FleetingPenguin
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It costs like $50 and lags about a frame, so best to get 2 cheap sticks instead. So, what's a good, reliable, cheap PS2 stick? I've been looking at a Hori Fighting stick 2, but I can only find them used. EDIT: Playasia sells the Mayflash Universal Fighting Stick at $30. Is this a serviceable stick? No lag or dropped inputs?
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I want to play GGAC on my PS2 but also MvC2 and BB on the xbox 360. Is it better to get a ps2 stick and a converter for the 360, or a 360 stick and a converter for the ps2? Does using a converter add any lag or otherwise negatively affect gameplay?
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On the controls screen, P+K+S is set to L1.
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Can someone explain the deal with delay and mapping to shoulder buttons? I have an FRC macro mapped to L1. If there is delay, is it random or consistent? If it's consistent, there should really be no problem, right, because the timing will always be the same?
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Could someone explain why Chipp and I-no both dropped in tiers, and Anji went up, in the latest tier list? I'm curious.
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Millia in Accent Core: A Comprehensive Guide [WIP]
FleetingPenguin replied to Teyah's topic in Millia Rage
Looking great! Please finish this, I'm very interested in Milla. -
[Accent Core] Sol Badguy General Discussion
FleetingPenguin replied to Hatred Edge's topic in Sol Badguy
Well, it's something to start with. Could you elaborate on some basic B&B stuff from a connected j.h air-to-ground? EDIT: or j.S. Those are the main jump-in attacks, right? Could you elaborate more? What are Sol's standard mixups? For example, in the Potemkin guide there is a a huge amount but I can't find any with Sol. Also, what about okizeme? -
[Accent Core] Sol Badguy General Discussion
FleetingPenguin replied to Hatred Edge's topic in Sol Badguy
Questions with some more substance: Is Sol a mixup character? If so, what are his main mixups? GF/Wildthrow? Sol 101 says that Sol's overhead specials suck (Bandit Bringer and Riot Stomp), so how do I push a high/low mixup? Or just wild throw them when they low block? What's a good followup to a jumping H that hits? I'm gonna go see if the combos in the reload tips thread still work. This looks promising. -
[Accent Core] Sol Badguy General Discussion
FleetingPenguin replied to Hatred Edge's topic in Sol Badguy
That's the problem. As far as I can tell, the gameplan is to just wait for an opportunity to run in and combo. If that's it, cool. I'd just like to know if their is something I'm missing:eng101: EDIT: Not just a combo, a sidewinder loop! Everything in the combo involves sidewinders:psyduck: -
[Accent Core] Sol Badguy General Discussion
FleetingPenguin replied to Hatred Edge's topic in Sol Badguy
I'm very new with Sol, and I have no idea what his gameplan is. I heard he was a good beginner character, and as far as I can tell playing Sol just consists of rushing in and landing the biggest combo you know. I'm not getting much out of the Sol 101 thread besides which normals suck and that VV and GF are pretty good. So I really have no clue what I'm doing with Sol. Any help is great. Also, when using VV not in a combo, I should always 214K followup, right? There is no disadvantage to this? Why is Sol's command throw a staple part of his gameplay, like it says in Sol 101? -
I'd really appreciate a translation for Faust, if someone could do that.
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So essentially jump over them, FDC, then drop on them and attack? Any youtube match videos where you could point out a few timestamps where the Faust player is drill canceling?
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After some more school, more progress has been made! I have the 2D>2S JC KSK JC SH combo down most of the time. The only problem is the beat meter turns black... Also, I'm probably drill canceling wrong. When I jump then press 1+K and then quickly S, I just get a little FD green orb, not any momentum from the drill. Essentially, I could have jumped regularly and had the same effect. What am I doing wrong?
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I also am having a lot of trouble getting the first kick after the JC to land. Of the characters I've tested it on, it seems harder on Ky than on May or Sol. I seem to be using the same input every time though, I just do the launcher and as soon as I input the launcher, I hold 9 and then kick in the air. Either there's a very tight timing window or I'm doing something wrong. EDIT: Inputting the 9 right after the 2S helps a lot, but the beat meter turns black. How can I make this a legit combo? EDIT: Also, is combo 8 correct? I don't think the ground flower is guaranteed, and it certainly doesn't do 140 damage total...
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2K: a 3 hit attack. Only first hit can be jump canceled, but all of them can gattling. Follow ups: >2P>2S>2D>JC airial B&B [ may want to K>j.D for knockdown] - the 2P is a link after third hit of 2K