POscrub
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Heh, in #R you could flick minifaust. Times have changed? And didn't Henaki make a similar thread on the old gamecombos forum? Was fun trying to flick everything in training mode.
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According to the frame data page 1-6 F of Invincible to strikes. The move has a startup of 4, 2 frame active for 1st hit. So the move is invincible through the 1st hit.
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Just felt this needs to be said Nohoho, VERY very good work you're doing here Although people may not be posting, I'm sure anyone who has a passing interesting in HnK has found your stuff to be quite useful, and perhaps even to those who've stopped playing, an interesting read. Just thought I'd like to make an appreciation post (our arcade closed down, so no more HnK playing but....)
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Hehe, you need to post vids of either your #R Sol or Baiken Paul :P. Baiken you've had plenty of time to work out all your stuff, Sol, FRC gunflame + command grabs ftw Slash Eddie makes you work a lot harder Since you used to just save your Eddy for that one knockdown, then eat the other guy's life bar. We demand you bring back the full life Testament "loop" :P
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Now I totaaaally should be studying for my finals right now :P But I figure it'd be a shame not to answer poon, since he's put so much effort into the post. [Edit: Btw, don't be in a hurry to reply to my stuff. Take your time. Teyah's stuff is more important, and quite frankly, I'm the kind of guy who often KNOWS a lot about what he should be doing, but is far too lazy to actually do it. Teyah, actually takes advice and follows up on it :D] Yeah, when you get right down to it, Teyah is probably the most serious of us, he spends more time reading forums, and picking up strats and stuff than the rest of us. Honestly, it must a be a little frustrating or him, there's lazy bums like me, who aren't exactly motivated to learn some fairly simple stuff. Like backdashing. Or learning to combo a super(!) At any rate, the whole mixup business if partially the opponents fault too, not just the guy who's executing them. I mean, you'd think that with the sheer number of times I've been hit with Millia 6K-> super, I'd have learned by now but... :P I'll post up a list of what I think I'm getting hit by sometime, and compare it to Teyah's list of what he's actually doing sometime. That should be interesting, haha. Anyways, here's some obvious improvements for my game: -Pot without IB is a cripple. Learn to IB. Sadly, I'm a cripple when it comes to JDing, yes, despite K-groove being my main groove in CvS2. Yes it boggles the mind. This is mainly a result of lack of prediction in my playing style (it was mostly reactionary up until a year or two ago), and partly because of bad joystick holding habits. Holing up the joystick into the down back position can't possibly be good for joystick technique, hehe. -All these matches, and not a single backdash buster, or backdash into P,K,S,2D, to get knockdowns or anything. Shame shame. This is again a result of bad joystick technique (my thumb strength is pretty crappy, so attempted double taps with the thumb ot backdash end up not doing anything). Anyways, I'm not quite down with using backdash for antiair, and due to lack of general game knowledge, my timing for attempting backdashes through stuff it downright poor. Theorywise, I would like to use backdashes to force IAD stuff to whiff, then grab, or backdash through gaps left on purpose in order to bait counterhits. But my execution isn't nearly good enough to make that a good choice, so if I'm playing serious, that probably gets left out. -Hammerfall FRC. Sadly, I missed all my FRC's on video. Such a shame. Back to training