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Shining Aquas

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Everything posted by Shining Aquas

  1. Just letting you guys know, it's spelled "Lambda".
  2. First of all, I'm assuming you are referring only to butterflies thrown after scoring a knockdown as butterfly by itself is usually a formula for trouble. Anyways, it's all about experimentation. Here's what I use, but honestly just mess with it: Rushing in after thrown Butterfly: (Shitsu initial), 5S, 2S, (Shitsu followup), 5H, H-Fuujin [on hit/block] or Butterfly [on block] (Shitsu initial), 3P, (Shitsu followup), 2S, 5H,.... (Shitsu initial), Respect (Cancel)-->2S/3P, 5H,....[awesome since respect looks a lot like 3P startup] (Shitsu initial), Backwards throw, 236P (Butterfly), start over.... (Shitsu initial)[midway rush->6H], 6H hits, (Shitsu followup), Rush in, 5S, 3P/2S,....(I use this to punish intterupts with 6H GP, but only use this option very sparingly) NOT rushing in after thrown Butterfly (used for keeping distance, though I don't know why you would...): (Shitsu initial), 6S, (Shitsu followup), back to neutral (Shitsu initial), 3Sc-->6S, (Shitsu followup), back to neutral. [using the 3S cancel is useful for the low GP frames, which make for good baiting on some characters (Order Sol Fafnir, Potemkin 2D, etc.] (Shitsu initial), 3K, (Shitsu followup), back to neutral
  3. Do you mean with or without the GP counter? Cause, both options seem to be getting pretty stuffed (without counter sometimes catches but is usually blocked due to tatami's FRC, and with counter seems to get blocked and countered a lot)
  4. So, I thought I had somewhat of a grasp regarding this matchup, but clearly that was not the case. What is generally the best way to deal with tatami mats outside of just playing horribly cautious?
  5. I'd heard of the game, saw it at Gamestop for $30 for PS2 (Accent Core), decided it might be fun, and did impulse buy. Most technical fighter up to that point was Melee. Best. Day. Ever. Played it tons, had lots fun, awesome. 2 cents on the "Best Johnny" issue, Qwerty is what I'd consider the best Johnny I've ever played against, but I honestly don't think I could say best in America. Maybe best in California? Maybe only Johnny in Cali....
  6. Oh that? I didn't even realize I was doing it until I saw the match footage. It seems like the best thing to link after 3P since the butterfly holds it all together. I've been doing Rin getaways for long ass time. I admit it's a little silly, but you'd be surprised how often people throw attacks at you after that whiffed Fuujin, and more importantly how often I manage to catch those attacks with Rin's GP period. It's not great but it seems to have worked thus far.
  7. I don't play online for Tekken. Ever. Real people, face to face.
  8. Anybody know a good way to learn Hwoarang in a way that doesn't get people mad at you for "spamming kicks" (Kinda hard to do since Tae Kwon Doe is almost entirely made out of kicks) Now, I feel like I've tried mixing it up with a combination of standard kick combos, sidestep kicks, launches and "aerial rave" combos, occasional punches, and a myriad of other stuff, but people still give my the spammy eye. Is there something I'm missing here? Granted, I haven't ever played a Tekken game seriously before this (Tekken 2 was for fun, before I got into fighters) and I must admit Hwoarang is fairly easy to play with at a glance (although the high-low mixup looks a bit weak), but still others seem to give me crap for playing spam.
  9. I'm convinced I won't know anything about playing this game decently until I go down for the next Redwood City meet.
  10. Sorry, but I've been having a hard time following this whole thing, mostly because everywhere I go, I've had little to no trouble starting up a GG scene. Granted, the second time around I created it out of a CvS2/SF2 scene, but the first time I created it from the sprawls of Brawl and Halo. I think part of the problem is you need to be more engaged with the people you are trying to interest, show them some cool shit to be interested in. Also, find larger groups of new players. There are almost no players that want to learn this game alone, believe me. That last one is crucial. I've had optimal success by simply calling a bunch of people over, putting the game on, letting the awesome rock intro play through, plugging in 2 controllers, giving 2 random players controllers and watching the carnage commence. I set up ground rules (loser switches out, winner switches out if 3 games won in a row), let a good 7-10 matches go, ask for next, destroy someone for one round, switch out, and let the carnage commence again. Somehow, it works, I haven't seen it not work yet.
