Aurelious
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[P4A] Yukiko PSN/XBL Player Directory (Residents of the Amagi Inn)
Aurelious replied to MikelAL93's topic in Yukiko Amagi
Know it isn't August 7th yet but I already know I'll be maining Yukiko. Currently don't have internet for my PS3 but will soon. Aurelious - Aurelious_, NC -
Good luck to all those going to EZ today!
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I absolutely love the Sony Dualshock 3 PS3 controller. By far the most responsive pad there is (I've tried every off-brand since Sony's are like $60) and nothing comes close. I've never had a problem with "breaking them in" they work best right out of the box. The one I've had for 3 years is now becoming slightly off (doing a DP requires a 236236 rather than the 263 to ensure I get it off) but still. Could be something got into the dpad (while snacking, someone else using it, etc) and making it less responsive, but I've never had such an issue with mine (from both the PS2 and PS3 eras.) And I only play with the Black controller. Works just fine. Though I imagine silver is cool.
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Right now, my team has settled on Zero, Spencer and Trish. Zero being my favorite character thus far, Spencer having a instant-win hyper, and Trish being my strongest character with plenty of options. Only real weakness with the team atm is I can't give my opponent hell with calling in assists (Sentinel Drones/Hidden Missles or whatnot) and they all have pretty low health (Spencer has the most, but not by much.) However, I've been working on Tron (more health, has some pretty damaging combos and a great gtfom assist) and Ryu (versatile character all around, DHCs well) to switch in depending on matchup, feel, etc. I play around with Ammy and Dante as I love how deep they are and all the combos, but ultimately suck with them and don't take them online (unless I'm playing a super-scrub and feel sorry for them)
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So...anyone here be playing some Marvel vs. Capcom 3? I got it and so far I'm really liking it. Kinda hate that most matches consist of Dante, Sentinel or both...but that just means more experience against them. I've seen Frank and Purify on a few times with it, but dont want to bother them. So far I am using Trish/Zero/Storm...really liking them. I got the combos down, i need to work on getting in to using them (especially storm...I hate spamming whirlwind) So...anyone else plays, add me. PSN is Aurelious_ Oh, and hi guys. It's been a while.
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I usually just pick fire and just keep getting Mildred with the unblockable charged 6C. She sits there and gets hit by it everytime. If you mistime it though, you get 623 Giered then supered for 75% life, followed by Niptras command grab for the lose. You have to keep the pressure or you get raped. I hate her. Does beating the Egg give you good ending compared to bad ending, or is it how you go through the other characters (such as choosing characters in a particular order)
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Checked this against my illogical combo and it does ~14 more damage on average. This is what I was looking for, thanks Mystical. I personally find c.S f.S JI's harder but probably from never doing them. 1. Is c.S f.S after a P Stomp better than K S or better than KS in all instanced where it will hit? 2. Whats the typical Dust Combo? I use 5D ^ J.D J.D j.K j.Px3 J.S djc. j.S j.P j.P j.D. Yet again another spam P that I want to find the better use for. Thanks guys.
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Accent Core Anji Mito Video Discussions Thread
Aurelious replied to Dawnbringer's topic in Anji Mito
The players I play with use attacks on my wakeup as okizeme (PacStrife using Sol's 2K or 5P to start a string or something) of which I use 6K to guard and punish. It can be used in their block string if the gap is large enough. Oh, and I don't FRC the Stomp. I should for mixup, but I'm using other FRC's atm. I know the difference, probably just didn't clarify well enough. -
I've started using Fan Super FRC in AC. It doesn't do a lot, but I'm just happy I can do a FRC >.> Questions: What's a good string to do if I air dash in and connect with a kick that when I land the beat counter will continue? Sometimes I do IAD-->K-S-P (land)K-S-H-blahblah Is there a better one? 2: K-JI-S-K-S-P-P-P-S-jc-SPD is my typical JI combo. Is there one that either deals more damage or gives knockdown? I feel like a n00b just spamming P but I know it's doing very little damage. 3: Is P-On better than KS On? Which situations would P be preferable? 4:> How are both the Butterfly and the Stomps (preferably P stomp) work as far as getting the crossover? 5: Are there any useful combos from a FRC'd Fan Super? How about uses for the Autoguard super? (Invin frames, wide hitboxes, etc) and how does the FRC aid this other than safety?