mode with the scrub eh? -Double hammerfalls. Got lazy in the vids, so I never got a chance to do it, but I'll be looking for either a second hammerfall to catch lazy jumpers, or once they start blocking, break it and grab. Probably the most damaging relatively safe option for people who put more weight on jumping out and eating whatever rather than risking getting hit by potbuster. -6P AA. Didn't get to see it much in the vids, I was shying away from that for a bit, cuz I got pinned a couple rounds earlier. I had a lot more luck with hanging up in the air and simply air blocking stuff, but I digress. I personally don't like 6P much against Millia, but I get to use this a lot more against more standard characters, like Sol and stuff. -Instead of always using 5K as a meaty, work in the 5P. Theres' a couple things holding me back from this. First, I'm really bad at comboing the 5P on jumpers. Like 5P connects, but they're planning to jump, if I was planning to look for a hit, I'll usually have pressed 5P twice, and by this point I realize I'm connecting, so I press S, but Pot's close slash doesn't have much up reach, so it whiffs, and they tech away. Anyways, anytime my friends see 5P, it's probably a tick attempt, so they'll be ready to jump (since I probably wouldn't be using the move except for ticks). Anyways, I also fail at catching people backdashing the 5P, not quick enough to sweep them or whatever you're supposed to do. Basically, I'm misusing the 5P, so that it's not helping me land any busters, and in fact when people try to escape with jumping, I'm getting LESS damage than I would using my standard K meaty. Maybe I'm suppose to do 5P -> Hammerfall FRC to catch jumpers, but I haven't really thought it through well, with 5P -> Hammerfall break -> potbuster when they stop trying to wiggle free, but yeah. -I dont' use 6K much in #R, and that carried over to slash. I had a nasty habit of mistiming the 6K too early and getting whacked, so then I started timing it to err on the side of safety. Of course, the bigger window made it easier for people to jump or backdash out of the way. Basically, part of the problem is the people I'm with are fairly wary of the buster, so they tend to favour jump/backdash out of potential buster setups. So stuff like deep jump HS, 6K will probably fail, since they're watching for do nothing buster. 6K on wakeup gets backdashed a lot, and even if it does land, the 70% scaling makes it pack a lot less kick than it should. -Less jumping. Well, this will happen when people start antiairing. Too much free lunch for me so far, but that'll change soon.
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Ah, I see. What I meant was, it's not that people are not trying to improve It's more like, forgive the stupid mistakes you'll see, because yes we can do better on a lot of reaction things sometimes, but sometimes, the concentration to do so isn't there. Like for example, I'll use a CvS2 example, since that's the game I'm best at. On days when I'm on my game, I can not only hit back foolish rolls, I can hit back dash in attempts, and any roll I'm not ready for, I'll simply jump away to avoid roll super. CvS2 has a lot of whiff punishing stuff, so like if your Bison, you'll be looking to psycho crusher baited limbs, Sagat fierce->super limbs, etc. In casuals though, you'll see a lot of dash throw, roll super, etc. And that's all a part of casuals, if you know what I mean? Basically, expect the reaction timing based stuff to be a little sloppier in casuals. On a bad day, you'll see me psycho crusher waaay too late, so they end up blocking it, and I get pummeled instead, that kinda thing. Also sometimes, you'll see people play on autopilot. Like people get in close, but end up pushing themselves right back out with a predictable guard string, instead of making sure they threaten with proper 50/50 counterhit/throw mixup.
