Jump to content
Dustloop Forums

Dime_x

Members
  • Posts

    111
  • Joined

  • Last visited

Everything posted by Dime_x

  1. Some more leo stuff: When i first said 236s.. I meant 236h as that was the move that i saw Leo's online spamming and owning with... But i got sidetracked somehow and got it confused with 236s... Anyways whatever. About 236h: it has more range than 236s, and is plus 1 on block and can crossup the opponent and go straight into mixups/combos. The frame data says that both the crossup version and the frontal version are plus 1, but the crossup version feels minus to me, also, this move seems to go through other moves sometimes... Just another thing to chalk up to this move being very good and "offense in a bottle" Leo has pressure in spades though. 6h is a monstrous pressure tool being plus 5 on block it allows for basically guaranteed (sans reversal) pressure should the opponent regular block it or fd it. Instant block or blitz shield will be the way to beat this move, but yeah. Other moves that are plus on block: 6H,6K,2S,236H,backturned K,S and H, and then 5K, and c.S from regular stance. With gaps (rather small ones when online in lag) leo has near infinite pressure by chaining into 6h and then doing another chain into 6h xn thats the threat, the most basic one to make people press buttons or defend in a predictable fashion. Once leo has respect (which he can gain pretty easily with all the frame advantage he can work with and his hard hitting counterhit combos) is when leo can transition into backturned and do his high/low/counter, mixups.
  2. I'm pretty sure there can be a gap in 236s, 236h... Cause i can make the computer block the second rekka crossup instead of non crossup like the gapless version by delaying the second rekka.. But maybe thats just the dummy being dumb. But yeah, point taken about the hitstop that the move has, it definitely makes the 1 frame easier to take advantage of. Well said.
  3. So assuming 236 s on block is as bad as every one says even though its only -1 and one should be owning their spacing when using it, cant backdash and/or rc be a good follower when its blocked? Dead angle for corner push seems like a thing as well? Hmmm... Ive always been able to be pretty formidable with -1 moves cause of mindgames and spacing in other fighters... But i guess that might not apply to leo, or gg in particular?
  4. Question: the frame data lists everything as having a certain amount of advantage. Am i correct in assuming then, that the frame advantage is the same on block and hit with the exception of knockdown moves, or is the frame advantage only referring to block? Also. Yeah i understand where you guys are coming from. Leo is a good fundamental character and can (probably) win against anyone, but he is hard to consider anywhere above midtier when his tools arent as bs as what some/most of the currently top tier, have. Like ram or zato or Faust or even elf with her unblockables. I would hazard a guess that you guys feel like leo is a bit to honest in a game where the top tier has a good amount of dishonest bs? Hmm only time will tell. I appreciate the concise feedback though. I learned a lot from it.
  5. Yes i am probably overestimating some things. Other characters have lots of bs as well, perhaps even way more than leo. I think my excitement is partially because he has all the things that "I" specifically can turn into strong stuff, versus a character like, say, ky whos strengths id have a tough time making work for my own playstyle.
  6. This is waaay premature, but as I'm seeing leo right now and based off of many of the replays ive seen of the character... He is looking REALLY good. His damage seems kinda ridiculous with him having no proration on moves like 5h and 5s yet seeming to counterhit everyone with those moves into huge damage. He seems to have troubles with jumpers, but maybe thats why his 6p recovers so quickly? He has a good dp that is a flashkick so even though he cant spam it, he cant have it crossed up and he can rc it for mucho damage on hit. Or on block he can take the punish and burst out... Available to everyone with a good reversal i guess, but when i look at his offense it looks like chip/millia levels if good. His neutral tools are looking rather crazy: Sonic booms both have GREAT USES: S boom covers the half screen area in front of leo and comes out quickly, its small range is of alot less concern when one sees that it beats everything it touches... So its a great counter poke basically or its great at nullifying fireballs. Either way, it keeps leo from getting overly bullied by long range pokes. H boom shits all over the bottom half of the screen and nullifies poking projectiles. 236 s is offense in a bottle and is only -1 on block allowing leo to easily transfer into his pressure. Saw a couple Leo's using the pattern of super jump, airdash, j.d as good movement stuff. Really liking what I'm seeing from him so far. An offensive character with a good reversal, good buttons, good damage, good AA and 2 good projectiles.. Its everything i ever wanted in a fg character and more.