  11. Fixed. It's possible the universally tuned version will include additional bonuses that we didn't get either.
  12. Lightning? Fun. I demand Balthier first though.
  13. So I've got this friend that says he tried looking on the Pot matchup thread for tips against Anji, and found nothing. I found this somewhat amusing, so I thought I'd drop by to offer some input. Let it be known that I don't know Potemkin nearly as well as I know Anji, so bear with me if I say anything stupid. How to deal with this bad mofo over here --> Butterflies: As cool as they are, butterflies have a habit of disappearing when Anji gets hit, and since most butterflies are followed with Anji rushing in for mixup sillies, it's really quite easy to 2D or potentially Buster with good timing when he comes in. If you don't like either option, you can always try blocking the entire string which can be tricky since there are relatively decent options for either high, low, or grab mixups. Flicking the butterflies also have a tendency to make Anji players cry. Fuujin: Goes through Slide Head for 35-40+% combos assuming 25% tension is applied afterwards (which happens all the time with AN). Try not to use Slide Head at close range I suppose. Instant block Fuujin for a "mostly free" Potemkin buster, although I think Anji can still get through with K followup (the short hop) into a free grab/combo > knockdown > butterfly > S followup (the downward swipe) is a very fast low, and D followup (the FB slam) is a slightly slower but still fast overhead. Only pointing this out because while Anji has two other options (H and P, which are regular slam and downward fan shot, respectively), these are the 2 that show up most frequently (along with K, which shows up a lot less frequently). Point is, it is more worthwhile to hold a low guard and wait for the forcebreak. Blocking Fuujin's followups correctly puts Anji in the upmost of danger, so do whatever it is you Pot players do to rack up real soviet damage. Stomp (either): Not much to say other than be slightly wary of P-stomp crossups. P-stomp at point blank range actually hop over your character (just barely) to hit you overhead on the other side of you. Guard Points: Yeah, people always bitch about these, which I think is kinda silly because (especially against Potemkin) screwing up the timing gets you caught in a counterhit combo, which hurts a hell of a lot more than my GP counter. IF they are getting to you, remember this one simple phrase that will cure all your ills: AIM LOW! Seriously, Anji only has 3 low GP's, and they all suck terrible balls. Make a point to simply be a little wary of them, without worrying too much. General advice: I will stand by the aim low strategy, take extra care with butterfly mixups, and understand that while Anji has a tendency to go around a lot of shit, he's not unbeatable by any means. Treat his counters in the same manner that you treat Baiken's, bait first, buster later.
  14. This is the first Tekken game I plan to practice since 2 and 3 were more for fun than anything, so I can't comment too much on the game's balance. Seems decent so far. Overall, the game has been a blast to play, amazing fun with groups, looks GORGEOUS (though, it's a fighter from Namco, so I wouldn't expect any different), customization is decent (maybe could use a tad bit of work, but good for the most part), and the character selection is mighty impressive (even if there isn't quite as much variety as the game boasts, the mechanics are mostly to blame here). Not at all disappointed here. Been trying out Hwoarang, lots of fun.
  15. So....the plan is to run up and down a college dorm dressed up like we're from the ghetto, shouting "Yo dawg this Guilty Gear game is the shit, y'all know what I'm sayin' bra?" That would be the way to start up some shit talking, or at least start up a community that is bound to shit talk. Alternatively, we could just go to war with the Street Fighter community. We could just do what I do: Conscript new players. Go out, find people you know, force them to play a couple games of GG with other people who don't know what they're doing, and answer questions if anyone has any.
  16. Your opponents need to learn how to block. Real Talk. Anji has a fairly decent selection of moves as it is. I would probably give Anji less disadvantage on block for some of his Fuujin followups, and perhaps a more applicable 6H, but that's about it. Maybe increase damage on GP followups? I don't know.
  17. Um, Satou lost. Satou lost his match in both the Semi-finals and Finals. Also, his team lost to the wrecking crew (Shounen, Woshige, N-Otoko) in the finals, so facts be whack. I agree on the terms of the game still evolving after its many years.
  18. Contributing some footage from my matches in the Norcal 10vs10 casuals in Redwood City: Anji vs Slayer, Jam, Johnny, Faust
  19. Costs an arm and a leg.... Internet wins again. Thanks dude.
  20. So does Arcana have a regular community like we do or what? I'd like to find a place to get decent info for playing Fiona
  21. WAT? :8/:
  22. Anyone know what the status is on Riichi combos? Can you still do them?
  23. Eh, what's done is done. I actually couldn't really navigate the last thread terribly well. How good would you say Straight Through>(AG blocks Dive/j.C)>A is in this fight? Hell, how about Straight Through at all (outside of combos)? I mean, I know IAD(4) j.C is really good, but eventually you'll prolly need new ways to shake up the fight.
  24. Fix'd, in light of poster plays Johnny Seriously though, there are some people who just can't deal with advanced......or at least obscure fighters like GG. Sounds like you would be really hard pressed to get them into it since they worship Suck Fighter 4. Perhaps try getting them into Blazblue first, watch as they only play Ragna and Jin.......and Tager. Then after they've gotten accustomed to or at least enjoy BB, then started getting them into Guilty Gear. If that don't work, play Street Fighter with them?
  25. PS3, PhantasyStarHero Though, I much rather play people in person than on the net. My internet connection is pretty indecent as well.
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