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Message to Axel: Basically, this is a player specific thing, cuz we're all friends, we know each other's gaming styles / lazy weaknesses quite well. Most of our guys are still busy blocking low, and up till now, Teyah's been going more for CH mixups, and low hits and stuff, his TK bad moon execution wasn't that great either, so most of us are used to blocking his stuff low. And even if we don't block high, the damage done is relatively low, unless you get caught in the corner or something. Like, if you eat the TK Badmoon, big deal, just some minor damage and another knockdown. Eat the low hit, you're gonna get hurt a lot worse. In other words, since most of us are blocking low, it's only natural for him to start throwing out the mass overheads. When you get right down to it, most of us cheating by favouring blocking the low hits, so it's only natural that Teyah keep doing the overheads until we start favouring high/low block equally. Think of it as rock paper scissors, where right now we're only choosing scissors. Free lunch for the attacker, might as well take it. Nobody likes losing, so eventually everyone will stop picking scissors, but right now, it's not there yet. On the subject of IBing and backdashing: Despite having the character who would benefit the MOST from such things, I do zero of it. Yup, that's why I'm in Tier 3 :P More seriously though, Teyah does make use of IB, when I go for the sj. S, K setup after a Potbuster, he IB's the S, then backdashes his way out of the K. So yeah. Expect to see such things from our Tier 1 players :P Oh, and your Eddie advice is good, and much appreciated. Keep it coming :P Message to Henaki: Haha, thanks for the high praise :P. Basically right now, I'm daring the other guys to beat my stupid spam j. HS strategy. Given my CvS2 background, I'm perfectly comfortable with spamming stupid stuff like Blanka j. MK/RH, Sagat. j. RH, Bison j. RH, etc. until people learn to antiair it properly. Painful to watch yes, but that's how it rolls. Too bad it didn't make it onto video, but I got a ton of people with random hammerfall FRC -> st. S -> heat, and K, S, hammerfall break potbuster. My current goal is to spam more hammerfall FRC's to catch people trying to jump away, and once they switch to trying to straight up block it, hammerfall break and potbuster them. But anyways, like I said, I've only learned the very basics of Potemkin play (reading over G. Blood's Pot topics), and I dont' apply half of what I've learned. So throw me a bone and gimme some good advice :D. Btw, when you told Teyah, learn to block, which matches are you commenting on? If it's Pot vs. Millia, could you point out specifically which bad non-blocks he gave up? From the Slash Millia vid, the only bad one I can see that he gave up was at the end of the round, he tried his antiair too late for j. HS spam. The rest, he was trying to do something. If you want, I can fill in the complete list from above. And now to discuss Pot strategy. Here's more or less what I've got so far. (The dumbed down and simplified version) -At extreme distances, either walk forwards with 6P/5S readied for expected jumpins or HS/2D to catch run ins, or hammerfall break quickly to cover some distance. -At medium distance, I expect Millia to either a) run in b) jumpin -First a) Throw out either 2D or 5HS preemptively. 2D gets the knockdown, a CH 5HS can lead to hammerfall sometimes, slide head for the knockdown, or just generally make up distance. b) jumpins. Now depending on how Millia plays this can be tricky. She can either b1) attack normally b2) in place of above, toss a pin See, if you try to 6P every single jumpin Millia does, you eat CH pin with stagger, and that's a free air combo for her. At least that's the way I see it. So my current strategy was to select 6P as antiair about 1/4 of the time (I realize far 5S is good AA too, but I'm not particularly partial to it, due to it's relatively slow speed). Millia player doesn't always severely punish me for blocking too many jumpins either, so I like to think of this as picking the less damaging option out The other guy has already caught onto the angle of 2HS, so it's fairly rare I land that now, (The #R Millia 2HS CH was just carelessness on his part), so basically I'm stuck with either 6P, block, or get up in the air myself and try to airthrow. You'll see me do a fair amount of air blocking because of this, but at least I'm not eating too many CH's. Anyways, what's your advice? What would you add to the above game plan? A reminder to everyone: These are CASUAL vids. These aren't tourney vids, where there's pride and stuff on the line, so most of our players aren't putting their full concentration into the game. For example, let's use Spirit Juice said that you can 2A a Johnny dash on reaction. However, you do need to prepare your mind properly to do this, you need to have 1) recognized in advance that in this situation, there's a good chance Johnny might dash 2) Ready up your fingers and hands to handle the 2A, 3) Also be ready to handle some minor secondary options. But at any rate, that takes a lot of concentration, and given we're just playing continuous casuals, no one's going to put in that amount of work for a single match. Sorry, but that's how casuals are, you know? Lots of fun and stupid chatter going on in the background for every match, but these matches were taped on the VCR, so no crowd reaction, sorry guys :P. A lot of it was downright hilarious though, check out the pictures in our BC thread haha. Also, we're not the best players in universe, far from it. There's plenty of simple and basic stuff to pick on, so fire away guys :P. Even simple and basic stuff needs to be pointed and out and fixed.
