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Everything posted by FoxSpirit
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Many, many thanks, kro_
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Sorry for not answering the organisation question so long, Soniti, but yeah, kinda like Sophisticat's
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Ragna... because I wanted an easy rushdown character. And thankfully, Ragna definitely isn't hard to play. Now I learn Rachel... Catchair, George XIII. and that kickass Astral. Besides in videos you see that spectecular corner pressure, took my breath away. And definitely a change from Ragna... at least I have learned how to somewhat zone and catchair people so I don't get completely mindlessily rushed down anymore
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Is it okay that the combolist hurts my head? I can barely decipher what is supposed to work on whom the way things are presented
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Fact: Tao's Astral definitely needs a revision in the next part :sad:
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Yes!!! A Taokaka qualified and it's Denpa/Radiowave, the current no.8 in Japan in SFIV playing Sagat. Get hype much!! :kitty:
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Well, I'd like to add that so far I've seen 2 actual playstyles: -the common one, which uses a lot of C in all variantions and carfully goes for combos with some well paced, mostly safe rushdown -an extremely rushdown heavy style which confuses the oponent a lot. Get's the players hit randomly but usually in a spot that makes it extremely hard for the oponents to get a good combo in. The big disadvantage is that players also seem to have big trouble to hitconfirm and reliably go into combos. For me the uncommon style no2 has more potential in the end once players get better at adding a dash of safety and a far better hitconfirmation. The current common style, at least from my point of view, lacks a bit of the "surprise mixup". It almost reminds me of Ragna + dancing edge, a style which Ragna does so much more easily. Of course, maybe I'm completely wrong, I'll see soon
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Wow, very nice guide, thanks for all the hard work.
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Well, FAnime 2009 is over and we have a group pic
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Yeah, both vids were completely insane. The white Tao and the Rachel were also really great, but that v13... 43 hits, 10 second combos, swords flying everywhere... wtf?? Completely out there
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Okay, I already posted this in the discussion thread but hey, it also really belongs here: v-13 in round 4: http://www.youtube.com/watch?v=SPH8UgfJh9E&fmt=18 Watch and learn, my kids
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[CT] Carl Clover Tactical Discussion/Questions/Help
FoxSpirit replied to Alternate275's topic in Archive
Let him be alone with his pain. ...also, that was some nice Carl in that vid. -
[CT] Carl Clover Tactical Discussion/Questions/Help
FoxSpirit replied to Alternate275's topic in Archive
Hint: throw breaks in the corner are a serious disadvantage to the escapee. Not counting that Nirvana could probably catch you during the escap sequence... unless she quits movement once a throw is initiated. -
[CT] Carl Clover Tactical Discussion/Questions/Help
FoxSpirit replied to Alternate275's topic in Archive
Well, you can only do the loop 3 times but it was never teched, the oponent just fell down after the 3rd rep... and yeah, after the loop fall down, no groundtech either. At least from what we saw. So I think the combo in the BnB will give you the loop in the end... or there is some weird limiter since in the vid, the other guy also feel straight to the ground. But the spacing after the dash seems perfect for the loop. Just my observations, though. -
[CT] Carl Clover Tactical Discussion/Questions/Help
FoxSpirit replied to Alternate275's topic in Archive
The REAL problem is... ArcSys released two Carl BnBs which lead to the now known loop (http://www.youtube.com/watch?v=lnem-4t1yTs). One from jab if the characters is sandwiched, and one from throw where it doesn't matter where Nirvana is because it involves the teleport of Nirvana. Even Dio didn't use it so far though he got into the right situation plenty of times in this match. http://www.youtube.com/watch?v=bjYKwvW5Rzc Well, not so much in this: http://www.youtube.com/watch?v=LGmhWLK-y-w Well, he already did well without it, can't wait to see what happens when he finds this out Just wait and watch and don't despair -
Okay, some research I did on his Astral: Starts imideately with the sign, no startup as opposed to Rachel. ~70 frames of displaying the sign, during which the other character is completely frozen ~25 frames until the move connects, during which the the other player can react Pauses the ingame clock Setting this up should be easy with an offensive burst. Or guard-break. Heck, you may even be able to combo that thing.
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JWong does some very interesting Jin stuff in this vid: http://www.youtube.com/watch?v=Ws_g3cL42us The kick that cancels into the projectiles looks like an awesomely safe zoning tool. Also, see the effect when you are under negative penalty AND have bursted. YOINKS!! Also, someone made a basic Jin combo compilation, some nice stuff: http://www.youtube.com/watch?v=X3KL0_Rrlv4 Especially the Ice-spike pullback combos are nice.