Siefer
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Everything posted by Siefer
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GGs to everyone I played today!
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Hi, I am pretty awful at this game. If people want to play with this awful player until I learn what all of these characters do and stop getting blown up on defense or neutral, feel free to let me know. My PSN is: salomeharras I play Mitsuru. Also, I won't play against 1 bars or lower, so sorry west coast! It's nothing personal, it's just I find the game unplayable at that point. Since I'm in grad school and I work, my availability is extremely sporadic though!
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Well, yea, anything isn't terrible if you win the game. It's terrible for what you get out of it compared to the resources used, which for Mitsuru, outside of winning the game, is true. I wasn't aware you could get a full combo off of SB droit outside of corner though if they were crouching, that's good to know.
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Yea, this sounds terrible, lol, but I guess you gotta work with what you have.
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5AA > 6B > 2A+B OMC [2B] > [6B] > 2A+B > [2]8C > [6B] > 2A+B > [4]6B I'm not sure if you can get anything worthwhile (resource wise) off of a non-corner/close to corner SB Droit.
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Hi, for those who are having trouble with her B&B, I thought I'd share my input. First off, thanks to Yurushi, as I used a variant of his method to ultimately get it. My exact inputs go something like this: 5AAA (before the third hit hits, tap 5D)-2AC-j.2B (if this hits, tap 5D, or I guess you can tap 5D regardless)-66-j.B-dj.A-j.214A-214C Some notes: -EDIT: Oops, I didn't know until tonight that you don't have to input the 214C again, you can just piano the A~C thus avoiding the Titano problem altogether. Actually, it's possible to do C~A, but it's easier to mess up this way. -Like Zouf said, the window to hit j.2B after the hop is pretty small, although it isn't as hard as I thought it would be. I find it helps if you try to actually time it properly rather than mash it out. I can see this being pretty difficult if you don't have a good connection with your opponent. EDIT: It's a lot easier if you hop cancel ASAP after the third hit of A. -You don't need to input this combo as fast as you would think, I find it helps if you go a little slower and methodically tap it out. Hopefully this is helpful to someone!
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Hi, I have 2 quick questions: 1) Do you guys use 5C as your punish starter? 2) What do you guys use off of a 5B starter? Or is this normal just not used that much in neutral? Thanks!
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I have a question concerning this combo route: ...6C>Tachi>j.2D>aBDC>j.C>j.2C>3C>j.2C My 3C is whiffing, and I'm not sure why. Does anyone have any insight? Thanks in advance!
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I'm assuming you're messing up on the 6C follow-up after the 22C~66. Try returning the stick back to neutral after the 66 before doing 6C, or whatever it is you're doing afterwards.
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Uh...setting aside the whole legality thing (seeing as how that's kind of important, but I digress), this project isn't actually happening "now", it's in limbo waiting for funding. Helping inexperienced players and introducing new blood into the scene? I'm not so sure about that, but it could be argued either way and I'm not going to get into that tangent. There have been some snarky/passive-aggressive posts in this thread, but there have also been a lot of legitimate, concerned posts as well, which most people who are on the opposite end of this debate feel haven't been adequately addressed. This isn't a matter of whether this project should exist per say, it's really more of a matter of, does the cost justify the result? At least some of the posters who have questioned this have produced educational content for the community for free as well, so it isn't like everyone here is an arm-chair analyst or something.
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I'm honestly surprised this hasn't been brought up earlier, and it wasn't addressed in your FAQ, but is this entire thing legal to do? It's one thing to use the game (and other assets such as art/sound/music/etc.) to make a not-for-profit tutorial video (or combo video, or whatever), but I imagine that it's another to do so while generating a profit. I'm assuming you guys have talked to a lawyer about this? I'm only asking because I'm not too familiar with copyright law and what that entails. I also imagine you guys will properly report this on your 1040s next year as taxable income...
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In one of the Nico videos just put up, Zero's Bullet plays against Goro's Makoto. The result is what you expect...not really much else to say aside from Goro being too strong.
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Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
Hi -
Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
We just got power and heat back, no power at work though... -
GGs to everyone who bodied me tonight.
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Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
GGs Andy. -
GG DemonWindBomb.
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Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
GGs Andy, 830. -
Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
SB = Season's Beatings. It's a tournament in, I think Ohio? 830 and LK are planning on going to it, I think. -
Huh? We played each other?
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Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
GGs Andy, I was getting really tired, so I had to stop. -
If they commit to the unblockable, you can just DP before the persona puts you into blockstun and while she's dashing in. If you have the opportunity, you can also just chicken block, but smarter setups try to circumvent that from happening. I'm sure Mitsuru has other answers too, if you have 100 meter, I'm sure you could Bufudyne-OMC or something similar.
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[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
Siefer replied to A.X.I.S.'s topic in Kanji Tatsumi
I assume you had us read that in order to create consistency in combo notation? -
Uh, Naoto is always at advantage at that range. Her tools at neutral are superior to yours at that distance. Kanji can not react with anything to what Naoto does and get anything meaningful out of it, but on the other hand, Naoto can. I've already mentioned that you can hit her, but it has to be preemptive, which of course, guarantees nothing. You only have one option when you jump at j.D range, and that's j.D, only a weak or inexperienced Naoto player will not be watching for that. All you are doing is making your own solutions narrower and narrower in scope to the point where they become situational rather than a general answer, and that's exactly what it is, situational. Kanji needs to trudge forward with j.B to clear out crap and control space, and be aware of EX roll (along with just her general mobility and other options) as her way of escaping and resetting the spacing game. That's really all he can do reliably. Anything else you can get away with is situational and depends on the flow of the match and the experience of the Naoto player.
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Yes, Jyosua is right, I meant anti-air, not 5AA, my bad. The next time I see you LK, can you show me the timing? I've gotten more consistent with it by identifying where I hit them with 2B, but if there's an easier way to do it, I would rather learn that.