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Woohoo Alright poon! First up, (not just to Poon, but everyone who responded, Henaki and Axel too) thanks for taking the time to actually WATCH our vids, and make informative comments. Hats off to you guys for taking the time and effort. Ok, since this post is kinda long, short guide to the content. A short players list, a small personal guide to who's who, then an answer to poon, and in the next post, short answers to henaki and axel. Player list (POscrub unoffical Video watching rankings): Just to give you an idea of who's who: Tier 1: Teyah(Sol/Millia/Eddy), sweetvids(Bridget), Mr. Dolphin(May) Tier 2: JOFan(Johnny), Nagai(Dizzy) Tier 3: POscrub(Guess who...) T-Hawk Tier: (bwhahahahhahah!, injoke :P) halftooth (Sol) (but more seriously, halftooth is in the same tier as I am) But more seriously. Teyah, Mr. Dolphin, and sweetvids are probably are best players in the videos. Nagai is good too, but we didn't get his best fights on video, and Slash Dizzy has been weakened too, (takes time to get used to the changes), so the vids aren't really representative of what he can do. JOfan can actually do the Johnny combos, but he often plays in lazy mode, then pulls out some totally "did he just do that?" combos and mixups. You can tell he's in serious mode when he starts landing those one hit ensenga setups, and 6K FRC throw, DB FRC combos, that kinda stuff. So yeah, if he's being lazy, of course it's not gonna look too good on video. Me (POscrub), I'm the scrubby GG isn't my main guy. Basically, I picked up Pot, learned the basic "combos", (K,S,S,2D, corner combos for pot buster, combo off CH 2HS, 6P, hammerfall break to move forwards), and now spam j. HS, j. D, and potbuster my way to victory. My main game is CvS2, so I'm perfectly comfortable with letting people try to attack me, then punish them when they screw up. Naturally, this also means that I have very little knowledge of GG specific mechanics, so I'm a perfect sucker for burst baits, air tech resets, and all that kinda stuff. Sadly, no one mean enough to abuse such things has played me yet :P. Halftooth (other Sol player), is one of our new guys. He's probably the weakest of the guys in the videos, now this is NOT meant to be a slight to his skill level. It's just that compared to the rest of the guys in the videos though, he's been playing GG and fighting games in general for a LOT less time, so of course lack of experience is going to show. He's done a good job of learning the basics, he can dustloop off of some setups, but there's some stuff he hasn't gotten around to optimizing yet. He rarely uses tick throws, prefers to use st. Dust, and so his Sol is a lot easier to block than Teyah's (just block low, block the dust on high on reaction, you don't have to actively worry too much about command grab). Also, he's more likely to miss unexpected combo opportunities, but that'll come with experience. (Teyah's been playing for about 3-4 years) At any rate, you're more likely to see better stuff from the players in tier 1/2, halftooth has much better technical skill than I do, and any vid involving me, expect to see a PAINFUL amount of j. HS, j. D, and random hammerfalls. If you thought my current vids were bad, you should be REAL glad that Teyah didn't post the other vids, where I repeatedly butt dropped into an active Millia disk :D. At any rate, Message to Poon: Pot vs. Millia: Teyah (Millia player in the vids) is having some serious problem with AAing Potemkin j. HS/j. D. From what he's been saying to me, he said that 5P has been trading or losing for him too much, and he's worried about whiffing 6P if I decide to go for a double jump or change it up with a butt drop. You should probably get his opinion personally in his own words, but that's pretty much what it boils down to. I'm guessing it's some sort of positioning issue, like you need to get under Pot, and not have him hit with the tip of his hands, or something like that. On video, he got a good trade with 2HS, into air combo for himself, he repeated this a couple times over the evening. But anyways, what it boils down to, is everyone except Mr. Dolphin, I can pretty much jump around mashing on j. HS, j. D, with double jumping to change up timing, and sometimes just jumping forward, then double jump back, or just kinda hang around my end of the screen, and get pretty good results. If you could give a little more specific advice on how to stuff a Pot who's just spamming jump attacks to get in, I think the help would be much appreciated. I'm not saying our guys can't antiair. Just that