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A.X.I.S.

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Everything posted by A.X.I.S.

  1. unlike some characters challenge mode combo's those are somewhat viable. if you do have them then post them up. also would be hot sex if you guys can confirm those jp wiki combo's in the first page.
  2. that may pic is awesome. and that shot of fat millia is fucking gold.
  3. I am praying I don't get hit by 6C...I want FC j.2C.

  4. your gonna need it...because your gonna die when I get close.

  5. I play tager so I will be fine. probably get it in a month or so...all I have to do is win a ranbat. :P

  6. I don't have CS yet lol.

  7. tager's RC damage sucks. I'd like to note that if its a non CH 5D then you have a reactionary mix up on your hands. that and 5D prorates like your mother. "not actually saying your mother too you or anything like that but you get my point" anyways non CH 5D A sledge seems like it wiff's or blackbeats. can you post up the damage? edit...your better off getting the crumble hit nevermind.
  8. it works on crouch...6B>6B gatlings on crouch.
  9. haha sir that is a gimmick. HAHAHAHA!
  10. last one...thank god this place is practically dead. 2 times we are C tier.
  11. Astral combo's CH 4D>astral:connects. CH 2C>astral: 4K for murder or do this stupid setup and be a troll don't care if you can win with it then go for it, just be sure to buffer 1080 when you connect and time that grab right. gold burst>astral: boring but eh a win's a win. 6C>astral: it works but they have to be magnetized or you have to be close to connect...guess its good if you don't have spark and they are magnetized, I need to test it more. CH J.D>astral
  12. combo's from here: http://blazblue.byethost13.com/bbcs/characters/tager/bbcs_tager_combo.html credit goes to zetaboards for translating these from the jp wiki. thanks leo for the info. also it would be awesome if someone tested out these combo's on the cast to determine if its character specific or any other conditions. SOMEONE PLEASE TEST THESE COMBO'S! SEE IF THEY ARE CHARACTER SPECIFIC OR WHATEVER! I KNOW YOU OWN THE GAME! SOMEBODY CONTRIBUTE DAMMIT! 2B / 6A Combo Damage bases on 2B, 6A combos does about 200 points more damage. 2B / 6A > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D[3417 / 33] ^ Not magnetized, walk forward a bit after the first 623C. Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka. 2B / 6A > 2C > 623C > 236B > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3411 / 37 ^ Not magnetized, walk forward a bit after the first 623C & 236B Works on: Ragna Noel, Taokaka, Litchi, Tsubaki, Tager 2B / 6A > 2C > 623C > 6C > 623C > JC (whiff) > lowest J2C > 22D [3268 / 30] ^ Not magnetized, walk forward a bit after both 623C. Works on: Taokaka, Tager, Ragna, Jin, Noel, Lambda, Rachel, Hazama, Hakumen, Tsubaki, Arakune, Litchi 2B / 6A > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D[3452 / 33] ^ Magnetized. 2B / 6A > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3614 / 38] ^ Magnetized. 2B / 6A > 2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D[3659 / 42] ^ Magnetized. 6C Combo 6C > J2C > 2B > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D[3651 / 42] ^ Not magnetized, Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka. 6C > J2C > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3676 / 42] ^ Magnetized. 6C Counter Hit Combo 6C CH > JC > 5C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [3656 / 38] ^ Not magnetized, delay jump cancel after 6C, then do jump C right before landing. 6C CH > JC > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3685 / 39] ^ Magnetized , delay jump cancel after 6C, then do jump C right before landing. 6C CH > JC > 5C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3818 / 43] ^ Magnetized, delay jump cancel after 6C, then do jump C right before landing. 