Grey
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Everything posted by Grey
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http://www.nicovideo.jp/watch/sm11552396 At 3:54, did the bubble pop because of a j.S just right before Kazuki landed? Cuz that would be nuts.
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This match up is very troubling. It seems everything I do it builds up his meter and it's all over once it's built up, which happens in like 15 seconds. And it's so hard for Noel to stay on him, so he can just spam stuff to build his meter and then rape with huge combos. Feels like this, minus the first round: http://www.youtube.com/watch?v=CqfoaKRUXp0
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Sounds splendid! But I'm just going leech :D
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Nice matches, but the end of the first game against HOS makes me cry for Dizzy inside :[
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http://www.youtube.com/view_play_list?p=C2597BCFF55D62DB Some matches (CT) of me online. Here's what I see: 1. better execution: some combos were missed due to lag, but a fair bit I failed to 6C and did 5C instead. 2. better hit confirming, especially on 5a 3. more 5a, more 5b, more 2b, less 2a 4. hit confirming 5D into d.6C > 214A > air combo instead of doing 5D > 236D 5. do more reps on haida (although kinda hard, especially online) or just (66C > BC) x n > drive juggle into wall followed by pressure 6. more creative block strings 7. stop blindly rushing to Ragna because his moves beats mine for the most part
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You can try learning Eddie to 1) know his block strings and the gaps so you know what can be DP or escapable via backdash or something, and 2) beat ppl with Eddie.
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Ok I can't believe I am typing this but I keep getting owned by OS' charge burst thing because it keeps beating my robodash. Any attack I do seems to get owned by the burst, so I assume I have to beat it since it's pretty negative frame advantage on block. The problem is I don't know how to punish it because the range on the burst seems pretty big so I'm baiting it from pretty far away and so after blocking I am pretty far away from OS to do any big damage on him. And the bad thing is by baiting it he still gains a big chunk of charge meter. Any help?
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that's fantastic.
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Yay new Robo-Videos! First all of all I don't like your colour. But srsly, just skimmed the video but here are some feedback. - Against Ky you can definitely instant block his CSE for tension more. - You should FD to cancel your dash into block, for example FD would have saved you from the SE at 5:20 - You can follow up 5HS > 5HS > FRC into running jump > jK > jS > jump > jK > jD instead of jK > jS > jump > jS > jHS for a bit more damage But still a solid robo.
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So are there any stuff for horsie RC? Cuz it doesn't show up often (i.e. never) so people won't be expecting it. But why not horsie > 5HS FRC instead? Because... 1. horsie RC lands you closer to the opponent so there's less time for opponent to react to command grab, and maybe they'll even be surprised by horsie RC which will further slow their reaction 2. horsie RC > forcebreak > j.k ( > FB > j.k if they block and you wanna waste a full 100% tension) is a pretty quick overhead 3. the dust in horsie RC > land > D is pretty well hidden by the red rings of the RC These are all the stuff that I could think of, so any thoughts?
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Maybe it's one of those things that are why not? 5k has longer active frames and hits low, and chains into whatever 5p can chain into anyway. 5p's less recovery matters when they can SRK, but he might have noticed that the people he plays don't like to SRK on wake up?
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Can you post a few moments where he uses 5k -> 5p?
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The ABA got ticked throw so many times!
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I'm no pro, but I think I can answer some of these, at least partly. 1. Fish guards her pretty well. Without fish, 5HS catches people off guard with its huge range. 2HS is pretty fast and good damage off a counter hit, and is fairly safe if FRC'd. You can also go for random Ice Spike if you feel like it (hopefully you have tension to FRC this if it whiffs). Lastly, you can just run away. 2. Anti-airs: 2S does it fairly well, as well as 5S if the angle is right. 6P may also work. An early spear can also be used, although more difficult. 3. Getting stuck in the corner sucks and it hard to retaliate. Double air dash allows her to escape. 4. To set up an offense, throw something out, preferably a fish but spear also works, maybe even scythe wtih FRC. Once that's out, Dizzy can rush down. Overheads are dust and IAD 2S. Lows are 2K and 2D. IAD towards to other side, then IAD back with 2S is a cross-up. Also don't forget tick throws as Dizzy's tick throwing capabilities are pretty good. 5. Dizzy's effective range is far because she can more safely throw out something at long range (damn you EXE beast!). But once something's out she should go close to do damage. 6. Match-ups forum for character specific stuff.
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I find IAD > 2S > airdash > 2S a bit difficult as well.
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When I was learning the FRC, I was just thankful I wasn't doing Baikan's Yousanzen FRC.
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Nerfs or Buffs each character should recieve, GGAC Edition
Grey replied to shinquickman's topic in Archive
Dizzy: - a force break where you can select 3 things for fish compared to the regular 2 - 2D range back to before Robo: - FRC for bazooka - a more useful force break, maybe instant Robo-dash but no tension gain afterwards - more invincibility on start-up of punch super -
So any punishes for this matchup? It seems that he's always so far away to punish after a block string.
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Ok tried it on block. It appears that even with block stun there's enough time for the opponent to just jump for air throw or combo.
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Just saying lol, I will try it on a blocked enemy (already tried on total whiff) tomorrow when I have access to my PS2.
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Yeah, but it would still be easily avoidable wouldn't hit? Maybe the bottom most missile can curve enough if the opponent stayed still. But maybe the missiles provide protection to air dash away or something.
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Haven't tried it on a blocked opponent yet, but how useful would it be, since if it's on block, they'll be more or less below you when you FRC > air missiles so the air missiles are pretty much guaranteed not to hit.
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http://www.youtube.com/watch?v=tdlq0EbmVm8 How bout' this?
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- crazy larry
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what's the corner throw glitch?