  7. Fwiw, i felt inherent lag immediately on the ps3 version. I was one of the people that campaigned high and low about the ps3 version being slower than the xbox version of sf4 ( it was immediately noticeable to me and some others) but for a couple of years people said we were crazy and they had all kinds of tests to prove it (which all got subsequently debunked) until finally a definitive test did actually find that the ps3 was a frame slower than the xbox version. I wont be saying that the ps3 version of ggxrd definitely lags behind the ps4 version, ive been known to interpret framerate drops as lag, nor will i be arguing the point because at the end of the day i dont care quite as much as i did when i was younger, but i will just say that "something" about the ps3 version feels quite off when compared to the ps4 version, for me.
  8. Aight since i got a like from my last post and to follow up on what i said above...i looked into pressure strings as well as counterhit stuff... Once again i have basically no experience with GG and am a skullgirls player (been playing since it came out) i cant say for sure if any of this stuff i say will actually work in a real match, but given my previous experience with fighting games and knowledge of how gg works in general, some of this stuff should. The more i play around with leo the more he seems like a pressure/counterhit monster. Note that I'm taking the wikis frame advantage into account for some of this (6k being plus 4 on block mostly) so hopefully I'm reading the frames correctly and they are on block. Regular stance leo seems to have a lot of tools to counterhit the opponent and tools to rush the opponent and keep pressure: 2k or 5k>5s>6k all hits combo and on block leo moves in closer to the opponent for pressure. Faultless defense makes the 6k wiff on block if you use 5 starter but that can be mitigated by using dash 2k instead. Two obvious places that leo can forego using a chain and instead try for a dash in or similar type of offense is after 5s and 5h 5s just goes into a dash, the interrupt to them trying to hit leo out of his dash is 5s delay 5h if the 5h counterhits there are all kinds of ways that leo can just spank them proper. 5h leads into backturned pressure, and if they try to interrupt, leo has backturned k or dust to use. If leo doesnt want to go into backturned, he can just 6h. Why 6h? Because rc is pressure and 6h does a ton fd damage. Speaking of fd, leo seems to burn through his opponents faultless defense on block, so that means leo probably wont be worrying about fd TO much. Even a simple chain such as 5s>5s>5h>6h does half an entire bar in training mode. Meaning that faultless defense reads are actually a thing for leo rather than just something needing to be played around. His noteworthy normals as i see them: 5k = moves forward and has a higher hitbox than 2k which makes it a great neutral game offensive tool coming from Leo's limited dash range, and is also a good pressure tool in blockstrings. 2k = hits low and gains a pursuit ability from a dash, seems to be most effective in okizeme for the low and after yrc boom lockdown to make use of the pursuit dash ability. 5k is better for neutral imho cause of the higher hitbox and rush forward attribute. 5h = a godlike normal with its ability to shift into stance, give a means of saving oneself from retaliation on wiff, give fat counterhit combos, maintain a great reach, go offensive via 5h>6h, and vacuum on hit and block, liberal smart use of this normal seems like alot of what Leo's neutral was designed for, because the move is so versatile. 5s = near exact same thing as 5h only with more speed, less range and less damage. Seems like a harder normal to learn to use, cause of its lack of range, but also seems like it may end up being one of Leo's most important tools, perhaps even eclipsing 5h at higher levels. 6k = +4 on block? If that is correct then this move is stellar in certain blockstrings as it will allow great frame traps from 5s, as well as dash in pressure stuff after the 6k, also staggers on counterhit... Which is an awesome thing. 5c.S = seems to recover fairly quickly and allow for dash/frametrap mixups. All in all leo seems primed and ready to rush fools down with this magnificent toolset that even allows leo some very good yrc and rc points. An awesome character if ive ever seen one.