5C Counter Hit Combo 5C CH > 6C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [3313 / 35] ^ Not magnetized. 5C CH > 6C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3470 / 39] ^ Magnetized. 5C CH > 6A > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [3576 / 38] ^ Not magnetized, also work with 5C air hit. 5C CH > 6A > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3606 / 38] ^ Magnetized. 5C CH > 6A > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3738 / 42] ^ Magnetized. J2C Combo J2C > RC > J2C > 2B > 2C > 623C > JD (whiff) > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4256 / 34] ^ 50% Heat Gauge, magnetized. J2C > RC > J2C > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D[4121 / 34] ^ 50% Heat Gauge, magnetized. J2C > RC > J2C > 2B > 2C > 623C > 6C > 623C > JC (whiff) > lowest J2C > 22D[3965 / 31] ^ 50% Heat Gauge. 5D Counter Hit Combo 5D CH > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3616 / 39] 5D CH > 5C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3675 / 39] ^ Distance specific. 5D CH > 5C > 6A > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D[3647 / 42] ^ Distance specific. 5D CH > 5C > 6A > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3523 / 38] ^ Distance specific. 360A Combo 360A > 2B > 623C > JC (whiff) > J2C > 22D [3781 / 25] ^ Works on Tager 360A > 5B > 41236D > 2C > 623C [3693 / 29] ^ doesn't work on Hazama, Tsubaki [Mike Z edit] 360A > 5B > 41236D > 236236B > 236236B > 2C > 623C [4700 / 17 before supers, 11 after] ^ 100% Heat Gauge. 360A > 22D [2700 / 11] ^ Works on Tager & Bang & Makoto without magnetism, and everyone else except Arakune when Magnetized. [Mike Z edit] 360B Combo 360B > 5B > 41236D > 2C > 623C[4517 / 33] 360B > 5B > 41236D > 236236B > 236236B [5664 / ?? before supers, 11 after] 360B > 236A > 22D [3878 / 19] ^ Doesn't work on Arakune 360B > slightly walk forward 2B > 623C > lowest J2C > 22D -- INVALID, techable after 623C, but for that much: [4466 / 25] ^ Works on:bang, Tager, Noel, Lambda and Ragna. 360B > slightly walk forward 2B > 2C > 623C [4556 / 29] ^ Works Tager (no need to walk), Noel, and Ragna. Work on all characters in the corner. 360B > 2B > 2C > 623C > 41236D > 236236B > 236236B > 2C > 623C [6165 / 34 before super, 11 after] ^ Corner combo 2D Counter Hit Combo 2D CH > 5C > 41236D > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D[4101 / 44] with 2C [4082 / 47] with 5C > 6A 2D CH > 5C > 41236D > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4226 / 48] 2C Combo 2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4052] ^ Magnetized. 2C > 623C > 623C (whiff) > 6B > 236236B > 236236B [6550] ^ Magnetized, 100% Heat Gauge 2C > 623C > 623C (whiff) > 236236B > 236236B > 2C > 623C > 41236D > 2C > 623C [6962] ^ Magnetized, 100% Heat Gauge 2C Combo 2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4052 / 39] ^ Magnetized. 2C > 623C > 623C (whiff) > 6B > 236236B > 236236B [6550 / 15 before supers] - Might be able to follow with 2C > AC for 11 bonus heat but I wasn't able to. ^ Magnetized, 100% Heat Gauge 2C > 623C > 623C (whiff) > 236236B > 236236B > 2C > 623C > 41236D > 2C > 623C [6962 / 12 before supers, 28 after] [6871 / 12 before supers, 11 after] If you stop at 2C > 623C ^ Magnetized, 100% Heat Gauge 2C Fatal Counter Combo Note: Didn't actually retest any past the first one (which is the good one) since none of these are "new", I believe. 2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D [4297 / 53] ^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner. 2C FC > 5C > 6B > 2C > 623C > > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D ^ Done close to opponent in the corner. 