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qwerty

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Everything posted by qwerty

  1. what you meant to say was that an angry sf player went up to you, said NICE STICK FAGGOT and threw it across the room
  2. that's why in those types of situations, you backdash or tk hotaru.
  3. here's everything i can bring: - PS2 + crt tv + us ggac, mbaa, hnk, ngbc - DC + converters + crt monitor + any game pretty much just ask - 360 + converters + crt monitor + garou, kof98um, t6 (if you have a copy of bbcs you want to play on it that's fine)
  4. you have to play hakumen at mid-long range now, as opposed to mid-close range like ct. and uh, tsubaki's mixups can be disrespected all day long. between jumping, ib'ing, counters and hotaru, she doesn't have much to keep you honest.
  5. what you have, what she has. if you're fighting tsubaki at close range, you're simply not taking control of the match. and here's a hint for using j.C (against anyone): use it close to the ground and at max range. most characters can't punish it or do anything about it at all if you use it right, let alone tsubaki. and just so you're not all left in the dark on this; an air to ground j.C can be hitconfirmed into guren -> enma dustloop.
  6. mook has some typos man don't have the ability to test this myself, but if what you say is true then this is just yet another inaccuracy
  7. here's the real tier list made by me the best player in the universe S+: litchi S: bang, hakumen A+: ragna, lambda, arakune A: hazama, taokaka, carl B: jin B-: noel C: tager C-: tsubaki Z-: rachel
  8. people getting hit by the most obvious shit does nobody know what footsies are anymore?
  9. not really. melty's been one of the biggest games on east coast for awhile now and most non-sfiv capcom games are certifiably dead at this point. so, put two and two together.
  10. uh if i told people to come to my house on an exact date via morse code i'm pretty sure people would still come
  11. what a meanie f u john
  12. qwerty

    AC: Combo Guide

    here's a question that i don't expect an answer to: at round start distance, how do you combo ky off of an airborne CH 6K? if i try to do the j.HS j.D blahblah combo, the j.D almost always whiffs, and even when it doesn't, i'm too low to link a 6HS and ky ends up being too high to do a standard air combo (i'll get the first j.K j.S, but after that he falls out). i've been able to land j.S j.D 1 hit, but that's incredibly spacing specific. edit: took a few days of training mode but finally got it. though honestly, even once i can land it consistently, i think i'll just take the coin when i land 6K like this.
  13. i believe he's referring to use as anti-air. in any case, 5A is to beat low jumps on reaction, j.C is to beat high/double jumps.
  14. he's so busy sucking off hellmonkey on irc that he's forgotten how to play...
  15. then you use the best anti air in the game; air instant block.
  16. ^ yep you can still use it as an anti air, but only against certain jump ins and usually you only want to use it when you know it'll connect. again, 5A is your reactionary anti-air normal now.
  17. the mook is littered with inaccuracies...
  18. ct hakumen was anything but gimped at neutral (outside of top 3) if you ask me, but needless to say, cs hakumen is much stronger at neutral. stop stressing over losing ct 6A; virtually everything you used to use 6A for you now use 5A for. this applies to pressure/mixup use (now you just mash 5A and wait for them to do something) and anti-air use as well (but you have j.C so that you're not in a ground to air aa situation as much anymore anyways). your anti air game is still very strong. cs anti-airs in order of importance: j.C, 5A, hotaru, 6A, 2C. i'm still working on a cs hakumen guide (which will cover this in more detail) so stay tuned.
  19. i option select yo mom in bed bitch
  20. you can count me in on a dacid money match, since we couldn't do it at evo. but only if the game hasn't been patched yet...
  21. the most precise definition of option select is when your input is ambiguous and the game decides the outcome based on the action of your opponent. this applies even if the input is being buffered; so long as you're capable of doing two or more actions with one input, it's an option select.
  22. if you want a te, they can be found for as little as $70 if you just look/wait. or, alternatively, learn to use your pad effectively. i played on a ps2 dualshock (meaning pressure sensitive face buttons) with a bad right button for over a year, and i was able to do jump install combos that required frc's in guilty gear. macroing is just dumb, lol. it's only acceptable in gg because you do actually put yourself at a disadvantage by macroing frc. otherwise, it's a crutch for players with weak execution- pad, stick or otherwise.
  23. execution is all there is to fighting games? and here's a question for you; if we let pad players macro, why not let stick players do the same?
  24. eh, i played gg on pad for over a year and i was able to do frc's and the like pretty consistently, and i never used a macro. i think people make far too much of a fuss over it, honestly. and on principle, there really is no difference between macroing button inputs and directional ones; either way, you're letting the game do inputs for you.
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