  9. My thoughts are all theory and/or based on what ive seen in some gameplay vids since my internet is still currently terrible and no offline meetups have happened yet... But imho Leo's style seems to be: Based on pressure. He seems like a character that is supposed to get hits by countering his opponents interrupts. This looks sort of dubious because leo doesnt really seem to have any really great meterless ways to get back in after having pushed himself out... So, tk me and what i will be exploring when i get more time is more ways to increase pressure after blocked confirms or ways to increase pressure via not using a confirm eg 2P dash 2P dash 2P dash... Etc etc not that that string would work or is any good, but just looking at ways to goad the opponent is to sticking stuff out. Watching zidanes early leo i was struck by how many hits he was getting by just beating his opponents moves when upclose. And i dont know this game well enough with other characters but Leo's attacks seem to drain the opponents faultless defense pretty well... So that in itself may be a property of his style... Draining meter so he cant be pushed out easily... Well thats my theory as i type this and dont have the game in front of me. His mixups all seem to be the kind of mixups that are reactable if the opponent has familiarity with his moveset... Not that they are BAD per se, but they dont look like they will be a high end use for opening up reactive people, which is what most high level players are. His overheads are slow and so are his crossups, and even his throw doesnt seem to be all that great for opening, So the primary way i see him getting openings is via pressure into counterhits. I could of course be totally wrong. Zidane was using an okie crossup to good effect, but oki stuff comes after the initial hit. I'm talking getting that first hitconfirm in the first place.
  10. Training mode thoughts about leo: The first 5 minutes were bad, after that i started to put 2 and 2 together about the character. His back turned stance is a pressure increasing tool... He seems to be hard to hit out of his backturned stuff on block unless the opponent pre commits to an interrupt. At which point leo can... Just not go into bacturned, or use his dust to counter them. But i think those are very tertiary options. He seems predicated on going into back turned and interrupting the opponents counterattack with his k or p attacks. Once the opponent respects those options and starts blocking, is when leo goes for the unblockable kick attack. I dont at this point think the BT overhead is to great on any yomi layer 1 stuff against non sleeping opponents once people learn to recognize its startup. In opponents games, with people unfamiliar to leo i see the need to read whether the person deals with back turned stuff with mostly interrupts, or with mostly blocking. Leo has answers for both it would seems though his answer for interrupts is very unsafe, which means that it is pertinent that leo finds many differing ways to go into back turn as a surprise when upclose. I do however think leo might have problems with FD chicken blocking out of his BT pressure. His neutral game without backturned seems somewhat lackluster, but with backturned seems much more powerful because leo gets granted a very fast back and forward dash that cancel into one another or themselves for pretty decent movement on the ground. Then he also has further shenanigans with BT dash going through the opponent. All in all looks like a solid mid or higher character with his tools. If he can frequently get damage or has some solids pressire setups after hit, i feel like he could be a real contender for a higher tier. But this is just an appraisal of his tools. Things have a way of changing when people learn matchups and stuff. But I'm convinced by the little time ive used him that he will be my main and venom will be second.
  11. 3 ball formation: P>K (move half a character length forward) 5P>P Calls 2 balls, the 5p activates first p ball of , then the second p summon moves the k ball to get hit by the first p ball, and then after k ball bounces off the p ball, the second summoned p ball gets hit by the k ball. Allows for a few cool things: 1.Setup time is near that of any 2 ball pattern with the only increase in time coming from the slight forward movement. 2. Only one 5p is needed to activate 3 balls. 4 ball formation since there are none listed: H>S>K>P>6H All 4 balls launched and combo from a strong attack. The reason for this rarely if ever used pattern is it does a whopping 172 damage from full screen. Probably rarely be able to get this off but it looks EXACTLY like the the ending pattern of S>H>K>P The difference being that the shkp6p pattern wont hit 4 times. It will only hit 3 times which makes me think asw didnt want venoms best 2 ball pattern going into such a highly damaging 4 ball pattern...
  12. Whoa... Haha thanks for the explanation teef, but i find your english hard to follow my friend but no worries. I wasnt asking about the formation that you just explained, i was asking about the formation that came AFTER the one you explained. But no worries dude, i slowed it down and looked at your inputs and figured it out... What you are doing and i was able to replicate finally, which is a very strong pattern, is: P>K (small dash) 5P>P You call out 2 balls then dash and 5p then summon another ball after the 5P and all 3 summons get activated for the price of only using one attack as opposed to using 2 attacks. So basically more coverage for less recovery. A great pattern, but a bit on the executional sides of things. Seems like it will be a great pattern to throw out after the standard S>H>5P formation.
