Greed
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No, I actually meant like.. do combos. More combos implied that you do one or two =P Also, by combo thread that's no longer there, do you mean this one? =P
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All your post made sense except this part:psyduck:
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er.. Try combos. I hear they're kinda important.
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Chipp's got a few of them, but they're all setup/char speffic..and weird. :/ Like throwing and running across the opponent, or an airdash after throw, running 6k after knockdown, command throw in certain situations.. >_> ...actually, if I'm not understand what you're saying, then only air throw/command throw :P
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Er, aren't Sol air combos slightly diff from everyone else's? :P
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Yeah, my vid was too embarassing to upload lol. Only time I got pwned harder that night was vs Long. And c'mon, at least some of the matches are pro enough to belong on youtube
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Lol oh damn, you caught my first set vs I-No, where I played even scrubbier than usual I was so tired by that point that every time I was mashing kick, I was trying to genro zan and FAILING A HCF INPUT :'( Then I pulled out AMP OVERDRIVE, and beat 9TNine by spamming CH 2Hs into ghetto combo :D If you want, I can try to bring real video capture gear next time =P The vid of Alexei pwning zig is huge lols though :D Also, I uploaded the vids here. May as well, since I have unlimited bandwidth >_>
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Not just tk alpha; his BnB vs JO midscreen was d.s©, 6P, s©, s(f), 5HS, alpha, alpha+. Does a fair bit more dmg than the regular 6P, 2D, and still gives knockdown Heavy chars only? I'll try out later and see if there're chars it doesn't work on
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Should try Veoh or something, they're a little laxer about copyright stuff >_<. Where did you download the combo vids in the first place?
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Also, OTG vs moroha A.B.A. is pretty bad in any situation lololol.
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You could always RC to j.D :D +20 dmg for 50% tension, but hey, knockdown :psyduck:
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...oh yeah, bait. Good point :D On another note, the only times I've touched a guitar controller in the past few months were occasional Cock Band practices, and not many of those, so.. you'll have to give me like 10 mins to warm up
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Hm. I must be doing something wrong - when the guy at our club 6Ps, it either eats the first hit, and clashes with the second, or clashes with the first, and the second somehow misses. Maybe I need to be coming down at a diff angle :/ I'll try staying above Millia in air-to-air, I have a feeling that's where I go wrong. Thx
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Kayin's Tier list puts it at 6:4 for our favor, and the Millia board people bitch about Chipp's movement making him hard to pin down. I'm doing fine with keep-away, it's just when I come in I tend to get CH'd for stupid damage thanks to 6p, or thrown if I try to bait - his reflexes are that good
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Okay, so sick of our forum being one of the few dead and half-written ones Copied from the blog thread like four months ago: Also, I've been having quite a bit of trouble vs our local Millia player. I know she's supposed to be a good matchup, but I'm finding that she cleanly beats everything except j.D with her anti-air AND air-to-air, and even that has to be well-timed. Part of it is the player's just a lot better than me, but part of it is she has better mixups, better air-to-air damage combos, and a single throw -> combo from her puts me at almost half life. I feel like I'm missing something here - any advice?
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Bumping so this doesn't get wiped again :P
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Assuming he plays one of the chars that actually HAS matchup forums that didn't get auto-deleted
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...ちっくさ is now my fave CH player
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22D? Hrm. The problem with like the 22K -> air throw is that you kinda have to assume the player's gonna tech backwards before you do the move, so if they tech in a diff direction you get nothing
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I'm having a bit of trouble with the air-throw after gamma blade tech loop. If they tech front or neutral, air throw works np from the exact same commands + timing, but teching back gets them out of it, and I end up doing a j.HS which more often than not ends up whiffing Is there a way to easily airthrow back tech out of gamma blade? :X
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Yay Chipp love.
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- crazy larry
- dirty mary
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Fix'd, thx
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Lol 4 Chuck. (This guy's japanese makes no sense. Silly gamers ) Bridget Max Damage C: Far-slash -> pullback combo. If you include his unblockable, it could be an A. There is nowhere to aim your FB within your combos. Average Damage D: Your air-air, poke damage is basically shit and doesn't have knockdown, so it's more shit.Pokes B+: Good range, but it's easy to confuse yourself trying to follow the opponent on pullback.Pressure/Lockdown B-: You can kinda stick to your opponent with 2P and Starship. Pretty much useless on high-mobility characters, though.Mixup C: Yo-yo's pretty vicious, but difficult to set up just right. Pretty much worthless mid-screen.Okizeme B: Unblockable, Ore to kill machine are awesome. Rushdown is still good. Set up your yo-yo for mixups.Against Ground C+: Messing up their timings with your rolling is awesome, but it's common to be able to follow up properly on air-to-air (or alternatively, if they're off the ground. Or if they're NOT off the ground )Against Air A: One of Bridget's few boasting points. Her anti-air pwns almost every character.Breaking out of Pressure A: Still topclass, even after being nerfed. Defense D-: Bridget is a delicate flower.In general B+: With Bridget's mobility and spacing, you can control the battlefield. Losing on gauge efficiency sucks.Overall Rank: D (A whole bunch of slang I don't really understand, but he basically says Bridget's a fruit with no attack or defense).Good matchup(s): Pot. If you spend more than 5 minutes winning this matchup, you suck.Bad matchups Millia, Testament. Millia just owns you all around, the only logical explanation is she's just superior. Let's not even mention Testament.
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Bait, then rushdown when you get the knockdown =P. Slayer's got crap for wakeup vs you, so you've got total advantage on oki. It's a bit of a pain cause you have to play tight the entire game, while one big bang upper'll cost you more'n half your life :/