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reaVer

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Everything posted by reaVer

  1. I'm not always contradicting you specificly you know:P
  2. I'm not denying it's easier to charge, but it doesn't turn Order-Sol into S tier. It turns him more into a Q with (far) better moves:P
  3. I wasn't saying he only charges on people trying to zone him, but he's barely been successful at obtaining l3 vs Shadow. And the difference in behavior is pretty much that Shadow kept rushing him down and the others didn't.
  4. He's not broken yet, kaqn can only charge because players try to zone him out. For example, take Dizzy, runs to the other side of the screen to setup her block pressure, kaqn charges and fucks her up. Robo-Ky, takes a hike, kaqn charges. Shadow, keeps the pressure on whenever possible, kaqn is nearly unable to charge... What I'm more postive about is that some of his normals actually seem to have lost their damage correction. And that damage on some has been upped. Though what I'm concerned about is that the j.S seems to reach further then j.HS and j.D, not sure how that will turn out in combos...
  5. Hence I'm saying that actual blockstrings are pointless:P Mixing up isn't a block string but attempts to break a guard. And as opposed to blockstrings that actually is usefull and a terribly good idea(you win matches with it!!!^^).
  6. kaqn, robo-kys that actually manage not to blow themselves up, Isa, Ken, Koichi. When I get home I could give you the complete namelist:P Heck, even Cuongster can't be properly stringed, and sure, he's good, but he barely compares to top level in Japan. So I would like to know who you are watching that actually managed to string up an opponent at high-level.
  7. The hitbox remains in range right? Or do you magically leave his range?:P Blockstrings can work, but not on someone that can defend properly. And defending properly means using FD and IB with the proper timings. You'll get pushed out and when you try to attack againt you'll get countered.
  8. Against anyone that can defend blockstrings are pointless, and they simply will never work on them. Moves like l2BHB and l1Ri are to enforce a choice from your opponent, like the opponent choses to either attack, defend on jump. And it's your job to react accordingly each and every time.
  9. like I said, it doesn't matter which side the opponent is standing, they will get grabbed by all grabs that fit into the window between the wakeup and recieving the first attack.
  10. crossup you mean? Doesn't affect normal throws, most command throws track opponents, so it wouldn't work on those either. Thing is, on wakeup, you have 1 frame to push the throw button, any other timing will miss against a meaty.
  11. Now explain me why Ky's far S is so goddamn fast compared to what other characters have at that range>:P
  12. / OS, nuff said. And it's faster then #Reload:P
  13. if it's midscreen: maybe. In the corner: no. After 6P; 5H,j.H-D,6S939H-D,dj.H-D,BR gives the highest damage combo possible(as far as I know at the moment). The 5S5HS,sj.H-D,dj.H-D,BR is the safest follow up as you're not likely to screw up anything.
  14. Try the excuse "Some euros and americans are interested in these betas", it might work:P
  15. Yo, sry for asking, but could you try to get us more visual material from location tests?:P
  16. My definition of solid is unpunishable. This means post-move and not anticipated punishment(stuffs). There's nothing that normally leaves him at a disadvantage greater then -3 save for SV and l1BHB up close and 6HS. That's what makes him solid. The fact he can get stuffed has nothing to do with him being solid, if he gets stuffed in any way then that's the user's mistake.
  17. He's one of the more solid characters out there really, I mean none of his moves are that easily punished(unless you're playing like an idiot, which always remains a possibillity). I think his most major problems are his range together with his hit region. If they'd make something with Sol's HS range as crouching and standing move he'd end up so much better, even if he has a hole in his offense.
  18. Watch more kaqn, there's a new batch at gamechariot, lotsa l2 stormvipers:P
  19. 1 frame button press can be really easy depending on which other button you have to press:P The idea is to launch your finger that should be pressing the button with 1 frame with another finger.
  20. Not if you do it right:) There's ways to mask your D most of the time, then there's the 'added stress' that keeps players blocking low... So if you stress em enough and the stay blocking low you can do the D thingie.
  21. Sorry, but his DAA is one of the best in the game I think:P It works anywhere and allows you to combo after it in lots of cases.
  22. You need to replace both buttons and stick in it I heard:P So the only thing about it that isn't crap are the pcb and the box:S Since we're talking in perspective of GGXX/ anyways, get a japanese stick.
  23. You can drum RC and still hit it, so that can't be a reason.
  24. Hori has sanwa sticks in HRAP1 and HRAP2, HRAP SA is full sanwa, HRAP SE is full seimitsu.
  25. There's serveral modding tutorials at http://www.shoryuken.com/ in the tech talk forum. I order my stuff from http://www.hinuragames.com/ . And I suggest you get a decent stick to practice on or you'll get bad habits. Villainus: A stick generally is faster, more tolerant and easier to use then a pad. Most pad players need two extra buttons for their RCs and bursts, this is not a problem to stick users. Isuka had to many buttons for the pad players, for the stick player it was only 5:P Keep in the back of your head that these games are designed for stickplay, so they're very unlikely to get outperformed by a different controller.
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