  13. Guess ill chime in since i have the game for both systems: The ps3 version (the version which i play the most since its the only version i have a stick for) is balls out ass. Yeah, flatly saying it. I noticed the difference the instant i played the ps3 version because i DL'd the ps4 version first. I dont know what the "frame rate" problem might be but the instant i started playing the ps3 version i was struck by a small sense of lag (i might be hallucinating though) when compared to the ps4 version... My method of testing? Completely unscientific. I generally test for lag by making my character crouch a lot and see the difference in timing, if there is any. Idk if there is lag on the ps3 version or not (besides the inherent lag that the system comes with) my eyes may be deceiving me because of other factors that go into it (I'm not talking about netplay, obviously) but besides glaringly obvious things like the character sprites being smooth as silk on the ps4 and grainy as heck on the ps3, I'm having timing certain things consistently on the ps3 like simple venom ball summons into 5p. And about venoms ball summons... On the ps3 they are terrible looking. When i summon a ball on ps3 the ball kind of jaggers its way across the screen... Its very jittery and gives at least the "illusion" of a dropping or bad framerate. Compared to on the ps4 the ball moves as smoothly as water running down a glass hill... The ps3 version is like water running down a rocky hill for shitty comparison. Anywho yeah. Thats just my opinion on how the games feel, owning both of them. I literally hate the ps3 version after having played the ps4 version. Imho the definitive version is by far the ps4. Which makes evo complicated because it is on ps3... So who knows whats going on with that. But all i know is that if i were to ever get close to high level at the game, i couldnt take the ps3 version very seriously, at least for myself. I do know however that there will be people out there not in the least affected by the differences in the 2 consoles... All i can say is they are some lucky people. -edit Upon reading that over i went a bit to in on ps3 versions crappiness. Instead of saying the the ps3 version is ACTUALLY terrible... I should have said that in my opinion it isnt that great but is still a very good game and more than likely just as "arcade perfect" as the ps4 version, with of course some performance issues that the ps4 doesnt have. I still hate the ps3 version though, its just that its only an opinion. More power to you if you love the ps3 version or it is the only version you have access to.
  14. I dont understand the third and fourth zoning pattern in the teef video: He does P > K walk forward 5P re summon ball. Which effectively summons and activates 3 5P balls for great screen coverage with only one 5P of recovery. I can get the P and K balls to hit with one 5P into resummon, but i cant get the resummon ball to get hit as well... Is there a trick? Is it spacing or timing or a certain ball to resummon?
  15. Awesome All of those seem of benefit. Perhaps if there becomes a ball formation thread, these posts can db moved there? Well in the interim: 1 ball: P > 5P = most standard and easy offensive formation, abused by isamu to get in, he generally likes 1 ball patterns using 5P or j.P or j.K to hit. S > jump back S = defensive way to cover the ground quickly and setup zoning via looking for the 6p AA if they jump over the ball, or setup a ball if they stay put. S > jump back D = defensive wall to get out a P set? P > 6P = probably way to dangerous to do in any consistent fashion, but against predictable aerial abusers, looks like it will cover the long range air diagonal, well. 2 ball: P > K > j.8P,j.K = pk set then neutral jump j.p on the way up and j.k on the way down in the same jump. Ive seen isamu and fino use this pattern multiple times. Covers the air and the ground but looks more theory than actually good imho. Will need time to try and apply.
