into teleport and you'll be VERY close to them and super low. At most, you'll have 3 really solid overheads from it, which can of course be mixed up with mad struggle to pause and max distance 5D. Another crouch combo off of cS(2) is cS(2), 2D(1), SCR, microdash, cS(2), JC, whatever you want. It doesn't work on some and since I don't do this combo often, I can't off the top of my head. I'm in Dubai and my PS3's in New York so there's that...
  11. Dai, you sure? Because I swear I only put two inputs in. I'm not anywhere near home to test that out though.
  12. @Pomparomp really hit everything possible, I think. I'd like to add a few things. 2D is a really good, low profiling move. It beats some moves clean like Sol's Bandit Revolver and (DO NOT RELY ON THIS AT ALL) will sometimes beat Chipp's TSM (The leaf command grab). My point being, it's a really good move. It's also his only low other than 2K. You asked about BnBs. The basics are these: Normal, standing opponent: cS(3), IAD (pause on Sol, immediately on Pot, everyone else is almost the same), j.SHD - - 6H > set (P or K is recommended, H for advanced setups) - 6H > QV (corner only) - dash, j.KSHD, land, 6H, set (Ky, Bedman, Potemkin, and a few others only. It might work on Sin and Faust. It doesn't work on any female characters) Normal, crouching opponent: cS(2), 5H, KQV, 5k, 6p, 6h - There's a few variations on this, and I think it doesn't work on everyone but it's a good start. I have upwards of 15-20 different combos on crouching characters, depending on what I want to do, including multiple QV combos for setups and knockdowns for okis. Play with QV as much as you want. Note that Leo and Potemkin can be hit by cS(3) while crouching, so there's that. Throw, mid-screen: throw, dash, cS(3) or 2H(2), SCR, IAD, SHD, end with 6H > set or 6H QV. Throw, corner: 5H, KQV, 5k, 6P, 6H, SQV (I like S for this because you can jump back and hit the ball for oki and have a variety of options) Air throw: cS xx H set, dash, 6P, 6H, set. That should get you started. The next step is to get creative with setups from the combos and then learn how to integrate more sets and/or QVs into your combos for more advanced setups. Don't go for damage. Getting hit with a bunch of balls does more damage than his combos, very generally speaking.
  13. I play Xrd (First one I'm actively learning). I CAN play AC+R... but I never bothered learning any mechanics. It was always more of a, "I don't feel like playing Marvel 2 right now" sort of things. Since NEPA's so small, I recommend checking out the SRK thread as well: http://forums.shoryuken.com/discussion/189505/northeast-pa-updated-groups-people-events One NEPA group: https://www.facebook.com/groups/987763274579264/ Also, there's a guy named Brent that's coordinating the current scene I think.
  14. It's funny that when I move out of one area with a dead scene, there's always players looking to get a scene going (Moved out of NEPA) and when I move into an area with a scene, the scene dies (Moved to Syracuse area) Anyway, there's a Facebook group called "Eastern PA FGC Revival" I think. I'm not on FB so I don't know specifically, but there's a few players on PSN from the scranton area. We used to have casuals at Adventure Games in Dickson City. I know of a few kids still in that area interested in playing, but a lot of them moved on. This is one guy, but he's not active on Twitter: https://twitter.com/NecrotrophicFGC He's on FB though in that above group. There's a small scene near Allentown if you can travel. If not, I totally understand. I travel between Upstate and NEPA still to the Poconos where my family lives and wouldn't mind stopping in the area for games. It's only a 2-hour drive. I only know of two people in the area that play anime games: One is on PSN as DeadSet88. The other is an Xbox player that only plays Persona. I'm new to BlazBlue (PIcked it up on Black Friday) and I'm mostly a Capcom / Tekken player, but I gave Guilty Gear a lot of work too.
  15. From full screen, you could, but by the time it recovers, I already have more on the screen. The only advantage it has is if I have a stream of horizontal balls going slow and Axl is beyond rensengeki's maximum range. Then he can use it and try to air dash over but having two SCRs there, can make you second guess how safe it is. Still can trade with a well-timed jS or if you RC the rensengeki. It's not something that completely changes the tides, but is another tool to keep him out of rensengeki range. As for the Ky, yeah I didn't even think of it keeping stun dipper out. A lot of Kys will do that as soon as they clear the carcass so having a second would help. I'd imagine it could help against Sin for a similar reason.
  16. So I messed around with a carcass raid setup that I figured out last week and found that it has uses against Axl. Basically, you can use the recovery frames of a grounded attack or from landing a jump to buff a carcass raid. Premise: You can go: [4],6,4+S/HS for stinger aims, so you can do the same with carcass raid. Thing is though, jumps are 1 frame, so you'll jump unless you buff it into a normal. You can try it with 2P, and while that's recovering, hit 8, then 2+S as soon as the 2P recovers, you'll remain grounded and get a carcass raid while charging for the next. This isn't the greatest video in the world, but you'll get the idea. Anyway, you can set P, or any combination from the P formation and do a 2P followed by double carcass raid. It also works by buffering into a stinger aim or my favorite - an H carcass raid. Then you can get 3 carcass raids consecutively. Anyway, I played a bunch against Faust, Axl, Ky, Chipp, and Elphelt today - but found that it helps keep Axl out even more. I mean, a poor Axl has a hard time getting in just around P-set, 5p all day, but adding this in there makes them hesitate to try and get in after a single carcass raid. I don't know if there's any other matchups that it would be effective against - but it doesn't hurt to have a little more knowledge.
  17. cS(3) hits crouching Leo too. Also, could you please put in what combo specifically each page is for? As in the full notation for them? I'm not sure I know which you're talking about with the last two.
  18. Fantastic. Specifically pointing out those two normals helps Sent from my D2303 using Tapatalk
  19. This dude's Chipp gets me hella salty. According to Blacksnake, the best thing to do is just to stay as mobile as possible and always keep a ball at the other side of the screen.
  20. I have a Q about multiple charges. Blacksnake often does cS, S-CR, S-CR - and I have a lot of trouble with this, because the way I can get two back-to-back S-CR is with a non-jump cancelable move - e.g. 2H or 2D, and that's because of the way I do it. I would go - 2(charge), 2H/D, 8, 2S (charge again), 8S If I do that with cS, I get a jump cancel. He told me I have to hit 8S, and then immediately, like on the next frame hit 2. How the hell do you do this? I thought I was getting it right until I spent about 30 minutes and couldn't get it once. I'm having the exact same problem with the one Venom challenge (34?) that requires almost the same thing. Any tips on double charging, even frame-by-frame, so I can understand the whole breakdown would be great. Thanks!
  21. Explain to me the burst powered thing? Not sure I get that...
  22. Hate to bump an ancient thread and I don't assume this is still happening, but if you're in the Binghamton area still, I play XRD and am in Ithaca. I really hope to find at least one person to play some locals with!
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