2C FC > J2C > 2B > 2C > 623C > JC (whiff) > JB > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D [4150] ^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner. 2C FC > 5C > 6B > 2C > 623C > JC (whiff) > JB > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D ^ Done close to opponent in the corner. 2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6C > J2C > 5B > 4D ^ Back to the wall, situational. 2C FC > 5C > 6B > 2C > 623C > JD (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 2C > 623C > JC (whiff) > lowest J2C > 22D [4479] ^ Magnetized. Jump B Combo JB > 5A > 5B > 3C > 22D [1023 / 8] JB > 2B > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [2876 / 36] ^ Not Magnetized, character specific. JB > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [2900 / 36] ^ Magnetized. Air Throw Combo Air Throw > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > 236B > 22D[3884 / 38] ^ Magnetized, works on Arakune, Taokaka, Rachel and Hakumen Air Throw > JC > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > 236B > 22D[3953 / 45] ^ Magnetized, works on all characters. Air Throw > 2B > 2C > 623C > JC (whiff) > J2C > 22D [3332 / 25] ^ Works on all characters. Air Throw > J2C > 2B > 2C > 623C > JC (whiff) > J2C > 22D [3504 / 30] Air Throw > JC > 5C > 623C > JC (whiff) > J2C > 22D [3456 / 26] Air Throw > 5C > 6B > 2C > 623C > JC (whiff) > J2C > 22D corner only and magnetized. [3543 /31] Jump D Air Counter Hit Combo JD air CH > 623C > 623C (whiff) > 236236B > 236236B > 5C > 41236D > 2C > 623C [7030 / 12 before super, 20 after] 623C Combo 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3298 / 39] ^ Magnetized. 41236D Combo 41236D > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3012 / 35] 41236D > 5C > 6A > 623C > 623C (whiff) > 2C > 623C > JC (whiff) > J2C > 22D [2937 / 32] - Remove 6A. Techable after 2nd 623C otherwise. Just don't use this. ^ Works on Bang & Arakune. 4D Counter Hit Combo 4D CH > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [2712 / 34] ^ Mid screen combo. Sledge Hammer Follow Up Counter Hit Combo (236A/236B->) 236A CH > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4001 / 38]
  13. BnB combo's go here. Now with video references, special thanks to iOryan for taking the time to do this. 5A combo's. 5AxN>5B>3C>22D. [5XX] damage 5A>5B>3C>5B>4D. [742] damage 5A>5B>3C>2B>2C>623C>ender [1685] if you use Bgadget. 5A>5B>41236D>xx>623C 5A>5B>3C>5C>6A>623C>2D-rachel/tager specific.[1738] 5A>2B>3C>22D[585] 5A>2B>3C>5B>4D[814] 5A>2B>3C>2B>2C>623C>ender [1768]-bgadget. 5A>2B>3C>5C>6A>623C>2D-rachel/tager specific [1820] 2A combo's air CH 2A>xx>623C>236B>22D[1990] air CH 2A>xx>623C>j.C whiff>j.2C>22D[1990] mag only: air CH 2A>xx>623C>623C>2B/6B>2C>623C>j.C whiff>j.2C>22D[1990] air CH 2A>xx>623C>623C>236236B>236236B>xx>623C[4325] crouch only combo's 5A>5B>5C>236A>2A>2B>3C>22D 2A>5C>6A>236Ax2>5A>5B>3C>22D 2A>2B>5B>5C>236A>2A>2B>3C 2A>5C>6A>236A>2A>2C>623C spark bolt combo's 41236D>xx>623C>ender 41236D>xx>623>whiff 623C>2B/6B>2C>623C. Normal Throw Combo Normal Throw > 623C > JC (whiff) > J2C > 22D [2681] normal throw>236B>5C>2D[1856] normal throw>236B>xx>623C>236B>22D[2603] normal throw 236B>xx>623C>j.C whiff>j.2C[2603] Normal Throw > 236236B > 236236B > 2C > 623C mag only: Normal Throw > 623C > 623C (whiff) > 6B > 2C > 623C [3269] Normal Throw > 5C > 6A > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > J2C > 22D Doesn't work on Arakune, Taokaka, Hakumen and Hazama, skip 5C on them. Normal Throw > 623C > 623C (whiff) > 236236B > 236236B [5411] collider combo's. 623C>j.C whiff>j.2C>22D[2202] 623C>236B>22D[2202] 623C>walk a step 6C>5D[2252] 623C>walk a step 6C>j.D[2262] 623C>2D[2234] with mag: 623C>623C>236236B>236236B[6117] 623C>623C>6B>2C>623C>236B>22D[3043] 623C>623C>6B>2C>623C>j.C wiff j.2C>22D[3043] 623C>623C>6C>j.2C>2B>2C>623C>j.C wiff j.2C[3298] 360A combo's 360A>22D-tager, bang, carl[2700] 360A>3C[2840] 360A>5B>41236D>xx>colider-ragna, jin, carl, tsubaki, lambda, and tager[3693] 360A>2B>623C>j.C whiff>J.2C>22D[3781] tager only. 360A > 5B > 41236D > 2C > 623C [3693] 360A > 5B > 41236D > 236236B > 236236B [4700] ^100% Heat Gauge. 