the damage and consistency isn't there, so that if you look at it from a probabilistic perspective, jumping in is just too good for me to pass up right now. Now, I'm probably oversimplifying a bit. It's not like j. HS is the only offensive option, and some of those j. HS are being done from straight up or backwards jumps, then double jumps. But I digress. And in terms of strategy, I'm guessing Teyah might need to change up how he handles his general game plan. On video, most Millia's vs. Pot's I see kinda hover around, Millia kinda stays in the air on her side of the screen, and she's looking to prevent Pot from coming after her with j. D, you can air dash into j. D, air dash, pin (to catch antiair attempts, you have to react instantly to antiair millia is my guess), fake a dashin, dash back, and occasionally just run right in when you've got Pot worried. A severe simplification, and I dont' even play Millia, but anyways. Teyah doesn't like jumping or hanging around in the air too much, but I think zoning is the way to go? Btw, Teyah doesn't like being potbustered, in fact it's fairly difficult for me to potbuster him. Most of the time, my ticks are kinda obvious, as he prefers to use backdash a lot to escape ticks, so if I mix potbuster with 5K, both end up whiffing and he gets off the hook. Him being the most experienced player, the only reliable way for me to buster him is to use hammerfall breaks, or have shaken his concentration with some heavy damage beforehand. If he's paying attention, I probably can't buster him. As I mentioned lower down, he IB's j. S -> 5K, and backdashes out of the hole to saftey. Oh, and quick gloating comment: On the subject of antiair, I got Teyah with counterhit 2HS :D. Bwhaahhahah :p
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Oh, and after watching the MI vs. MA vids Congratulations Teyah, all that training for TK Bad Moon is paying dividends eh? Throw pin in close situations = win! And overheads! Weee, Teyah winz with good advice!!! :P Nice mixups too, now try to hit me with'em the next time we play. (Roll roll Disc! FRC disk as they're nearly up, then jump to bait a toss :P)
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1st customer :P Bridget matches were good stuff, despite the trolling sweetvids did in that other thread, he's actually does indeed know what he's doing Good stuff guys, good stuff Working hard with Eddy... Honestly, now that Eddy's had his damage nerfed down. There's a couple times during the vids, where, (now I don't actually play Eddie, so i'm just guessing here), you could've just done a simple combo into super. I'm thinking the end of the 1st round, 2nd match, where you do a 3 hit knockdown, which could've been a super which would kill, maybe? Maybe just all around, I think it might be much more common to see Eddie burn his meter for a simple combo into super, for some damage. Trading Kill machine with amorphous with both parties going down to near zero health = LOL
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Hehe, I'm not talking about after a knockdown. It's really too bad we can't get any vids of you vs. me in #R But I'm getting a TON of jumpin either HS, or j. D at your Dizzy, all day long. If you could see a match of yourself vs. me, you'd see that everything always starts with a jumping move of somekind for Pot. It's either: a) I got you with a jump move you weren't ready to handle on AA. This is either because you were trying to grounded antiair a HS, but instead got hit by j. D, or you ran in whiffed an attack while I jumped at you, so now you have to block it. Either that or I double jumped forwards, and you ended up below me, so I just try to come down with an attack. Most double jumps do leave you a fair amount of time to position yourself, also, double jumps forwards is easier to antiair, because you can simply position yourself to handle a double jump (double jump will hit you, but single jump will simply whiff) b) 6P you're air dash in, because you were hanging on your side of the screen, and I was walking forward with my finger over P c) got lucky with 2D, or HS on a rushin (doesn't happen very often) Honestly, I feel like I could jump up and press HS, and at the very least, have a very good chance of trading in my favour. If I just jump at you and press HS, I don't feel like I'm getting antiaired hard enough to outweigh the fact that it gets me in. At the very least, I feel pretty safe in the air, because the worst that usually happens is I just have to block a jumping air string or something, I never really get hurt BAD for just hopping around.
