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Everything posted by XDest
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Yeah... yeah... I know several people here don't like the game. I get it. I don't care. I still want to play it, so do other people.
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So, I'd like to get more weekly casual games going. The question is: Who, Where, and When. I don't think a lot of people here want to go to A&C for various reasons, so we should probably get something solid set up. I think the guys in MTL had a lot more consistent practice than us because they had a good drive to get better. Since we lost gety we haven't had that.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
XDest replied to BladeOfJustice7's topic in International
You just reminded me of that one video that looks like nini and his friends dancing to the song of storms and humping furniture. I am amused. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
XDest replied to BladeOfJustice7's topic in International
Don't know, I think either Saria's Song or the Song of Storms beats it. -
T12: Toronto Fighting Game Championships BB & GG Results and Shoutouts
XDest replied to Leo7's topic in Tournament Results
You could've asked for casuals at any time ;_; Hell Kirbster and I played like 20 before the tournament started. -
T12: Toronto Fighting Game Championships BB & GG Results and Shoutouts
XDest replied to Leo7's topic in Tournament Results
Kirbster: Very good and solid play, I'll try to get you next time. Good games. Still pissed about my 6C not killing the frog at the end. The hitbox was just in front of it. Hopefully I'll get some money together and come to the next MTL tourney. Level 5: Learn that matchup, break purple grabs. Good shit for beating a bunch of our best players though. Kousaka, Zeero: For being as godlike as always. Zeero... just play Carl ;_; Brice: For making me scared multiple times, and reminding me that I should never take Tager lightly, no matter how soft and harmless he seems. Never throw out a random super against Tager with 1 second left on the clock and a huge health lead. Nini: For getting 4th when you don't even play this game. Linear: For somehow eliminating Zeero, and for umbrellas. Mr Mortified: For not going 0-2. And for not capitalizing on two guard breaks in the same match while having full meter. Deadliest: For having gdlk defense. FRKZ Bang (Kaeru?): For doing full FRKZ combos, so hype. NeoRussell: For running a tournament extremely well. It's hard to make a $30 venue fee seem worth it though, but I can see why it had to be. I'll improve on my habits, work stagger pressure into it further, and hopefully come out a bit stronger. I've gotta think more during tournament matches like I do in casuals. See you guys next tournament. Oh god, it's a stalker of which I've barely even spoken to. Run for the hills. -
Damn, Kirbster beat me, I'm so free to Rachel. GGs. 1. Kirbster 2. XDest 3. Level 6 4. Nini Heart
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Okay, probably will be heading down to the subway in an hour then. Actually got a good sleep for once.
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Winners Bracket: XDest Kirbster Losers Bracket: Level 5 Nini Heart It'll be streamed tomorrow I think.
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Kou is in? Now we've got a party going. I hope MTL is prepared.
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>online play Yeah okay.
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You guys better have Catherine at T12.
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Alright cool. It's Leo7 you have to contact. Just PM him on here for the details.
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That would've worked 2 years ago.
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Yeah, he wanted to turn it into another SF4 station.
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GGs. Sorry I almost made a scene there, got really mad. Holy fuck there was 3 Sf4, a 3S and a MvC station up. Why was he so greedy and persistent? Eventually I just left before it got worse. What a bittersweet night, I was enjoying my offline BB ;_;
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The first thing that's very obvious: You not using your movement to your advantage, and because of that you're whiffing everywhere. You're still trying to use Taokaka like a character that doesn't have 2 dashes/3 jumps. You almost never use drive cancels in your midscreen neutral mixup, which gets rid of a lot of options. The other problem is that you attack right as you jump/dash, with no delay time. Several of those j.2B attempts would have worked if you just waited a bit. You need to gauge whether you are going to do a vertical or horizontal air to ground move (j.C for horizontal, j.2B for vertical). You whiffed a couple times for simply choosing wrong. Movement is huge with Taokaka, and you're still not quite there, play around with it more. Using 27,7,7 (with any number of jumps/delays) -> j.214D6 to get out of the corner instead of just taking it is sometimes a good idea. A lot of people still get pissed off at this. You should be delaying between j.C and 9D~9 vs smaller characters in combos, so that 3D~3->j.236Bx5 will hit properly. You're not confirming the air-to-ground hits you do get. You're always just going for 3C, instead of 66->5B->3C for an actual combo. You don't confirm when you're too far away either, to go for a 6A combo, instead once again you use 3C and get no combo. You're not using A and C drive cancels in blockstrings, and they're ending way too early for anything to happen.
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Are you implying that Taokaka has ever been a popular character?
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Oh man, seriously this. All the other plats are doing it wrong. Some of those normals have a way bigger hitbox than I expected.
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I get off at 2:25PM, I think I can make it.
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Oh so delightfully retarded.
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So wait, doesn't that mean 5B->6A->... does in fact work? Also, apparently CH 5B->6C is really nice, and apparently some stuff is now like CT? Some people are also really freaking out, thinking it will be like CS1 Rachel. It's only the first loketest, seriously...
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tobi? http://eow.alc.co.jp/%C8%F4%A4%D3/EUC-JP/ . Cat Jump = 214D. Edit: Hm, after testing it out, with 6C's speed increase this might actually be plausible. 6C -> RC -> 6C -> 214D -> 6C is possible in CS2 already.
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This. Giving all drives except up drive same proration means we have to take the exact same route every time (2D~5->6D~6->j.C->9D~9->j.2D~C->j.C->9D~9->3D~3->j.236Bx5), or a slight variant (2D~C->9D~5->6D~6->j.C->9D~9->3D~3->j.236Bx5). It was a lot better in CT because of all our options. The problem was the removal of the CT combo timer in CS1 made all of Taokaka's loops way longer (horizontal drive loop would have been possible several more times than CT if they didn't put in same move proration), and of course that's why Taunt Loop existed more than 2 times even though the properties on those moves were about the same. But at the same time, CS2's same move proration everywhere was kind of overkill. cat2 loop, j.2D~C->j.2D~A and j.2D~C->j.2D~C wasn't a big deal, only taunt loop was. Those kinds of things gave variations on her non-taunt combo game (they didn't even affect taunt loop combos).
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Pretty much. It's only really a ~100-500 damage nerf though for most situations. Not a huge deal. And I'm sure for corner combos we can come up with variants to get closer to that 4.6k we're used to now.