360A>22D 360B combo's. 360B>236A>236A[4028] 360B>3C[3843] 360B>22D-character specific.[3600] 360B>2B>41236D>xx>623C.[4562] 360B>5B>41236D>xx>623C.[4517] 360B>5C>5D-rachel specific.[4028] 360B>5B>4D[3907] 360B > slightly walk forward 2B > 2C > 623C ^ Works Tager (no need to walk), Noel, Ragna, litchi, bang, hazama tsubaki, and lambda. Work on all characters in the corner. 2C - 623C - 623C (whiff) - 6B - 236236B - 236236B - 22D 2C - 623C - 623C (whiff) - 6C - J2C - 2B - 2C - 623C - JC (whiff) - lowest J2C - 22D fatal counter combo's. Mike Z: CH 2C, j.2C, 2B xx ASledge, 5C->6C jc j.2C, 5B->5C->6A xx AC, BSledge, 3C CH 2C, 2C/5C xx AC, walk BSledge, walk 5B->5C->6A xx AC, EGadget Maho: 2C FC, 5C, collider, j.C whiff, lowest j.2C, 5B, 5C, 6A collider, Egadget ^must remove 6A for it to work on noel and haku-men. 2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D [4297] ^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner. 2C FC > 5C > 6B > 2C > 623C > > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D ^ Done close to opponent in the corner, won't work on Rachel, Bang, Hakuman, Carl, Jin, Noel, Tager, Hazama, Lambda, Tsubaki, or Arakune. Smurvis: 2C FC > 5C > 6A > 623C > slightly walk forward JC > lowest J2C > 5B > 5C > 6A > 623C >JC > lowest J2C > 22D [4124][45] 2C FC > 5C > 6A > 623C > JC > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC > lowest J2C > 22D [4220][49] ^ Works on everyone except Haku and Rachel. Must slightly walk forward after first 623C for it to work on Bang. 2C FC > 5C > 6A > 2C > 623C > JC > lowest J2C > 2B > 236A > 5C > 6A > 2C > 623C > JC > lowest J2C > 22D [4419][58] ^ Magnetized. Replace first JC with JD for Haku, Rachel, and Bang (or just slightly walk forward after first 623C to still hit Bang). Leo:2C FC > 5C > 6B > 2C > 623C > 623C (whiff) > 6C > J2C > 2B > 236A > 5C > 6A > 2C > 623C > 5D [4472] <-- with magnetism JP wiki: 2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D [4297 / 53] ^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner. Axis: 2C FC>2C>collider>spark>5C>6C>j.2C>2B>2C>collider>B/Egadget 2C FC>2C>collider>collider whiff>5B>5C>6A>2C>collider>B/Egagdet [4117] 2C FC>2C>collider>collider whiff>6B>Asledge>5C>6A>2C>collider>B/Egadget note: you can do a standard ender instead of gadget OrionXElite:FC2C>AC>AC Whiff>6C>j.2C>2B>ASledge>5C>6A>2C>AC>Spark>2C>AC [4311/62] FC2C>AC>6C>Spark>j.2C>2B>ASledge>5C>6A>2C>AC [4252/51] note: you can add a second 2C after the FC to get more heat and a bit more damage 360A magnetism posted by Mike Z. How to get magnetism after un-magnetized 360A, from easy to hard: 22D: Tager, Bang 5B->4D: Ragna Walk a few frames, 5B->4D: Litchi, Lambda, Jin, Bang (but use 22D instead) 262D: Noel (easy), Haku (HARD!), Ragna (but use 5B->4D instead) Walk the most you can, 5B xx Spark: Carl Not possible, use 3C: Hazama, Tsubaki, Arakune, Taokaka. note 360A walk forward gadget works on carl too but the timing is tight. next edit 360A>22D works on makoto. JP tager combo tutorial
  14. FAQ goes here. this will be filled with a few things when I go through the threads. but for now it remains empty. Hey Axis whats a ender? A ender is generally a combo ender thats up to player preference or when the situation demands it, Ideally tagers enders are: 2D,6C>5D, 6C>j.D, j.2C>22D, 236B>22D, 236B>4D How do you do 623C>whiff 623C? it won't work for the life of me! and sometimes when I do I can't combo! first off to collider whiff's your opponent has to be magnetized, next after you hit with collider you input it during colliders recovery and hit C...keep in mind when you do collider whiff's you only need to tap the collider because the magnetism has such a strong pull. What