  16. Could we possibly make a thread on ball formations? Ive been identifying good ones in my play in training mode and in japanese play, but a place to discuss the formations and find out which ones are good and which ones are more theory fighter...would be nice. As an example... Some 2 ball formations that have possibilities (if anyone would like to critique them) P > charge HS >j.p (Puts 2 balls on screen midrange from venom, then he teleports to them and his j.p hits and activates both of them in one move) Then there's the: S > H > immediate p pattern that fino loves to spam and has good ground and air coverage (toss a P > p right afterwards to loosely cover the entire screen) A great screen coverage 3 ball formation would be something like: S > H > P > p Capitals are ball sets, lowercase is button used to hit balls. Sorry if my notation for venom is wack but i cant remember reading his ball formations anywhere so I'm just making up my own notation for this post. A separate thread to discuss this would be nice though
  17. Man, this makes me sad, i was hoping the netcode would at least be ok like sfxt. But it seems that the netcode is just terrible. When these companies will learn to use rollback who knows, but i guess i will have to go back to only playing sg online since its the only good new fighting game with rollback netcode. This sucks. P4a unplayable. Every BB besides the first one unplayable. Every gg unplayable. Every capcom game that doesnt have rollback code unplayable. The fighting game industry really seems to love shooting itself in the foot as far as making unplayable online games goes. I'm to old to be going to other peoples houses all the time and only being able to get a good session once a week offline. Rollback code is needed. Out here in australia when my internet is functioning well i can actually play people in the states, well, in sg. Aint no input delay code ever going to do that. I can also play people across country from me with 1 frame of delay.. And the fastest my internet ever gets is 10mb/sec so... Yeah. As far as whats playable and not playable, id say 4 frames of delay is the limit of something to be taken any kind of seriously. Not really to be taken seriously but still playable. Anything above that is pretty bad. I know this from playing sg online the most delay i will set it to is 4 frames and thats only in +300 ping situations. I also tested it out on the ping in gg training mode and 4 frames is the limit. 3 frames is decent and 2 is great while 1 feels like offline for the most part. At anyone that thinks the lag in gg is good... You probably have ridiculously good internet... Or suck, or both. You may be a great player with great internet, but the lag is bad and is the worse kind of lag. Even in sg when i play 4 frame delay i can adjust to it since the lag doesnt vary in general. But variable input delay is the worst kind of netcode ever invented. It has no reason being in any fighting game.
  18. Sorry in advance for the stupid questions guys, but ill Introduce myself here and let my troubles be known: Y'all can call me Dime, if you want to Im a long time fighting game player but have only recently really gotten into airdashers (skullgirls is my main game, been playing it since the day it came out) im an ok player (top 32 at last years evo for sg)... Though that doesnt mean much tbqh since there were people there that didnt seem as if they could do a 3 chain. Anyways thats my "credentials" well along with the fact that ive been playing streetfighter since '91 and have played against many of the great streetfighter legends (which means absolutely nothing unless i was beating those legends which i was not) Enough about me and sorry to have been so long winded... My questions: Im having a hard time with kokos combos... The need to confirm crouch/ch/hit instead of just "hit" seems like it may be a bit to much for me... Im old after all and the reactions arent what they used to be, though I'm still pretty sharp at reacting to movement and stuff...but that doesnt help in crosuch confirms. 1.So how do i get better at crouch confirms? Is it just muscle memory? Just playing a lot? Is it even possible for an intermediate to do consistently? Or is it more based on anticipation? 2. Koko is getting that nerf stick. Id like to be able to learn her in a way that doesnt have me re learning a bunch of stuff. So ive already made a conscious decision to stay away from black hole setups. Is there anything else i should stay away from learning? Gatlings, combos, neutral technology... Whatever? 3. Knowing what to do with koko at neutral is kind of a pain right now. I think ive got the gist of what shes doing in general but i need more time... Or better yet, some solid info on what shes primarily looking to do. I know this varies per matchup to a certain extent... But I'm guessing that there are things that carry over... What are these things? An example with arakune (i used him for the month that i played vanilla BB on console back in the day) is that he generally wants to jump back and do an air cloud then base his non curse neutral on what type of cloud he gets. So basically his style could be said to be jump back and call cloud and curse the opponent then go crazy. Does koko have a flowchart strategy like this that i could tailor my game to? Right now I'm trying stuff and my primary gameplan is kinda like arakune: Jump back/dash back... Set 22 b trap, jump up and air fireball, then try and call gravitron where i think the opponent is going to be at and then rush in/teleport in while the opponent is locked down by the fireball. This has huge holes for it to countered before i ever get the fireball out so its imperative that the specials are mixed up as far as order being called out... But my question is... Am i on the right track with this pattern? or is this completely boo boo shit that will rarely work in a real game? And if it is completely boo boo shit... What should i be doing instead? And finally, what should i be doing about people that try and rushdown my trap setup? All ive really got right now is j.2c spam... Is that any good or is there better stuff to do? In the skullgirls forums we have "tips and tricks" threads for almost every character... It seems to me like these kinda reads could work really well for koko... Just randoms things such as gimmicks or weirdo crossups, instances of a move being able to beat out another one easily, good frame traps... Etc etc etc...just random tech... Thanks to anyone that attempts to answer any of these questions. Every little bit helps and I'm just trying to save myself some time from trying to reinvent the wheel before i get a koko that is satisfactory.
