thegame4ever
Members-
Posts
249 -
Joined
-
Last visited
About thegame4ever
- Birthday 05/15/1990
Other Info
-
XBL
thegame4ever
-
PSN
eddie4ever
-
JG nice combo video but you should enable recovery, the last throw combo the opponent always techs out after 22S hits and cannot be knocked down to continue the combo. However if you change the dust ender to 6P (2hits), 5S JC you can continue it.
-
GGXXACR changes. facts. no theory fighter plz.
thegame4ever replied to MacArthur Blunts's topic in Slayer
Meterless 6K corner combo: 6K > 5K > 6P > 5K > j.K > Delay j.2K> Delay j.K > 5HS xx Undertow > j.H > j.K > Dj.H 172 Sol 6K > 5K > 6P > 5K > j.K* > Delay j.2K> Delay j.K > 5HS xx Undertow** > walk forward a bit 5HS xx Pilebunker 188 Jam 182 Venom* 205 Chipp** (Switch j.K with j.S(2) *... j.S(2) Delay j.2K> Delay j.K > 5HS xx Undertow > walk forward a bit 5HS xx Pilebunker **... 5HS xx Pilebunker -
GGXXACR changes. facts. no theory fighter plz.
thegame4ever replied to MacArthur Blunts's topic in Slayer
Slayer 2D RC Double Mappa Combo, works midscreen and corner, some characters need variation but generally make sure double mappa connects and you can combo after. Pardon me if this is already found in arcades or a more optimal version exist, but this is what I could find that gets you near 200dmg and knockdown with 50% tension and does not require corner. https://www.youtube.com/watch?v=yMyUSpKY8A0 2P > 2K > 2D RC 5H > 236K > 5K > 236K > 5P > j.K-2K > j.K > c.S > j.K-2K > j.D Also 2K > 2S > 2D RC works but less damage. Works on: Ky*, Testament, Zappa, Axl Low****, Chipp, Kliff**, Eddie*, Venom, Anji***, Faust, Justice** (To connect c.S on her it's very wonky she floats a bit high), Slayer *** *... 5P > 5P > j.K-2K > j.K > c.S > j.K-2K > j.D **... j.K > dj.K-2K > j.D-2K > j.D ***... 2D RC 236K > 5K > 236K > 5P > j.K-2K > j.K > c.S > j.K-2K > j.D (For some reason it's strict to combo 5HS 236K on Anji and Slayer) ****... If midscreen j.K > dj.S-2K > j.D -
Gamertag: thegame4ever Location: Poland Characters: Slayer, Eddie Timings: Evenings Look forward for more europeans to post here since I want to play this again badly!
-
Sad to see you stopped writing since I immensely enjoyed your posts and was an awesome insight into Japan/Guilty, as well as your life, but guess you've moved to something else. Faint hope you'd keep writing, but if not good luck and thanks for the good times!
-
[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
thegame4ever replied to Jourdal's topic in Archive
The trick to get this down consistently is after B Coup, is to hold 3. So instead of doing B Coup as 1-6, do it as 1-3 and keep it at 3. For some reason this keeps you closer, and makes combos easier in the corner, since j. has certain pusbhack but this keeps you closer and negates it pretty much. You also keep your down charge with this. -
[P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)
thegame4ever replied to Jourdal's topic in Archive
There's a better combo than this for 5464 meterless. [5B] > 2AB > B Coup > 2A > 5C (All hits) > [6B] > 2B > 2D > j. > j. C > C Bufula > [5B] > 2AB > A Coup. If you change B Coup with A Coup it's 5359 meterless, and showing with research that A Coup after a long combo results in more damage than B Coup, and you can still combo into Bufudyne, but it's harder to connect with A Coup at the end of that combo so stick with B Coup maybe? -
What I take it to mean is that when in 236C you call out the next D bug. Halfway during the animation of 236C works best for me (even for calling C bug and D bug to add j.C>214C teleport).
-
I like your method of thinking, you'd rather set them up in a better position, while I go for saving my tension to dealing with whichever my opponent is in. Also after Damned Fang you can IAD j.S into a shadow gauge building blockstring, that also builds tension. Also saving up that tension is psychologically better for you since your opponent is going to fear a 22D, and you should get used to adapting a followup to wherever Damned Fang lands (midscreen, corner). That 25% could really save you later on. I suggest you tend to do it when you have full tension or 75% meaning you can afford to position them, it's also a battle of meter-managing. Also 0:56 here http://www.youtube.com/watch?v=vIUeTMUUsVo .
-
I'd be second behind Latif (anyone else main Eddie in middle east? lol). Sad he didn't work his magic at SBO, but great representing.
-
Damned Fang FRC combos is wasting 25% for one or two hits. That FRC could've gone to a far drill unblockable or 22D. Also Damned Fang by itself knockdowns, and that could directly go into an unblockable with our good friend 22D + mini-eddie overhead, or 22S + mini-eddie overhead. The FRC is nice if you want to go for flashy, but I tend to go for stable gameplay (boring to scrub).
-
Guys keep it on-topic please, this post is to discuss fighting Nu in CT, not to complain about Arakune being weaker in CS etc.
-
http://www.youtube.com/watch?v=Bbd9_1AzoDE on youtube for you non-nicovideo account people.
-
Hey guys I'm new to Bang CS and I'd like to ask, what are his anti-airs in CS?
-
BlazBlue: Continuum Shift Arcade Locations Worldwide (outside Japan)
thegame4ever replied to TGS's topic in Archive
Well the cab does seem random, but ever since we got a viewlix SF4 in the arcade (we only have one arcade shop) it has picked up a lot of business and allowed them to get BB:CS as well (since they already had CT they just needed to switch the HDD out on the taito board). Although our BB comp is ok SF4 is where we're insane at, as well as some KOF98, and the top GG players (me and 2 others).