does xx means in the combo's? xx is simply filler for preference or when the situation demands it. for example after spark you can do 5C>6A before the collider or 2C hell 6B may work. its just improvisation incase your looking for damage if the combo is too long. How do you do a standing 360? what you want to do to pull off a standing 360 is to spin the stick 270 degrees, not as hard as you think...think of it like this: if your holding back and you want to do a 360 then you start from 4 to 1 to 2 to 3 to 6 to 9 fast...remember to hit the button so your jump is canceled by the move coming out...or you can spin the whole 360, either way blazblue's buffering system will let it come out. I can't combo after 360A/B what am I doing wrong?! some combo's from 360A/B are character specific or your not buffering the input at the end of the 360A/B. What does Bgadget Egadget mean? B gadget means B sledge to gadget and E gadget means elbow drop to gadget. This combo isn't working on xx character! why!? hit boxes my friend, every character has a different hit box and thanks to CS tager has even more character specifics and some combo's won't work unless magnetized like certain combo's with 6A in it. J.C>J.B and J.D>J.2C is not working! it comes out too late or not at all! you have to do the J.C/J.D at the first possible frame you can or they will whiff, also j.D>j.2C works only on magnetized victims. special thanks to leo and maho for this one. correct me if you would see any problems. trying to make this the best guide possible. also any suggested changes will work.
  15. Hello vets and newcomers this thread was made for the specific purpose of talking about, creating, and learning combo's... soon I'm gonna have the zettaboards combo's listed here in order they are gonna be like this. BnB(bread n butter): for the stuff you should learn ASAP. Heavy damage: the combo's you do to net the most damage. Hit confirms: if you get a random hit and you want to still combo then this will be for you. What is a combo? In Blazblue combo's are any sequence of attacks that is colored red so a basic idea for CS is: 5A>5B>3C. this combo will "red beat" whereas something that combo's blue is not a real combo. another general rule for a combo is: purple grabs...purple grabs in your combo doesn't make it legit, normally a grab will come up green when you do it but say someone is in hit or block stun and you grab them. well they are gonna break that and you lost that combo...exceptions are tech traps. now with that out of the way let this thread spread its combo's. also I will make a FAQ(frequently asked questions) so the new players won't feel lost. also please note when you add a combo post the damage and meter gain too, some combo's are there for meter gain even though all our combo's gives us good meter.
  16. its cool... I'll start this later ASAP.

  17. awesome...I guess I'll start the transfer tomorrow or the next chance I'm on. the video archive is gonna be a pain though.

  18. alright then cya when I get your pm's.
  19. dude ask away...I have a vibrant imagination, if only I had drawing skills to show it off.
  20. did you see my post in the tager forum...a few changes to the forum. for starters a combo thread and next video archive thread. the general discussion can be used to discuss things not match up specific. and the combo thread to talk about some great possibilities.

  21. I love this video tae seong kim...thank you. see this girls? learn it! do it!? never forget it!?
  22. oh man I hope you can do 2...I wanna see what your gonna do with this. also thanks for taking it. note: most times I make a request its going to be a lot of potential in it.
  23. just use amazon.

  24. its like 3-4 years old lol...its been around since psp release or sometime after.

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