  19. How about for these definitions we/you guys just include multiple definitions? The dictionaries already do this and have been for years, so I see no reason to try and force a small definition on something since that small definition will always be in dispute... An example for abare: Abare/: 1. A term originating in Japanese and loosely referring to attacking from frame disadvantage, being disrespectful of the opponents offense and sometimes even used to describe button mashing in 3d fighters. 2. An English take on the original Japanese word, now used to describe any given fighting games charcters ability to convert random hits into full combos or good damage. ----- Or you know, something like that cause now we have 2 definitions and both parties can be happy. Yes it may be convoluted at first, but that allows us to come up with better original stuff. In other words instead of arguing what pressure or Oning or abare is... Lets just accept that they have different meanings, whethe one or the other is older is immaterial, it's just how things are now. Once that has happened, then we can come up with some more original terms for what exact kind of rushdown jam is when compared to slayer or what chip is when compared to milia... Or what this character is cause they specialize in high/low. Anywho... Just some really stupid names to get the ball rolling: A frame trap pressure character = gapper?... Cause they leave gaps...lol A high/low character is... Er... A stepper? A staircaser? I'm just thinking of the fact that high and low hit at different levels...and completely failing A crossup character might be a...backstabber? (From rts and moba games... Assassin style characters are always trying to hit people from the back and the usual spell is specifically called backstab) lol maybe an assassin.. So wolverine in umvc3 is an assassin... Lol A chip damage character might be a chipper... Haha... Er no, probably not. But something of that nature. Etc etc... I'm terrible at this sort of thing but I sure that there are those out there that aren't. As an excercise. How about someone writes a gameplay description of what every character is trying to do in general and then that would make it easier to understand what to call that character... A guy that sells stocks is a stock broker, a guy that installs and fixes plumbing is a plumber... A guy that deals with wires all day is an electrician... Etc etc So a character like slayer that concentrates on landing that 1 hit into massive damage might be a sucker puncher... Lol I'm tired.
  20. I haven't read the entire thread just mainly the first page and half the next one...I concur that rushdown is indeed to broad a category to define characters in airdashers, cause every character in an airdasher wants to be at frame advantage. I "pioneered" a concept long ago that I'm sure others have pioneered as well: That offense of a mixup type, is based on pressure and... Blockbeaters. Blockbeaters are lows,highs,crossups,throws and chip (block damage) all of these things force the opponent to make a decision besides sit in crouch block or high block (or chicken block). Without these things opponents can sit in block forever and there is nothing that anyone can do about it. The last form of offense in my mind is pressure...some might call it frame trapping... its constantly attacking your opponent and not needing any of the aforementioned block beaters... Generally speaking your opponent will just keep on attacking forever, hopefully gaining meter for themselves in the process, but at the very least not allowing the defending character any room to break out or maneuver... Generally speaking pressure gets all/most of its damage not from blockbeaters per se, but from opponents trying to break out of the pressure... Some not so perfect examples are: Soul calibur 2 taki... (Relentless offense... But not much in the way of a high/low/throw game though it was there.... Somewhat) Strider doom.. (Ok not the greatest example because the chip damage block beater threat employed by this team.. But the style is pressure based more than anything.. It just gets its teeth from chip damage and the teleport high/low even though the port is kinda easy to see and the chip takes forever to kill if you just sit there blocking the whole time... Strider doom still does most of its da,age via killing people for trying to get out of it... Which is pressure game in a nutshell. Old school tekken hwaorang... Infinite pokestrings with shit lows throws and hids, it still pretty viable cause the pressure allowed for easy counter hit setups for trying to get out. Generally speaking to be a highly pressure based character you need at least 1 of 3 things: Low pushback on your moves when blocked (hwaorang) Good advancing moves that are safe when blocked or better yet advantage on block (strider doom teleport) various