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If you're bored Paul, put up some more Potemkin vids :P. Rob vs. Pot must go up :P. "Bad" matches can also be helpful, simply because you get a chance to ask yourself, "what did I do wrong", or "Am I dying to something kinda silly?" More specifically, try counting the number of times anything I do starts off a jumpin. I think you'll find that like 99% of my opportunities start with a double jump forwards into either j. HS or j. D. Try and get a feel for a player's gameplan by keeping track of what they like to do in a neutral situation. mine is: a) Randomly throw out HS and 2D to keep you honest on the ground b) jump straight up, and either come down with HS or butt drop or b1) double jump back, come down with HS hoping to catch a runin b2) straight up double jump HS or buttdrop b3) double jump forwards HS/butt drop c) Hammerfall break forwards d) at extreme distances where it's "safe", walk forwards with finger above P, ready to 6P an attempted air dash At any rate, if you want, try putting up more Potemkin vids, and then ask people what they think of it. I bet most of them will say: "Potemkin is jumping forwards way too much, and he doesn't FD, punish him hard and work on your AA game." I'll bet that's the comment. Everyone in the Potemkin forum says a) Pot's jumpins aren't THAT good b) Pot's air to air isn't so hot So something must be up Example: Pot vs. Slash Millia: Round 1: 0:05 - Starts right away with jump up 0:07 - HS, then get in the air again 0:10 - HS, then single jump back HS (this catches your run in) 0:14 - After the hammerfall break.... single jump AGAIN 0:17 - on your wake up, jump (this doesn't count :P) 0:30 - Once Pot is pushed out by 2D, single jump again 0:31 - First jump failed, so single jump back HS 0:33 - Jumping air throw! (lucky) 0:34 - Jump on your wakeup! (doesn't count) 0:43 - After hammerfall RC, single jump, single jump DIE Damage done by: Round 1: jump back HS trade j. HS throw 2D jump back HS air throw K,S, but off a blocked jumpin 2K after RC j. HS right on top of you Round 2: 2D + setup j. D off a tech in the corner (baitable somewhat, I'm a "stupid" techer, and love to come down with j. D, as proved by later matches) CH 2HS Hammerfall (you went for the 6K overhead) This one is definitely forgiveable. Guessing a hammerfall here would've won you the match at least 50% of the time, so this one is fine. Round 1: You got caught a couple times by jump back HS. 1st time, you rolled your way in, then attack, got CH. 2nd time, run forward 6P to try and catch an antiair, got hit. Trading the 2H was pretty decent for you, good one there. Throw: After a blocked pin. I prefer your pin setups where you can toss the pin, then cover yourself on the way down with attacks. This one you had no 2nd chance on. Throw doesn't do that much though anyways, and you're pretty good about escaping Oki. 2D: Nothing special here, acceptable Air throw, lucky maybe, but on the other hand, this probably shouldn't have worked, if you had better positioning on the way in? K,S, standard penalty for escaping Pot's Oki I guess. j. HS, questionable, but mistimed the AA. Round 2 was more or less the 2HS, thing is, you double jumped, RIGHT on top of Potemkin. More or less, you could've chosen to do whatever here, so this one could've been avoided. Double jumping was kinda bad because 1) I know you don't have anything that hits downwards, so 2HS will trade likely 2) You double jumped, so not only did I have more than enough time to time the 2HS, it also meant you were more or less committed to coming down. I don't play Millia, maybe she can air dash or something, but that still doesn't change the fact that I could tell more or less you were going to come down with something. So, did I actually take the round from you? Or did you give up a bad opportunity? If it's a bad opportunity, just remember what went wrong (double jump with no other options), and just move on. If you count what the health bars should've been if you didn't get hit, you were winning that round, no question about it.
