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Everything posted by Justice7541
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You realize he has an army of puppets and machines at his disposal right? He's a lazy bum, he hardly does anything for himself even during the fights. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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I use a PS1 pad which is more precise with inputs since the pad isn't pressure sensitive shit but I used to use a PS3 controller. As long as you make sure to stop cleanly at the diagonal it's not too hard. As long as you're not using the stick anyway. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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What kind of pad?
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He is the ball.
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The ball is a Freudian symbol for rape.
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I mean, there's a spot on the character select reserved for Kokonoe so it's not really a surprise that she's meant to be there. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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You can fit another 2c in there before the air combo. Adds a bit of extra damage and phorizer should still work.
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Cute but a waste of stars. You'll do more with the standard 5C 2C loop.
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Are you guys really finding it that difficult? Granted it is a bit awkward to have to remember to do the motion cleanly but I haven't found it to be that bad. I am on a pad I guess and those are probably easier for dps. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Learn to execution bro. I'd prefer a slightly stricter 623 input over 3c 236c constantly becoming a dp like it does with Hazama. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Gotta grind stats. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Hey I played you a few times. It was horrible and you sucked so bad but I put up with it. I'm just kidding of course, they were ggs. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Have you tried just doing 22c forward jump j.d as a safejump setup? I can't test it myself but it feels like it would work. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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More ways to go through spark bolt are always welcome. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Is this Izayoi's worst matchup? I feel like it just might be. Jin has tons of defensive options and his pressure is still pretty solid even without neutral-on-block 5b. Plus he basically has every special Izayoi has but with invul. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Some stuff to start out the discussion: - Bang has no answer to safejump setup which makes it a lot easier to pressure him. His only reversals are supers which make it extremely easy to block on reaction. 5b is a free punish against Ashura. - j.C hits Bang if he attempts to throw super you in the air. Haven't tested if doing j.C on reaction to the flash works or if it has to already be out when he teleports. Either way dash j.C is a safe way to close distance if he has 4 seals and is waiting to throw you. - Phorizer punishes firepunch super easily. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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I think most people have her pegged as one of the worst characters in the game if not straight up the worst. It's all relative to the matchups though I guess. On a more positive note, she gets safejump setup off pretty much everything. Any combo ending in Strike Fall or Phorizer > forward dash or forward jump j.C land (safejump) 2B/dash j.C is a pretty dirty mixup. So is dash j.C jump cancel j.C RC j.C for the fuzzy double overhead.
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I think it's mostly just a function of not being substantially better than any of the other high tiers even in GA and having to work for it in a normal mode that is substantially worse. It's not super hard to get stocks but there are ways for a good player to deny them and then you have to take risks just for a chance to even the playing field. Also stuff like weak AA options and lack of meterless defensive options. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Some motions seem to prioritize DPs over QCFs and vice versa. I'm not really sure what causes it. Try doing Ragna's 623d versus Hazama's for example. Doing 6236d on both gets you dead spike for Ragna and jakou for Hazama. Very weird. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Usually doing 2b 5b works in lieu of 5b 5c if you want the extra normal to confirm after the overhead. Trying to do something like j.C 5b 5c almost never works so I wouldn't bother with it. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Raw oki. j.C downs, noir doesn't. Simple as that. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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So far I've found that the Izayoi mirror is the most annoying matchup. Whoever gets the stocks first ends up totally shutting down the other guy's ability to get stocks. Then it's just a matter of trying to wait it out till they burn their stocks so you can get yours, or just YOLOing it and using OD. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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8 stocks isn't that hard but you usually need a good starter. There's the challenge mode combo for starters, throw 236b-214a 623c-214a 623b-214b 623b. There's also stuff like FC 6c 236a 5b 6c 236b etc and in the corner you can just do 236b 623c 623b 623b.. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Does every character get a unique power-up? I got one with Izayoi but not with Terumi. No Abyss Walker bonus this time around it seems but Terumi builds levels super fast anyway with stomp super and astral. Izayoi I dunno. Anyone have any ideas for a low damage combo with lots of hits for her? Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Some basic stuff I've been running with in corner. Probably not optimal but it's a decent place to start. Basic combo route is just wallbounce (either super or 22C) into 2C 5C 5D into another wallbounce or 6D. Best super enders are 63214B and 632146D it seems. Double 236D is also interesting because SMP causes them to tech immediately and end up standing in front of you for a reset. I think it's - on hit on that case but it's not like Terumi can't just frametrap with a super or RC for a reset. Don't have the game in front of me so no exact numbers. Typically goes to about 4k with plenty of meter regain. Near corner: 2B/5B 3C 5D 236D RC dash 2C 5C 3C 5D to: - If in corner, 5D 6D 5C > super or 236D - If not yet in corner, 22C dash 5C 5D > super or 236D Corner: 2B/5B 3C 5D 22C 2C 5C 3C 5D 6D 5D 236D > optional super ender 2B/5B 3C 63214B 2C 5C 6D 5D 236D > optional super ender 2B/5B 3C 5D 236D 63214B 2C 5C 6D 236D RC (smp reset)