dive kicks in streetfighter games The corner cause once an opponent is cornered moves don't push the opponent back but instead push the attacker out and if the attacker simply has a decent advancing ove they can just continually put on the pressure, even without a great advancing move a lot of times since they can just dash or walk back in. The point being, you can define a rushdown character by not only what distance it applies its rushdown from.. But more importantly, which of the 4 types of block beaters that character SPECIALIZES in and whether those themselves are helped by a huge pressure game. An example of a character that doesn't seem to have much of a pressure game yet is still considered an offensive powerhouse is slayer... He just has mixups and stupid damage. Kinda like sg painwheel... She isn't pressure based, she's blockbeater based and she has all the types of blockbeaters heavily present in her arsenal save for pressure which she generally is pretty lacking in. But filia is way more pressure based cause of the extreme goodness of iad jhp x n Filias offense is pressure based into high/throw mixup. Not high/low cause her low is unsafe on block and most importantly is a disconnect from pressure if blocked. Whereas a missed throw recovers much more quickly and allows pokes against an airborn opponent when wiffed, or when etched she's still in iad jhp range so there is little pressure disconnect for either option. My point being that airdash characters can probably be defined by "how" they offend. Magneto is high/low for days... Wolverine is crossups with b-slash and dive kick get in priority... So er yeah, just my.02
  21. Is this game dead?
  22. Well, dont know if this is the place to ask... Or if its been answered already... But ive been googling my butt off and still cant find an adequate answer that is written in concise english. Basically i live in australia, i want to buy bbcse on xbla, but it seems that only bbcs is available. Can i buy bbcs and download characters while being able to play online against bbcse players? Is bbcse available in australia on xbla? If the answer is no i have to import or find a gamestop that carries it out here, just wanted to see if there is any way to get it without going to gamestop as the au prices for games are ridiculous and i remember that bbcse was available for download it seemed, only a couple of weeks ago though i could be totally trippin.
  23. great to see the Bang players coming up with more stuff! i'm planning on making him a second once i get arakune up to snuff. great stuff 10 stars! exactly how i envision a really high level bang playing in a year or so... shit is going to be deadly. -dime
  24. well i'm a newb and everything i say has to be taken with a grain of salt. but that having been said, at my low level of play i was and still am having troubles with taos rushdown, but i have figured out a couple of things that make it easier on me to defend against her and get a mark: use 5A NOT 2a for defense (aras 5a is i6 just like taos 2a and 5a meaning whoever does there move first wins) whereas ara's 2A is i10 which is HORRIBLY slow making it a BAD choice for defense. generally speaking when on defense one of your goto options should be 5A x2 >6b which will knock her to the other side of the screen allowing you to get out a cloud or a bell bug, position yourself better etc. second thing is that most low level taos and even some high level ones i see on vids LOVE to start off ALL of her combos with 2A. so, ara's 6c totally destroys all low moves. once or twice a round i will throw this move out when i sniff out a 2a and if i have atleast 50% meter, cause then i can rc the 6c loop into another 6c loop or go for a curse combo which puts the match HEAVILY in your favor. and last i have been using aras 5c against her as an excellent AA, versus taos that like to pressure from the air predictably, it can even hit her j.5d drive if you anticipate it. from there just jump cancel j.a> j.b> j.c> j.d BC bug 6c loop for nice damage and curse. anywho these things have helped me out alot. -dime
  25. if i hit with a 6c loop and have no curse but do have meter i will ALWAYS rc into more damage, its totally worth it. i follow the cancel with either 5c> combo, 5d >combo or or another set of 6c loops if its not nu, noel or carl. i like to mix it up just FFS. also, even though i know how much everyone hates this move i like to use 3C (jc) j.5D into marked combo of 6c loopy goodness. its a trick for sure but since these are already losing matches and since 3C goes underneath projectiles and has good range, its a staple of my game versus nu and rachel... pretty much dont use it at all versus any other characters though, and it gives them something to worry about rather than just being able to play the AA spacing game all day. -dime
×
×
  • Create New...