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Accent Core Anji Mito Video Discussions Thread
Aurelious replied to Dawnbringer's topic in Anji Mito
At least he didn't try to spam IK's or anything. Much like Tiamat has explained, learn the combos. He had a CH Rin in the Faust vid and he didnt captalize. Millia was retarded for jumping into On at both starts, but On is a horrible way for Anji to start any match (unless he has the tension to FRC, but he 99.9% never will.) Don't back away so much. My main problem was I would always do this pattern: Run in with a random poke. If it worked, combo. If not, iad back and full screen butterfly. EVERY TIME. You need to be aggressive, but defensive enough. Try to not use 6H unless you're going for a FRC launch (not recommended) or trying to autoguard fake-out (also not recommended) Learn the 236H-D-->dash-->K-->S-->On in corner combo. It's a mainstay. Also, don't try to continually 236H-D across the stage unless you have major tension to blow, the character allows it (Johnny on infinite tension can be hit for a long time, but you can never have more than 4 in a real match) or you NEED that kill. It's a habit I'm breaking now. Sometimes it's better to just dash in to K-->JI-->S-->air combo. I know JI is above you at this point, but look into it. It's awesome. I always JI now out of sheer habit. Learn to Dash forward-->Faultless Defense break to bait stuff. Don't fuujin so much. It has strike invincibility for 1/5 of a second, but it's only useful for dodging a Stun Edge or something at close range. You can be thrown and hit out of it quite easily. Learn the normals. Almost all of his normals either combo into a Low (S) Fuujin combo or a High (H Fuujin) combo. 6S is an excellent poke with autoguard frames and long reach, but it wiffs quite close to you so be careful. 6K is a good wakeup attack if you're going for a predictable attack to autoguard, but it will screw you more than help, so just block and wait for a gap in a pressure string. Butterfly after every throw and On for great justice. Also, if you use a red butterfly (236D), it counts as a high, so if you hit low while the butterfly is falling (the 2 hit part) it is an unblockable that leads into combo. Useful in the corner. I hope this helped and we'll be here if you desire more help. Tiamat: You're going to be proud of me. I'm using FRC's now =D Weather in my area is horrible now so I may not get those vids recorded, but it won't be long. I have improved greatly. I need more Air Throw, but I'm getting there. -
Very nice Wind. Thanks a whole lot. It's great that you posted both all the combo vids but links to the music that plays. Thanks a lot.
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The JI is really for halting horizontal advancement in a long combo string (so they don't get out of the combo early because of movement) Besides, it kind of is a good idea to always JI (in case you dont want a dolphin and want an air combo of some kind, you have the option open. No clue on the J.H. I never thought HSVD had a spot in the lame loop except maybe as a finisher. So maybe try a SVD instead.
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Let's talk about May, and how much we all hate her. Fought one last night. No matter what I did, it was CH J.H to Lame Loop. Rinse and repeat twice for death. WTF. The only move I could land on her was a 5D thanks to Autoguard. I tried 6S to poke with, no avail. Butterfly was quickly clipped. Help >.>
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No. Jump Installing is simply "storing" a jump during a Beat String to be used at a later date. The use in this particular combo is always by Jump Installing, you halt any movement so you and the opponent stays in the same spot for the combo. It halts horizontal acceleration. Jump Installing in other combos is to otherwise jump or air dash after a situation where you normally couldn't (such as after a super jump.) With Anji (whom I main) the main use is to pop them up, Jump Install, super jump for a few hits. Without the Jump Install, I couldn't jump again, but since I Jump Installed, I can jump for more hits and a little more damage. Some moves automatically Jump Install. To test you JI properly. Hit an oppoent with S, then quickly hit 8. Make sure you hit H after the 8 to ensure you do not jump (any slower and you will just jump after the S. Make sure both the S and H hit with an 8 in the middle). Now Super Jump. If you can jump after this Super Jump, you just Jump Installed. If you can't, then you did it wrong. When you see JI in a combo, it merely means to hit 8 between both commands as to have jumped, but cancel the jump animation with the next attack, therefore storing said jump. Hope this helps.
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If you are going to FRC the Dolphin (not a FB Dolphin, a standard one) you have to FRC the Dolphin after the hit (it won't FRC until where the dolphin bounces off the opponent.) Glad it helped. And no, it isn't. I came from Smashboards myself (Smash was mt first competitive game. I am known as Lightningmage, though I was none too popular or overly good, but I did a good job over the Zelda boards for a while.) It took a while to adapt from Smash to a true fighter, but I love GG.
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I see. Thanks. Time to go practice =D
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Will J.P beat out VV, trade or just lure them into a VV so I can FD since J.P recovers very quickly? So if first hit of shitsu is blocked 2k is the attack of choice to keep them in for the next 2 hits for a block string? I've been using 6S so even if he does try something I maybe could get the K autoguard off. This a good idea as well? What about if going for the unblockable, what would be best to keep them from trying to backdash/avoid the falling hits? Also, what are some good block strings that are generally safe or have few holes? Keep 3S canceling to a minimum (but do include an example or two though) Sorry for the questions, but I do appreciate all the help (plus keepin the Anji forums alive
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Dogysamich: Are you the Dr.Mario player at Smashboards? If not, I apologize, and either way, welcome to the GG world. qwan:6 HS cancels to dolphin, pro tip, it's LATE. Input should be 6HS, [3]. . . . 9S or 9HS. -No charge buffering tricks -MAN IT UP! Taken from the May Primer. Hit 6H and the exact moment you do roll it to the 3 position. Wait the appropriate delay and there you are, no need to charge the 6H. I believe this is what you were looking at. There is some method to using a charged 8 for doing this but the exact reference eludes me. On the topic of FB dolphins, you charge the Dolphin, and when you hit S or H, return to neutral then hit 8 for a VD and towards the opponent (6 or 4 depending) plus the Dust at the same moment. If you hold the direction it will not work, the stick or pad must return to neutral first. So it's [2] (30 frames) 8H (return to neutral) 8D for a VD or [4](30 frames) 6H (return to neutral) 6D (If May is on the left, switch directions if on the right.) Just practice doing it in the middle, then trying to make it earlier and earlier until you dislodge right after the dolphin appears.
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Ah, thanks. That makes a bit more sense. In your vids vs. Mamation, you used 2H as a Meaty. Is this not advised vs. Sol (VV, which I never see in your vids, so I assume not.) Also, what are good ways to bait the GV without putting me at (huge) risk?
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I played a few rounds tonight, no recording though. I feel proud of myself. 2x Butterfly traps, successful unblockables and a triple layered cake. No air throws but I threw a hell of a lot more than I've thrown anything in my life >.> So, does 3K only have one frame of AG or the AG frame starts at frame 1? I mean even 6K has like, 5 frames of AG.
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I'd just like to combo from the orb without tension. I liked the multi-hit orb in Reload but as time goes on I kind of favor the single hit more...if only it was comboable. And Aoi not hitting airborne opponents is kind of annoying. And I'm sure you meant J.214D. A grounded orb would be interesting but not quite Anji style. And 6S whiffs suck <.<
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Tiamat: Yes I am. Me and Pac are getting together this weekend. I was watching my old videos and I cringed at almost everything I did. I saw at least 30+ mistakes a match where I could have thrown, delayed for the KS-On, or whatnot. I am amazed. Rin: Not that I have enough of teh sex, but I do have recording device. I'm working on a combo with 4 Orbs (So far I have 3, can't pull the fourth one off in time, could be impossible without black beat) Also, how does one combo the air throw to on? I'm always out of On range after the air throw, unless I'm supposed to dash KS On. Also working on the 2x Butterfly, thanks Nam for the Negitive edging advice. I would throw-->Shitsu and squander and do a 6P right into Sol's VV instead of unleashing the second butterfly. A few questions while practicing last night... 1.Where are good times to use HS Fuujin on wakeup? 2.Any tips on how to nail the SPSD on the post-On combo? 3.Any tips on pulling of the Guardpoint super other than just being super fast on input? 4. What's the best low autoguard in terms of speed? 3K? I'm sure Moogle's guide would cover all of this but it isn't out yet and I'm going to my first ranbat this Thursday so any advice would be appreciated.
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I can do it easily when not hitting someone but when doing 5S5H it gets a bit harder. Guess something to work on though ^^
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Thank you. I don't have my PS2 atm so I can't test it. Also, are there visual/audio clues that can help in timing the cancel? Also, is there such a thing as too close (you cancel the 3S before the active frames come out anyway, yes? Or is the timing different than I thought (frames 5-8 or so)
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Would someone please post how to perform 3S cancels and maybe some easy-intermediate examples and uses?