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Happy april fools :P I keep losing to a Sol player who uses DI to get in and take off that last little bit of health when things are close...
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Now now, play nice. And when he says he doesn't think/trying, it's not really a conscious decision. Probably a spur of the moment/almost reflex action. Like just deciding to attempt to jump out of a poke string/pressure. It's not something you've thought through thoroughly, or analyzed all the risk/reward stuff. You just kinda do it, maybe from experience, maybe from instinct. If you have swagger I have fury!
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Sol player gets a cookie for doing Slash style combos: FRC gunflame -> Bandit Bringer ooooooooooooh... Dizzy has no reversal, go for counterhits first until he's clearly selected blocking as his first option, then go for the clever cheeze. Couple of whiffed opportunities in the first vid, out of range dust, out of range 6P etc, stuff happens, oh well. Be careful with your bait setups, you might need to tighten up the timing for empty jump tricks :P As above, Dizzy still has no reversal, so outside of super and throw, everything else gets counterhit. Do stupid double jump/air dash tricks right on top of them, since this Dizzy player seems to looooooooove reversalling the throw. Also seems like Dizzy likes to jump back once he's under some heat. Oh, and do the Tao. 6HS, kill fish, Bandit bringer. He'll NEVER see it coming. Oh, after bandit bringer knockdown. Jump whiff j. HS, and you get thrown when you land. Needs a better follow up. Something to think about. Try to make sure you test the other play as much as possible. Whenever you score a knockdown, or something, make sure you're getting your fulls money worth out of it. Be careful of giving into pressure and going on autopilot, just doing some random guard string that the other guy can kinda tell that he just block it all, and you'll push yourself right out of range. Gotta make the other guy sweat bullets, watching each and every move you throw out, wondering which ones can lead into a throw, more pressure if he doesn't react properly instantly, or counterhit bait holes.
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http://www.transbuddha.com/mediaHolder.php?id=241 [Edit: Kore ga douda?! http://img416.imageshack.us/img416/29/11395986487626pr.gif ] Your wish is my command master. That enough hip movement for you? Millia player needs to use the Pin more. A lot more. Dizzy trying to antiair with st. S (???) = Pin bait. I bet the Millia player's win % is directly related to the number of pin throws. If I was there, I would've said, "Throw a pin!", Dizzy would get hit and die, and Millia would always win. Dizzy player likes to run away to full screen and launch a fish. Kinda obvious when you think about it, I bet you that's slide head bait right there. I bet you Dizzy player does either: a) run full screen and throw a fish, move in after b) pick off runins with cr. Dust or cr. A? Tail thing, whatever -> cr. D. c) random j. HS Dizzy still has absolutely craptacular antiair, she pretty much needs to get right up in the air with you too to challenge, her ground based ones kinda stink. Learn to get some air positioning on the other guy. Also be careful when killing fish. Or rather, not ignoring the fish, mashing bunch, getting bitten then combo'd.
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Orka, I can tell you right now, there's no way that Dizzy player would beat me Not unless I gave him seconds AND thirds. And I'm 100% sure I can perfect him. A good Dizzy wouldn't get perfected. But Nagai...? But, let's wait for the Dizzy player's response shall we?
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news flash, bc sux at #r and amerikkka pwns Just by watching those vids, I can cleeeearly tell that I would beat you guys if we actually played in real life!!!!!! [Edit: In case people need an "explanation"] The Dizzy player, sucks. There's no other nicer way of putting it. Clearly, this guy just chose Dizzy because of her sprite, he must be one of those Dizzy fanboys. I bet he even has one of those plastic models at home. I play Potemkin, and I bet you I'd perfect this scrub. I bet you he doesn't even know that you can run over slide head. I bet you I could also hit him with a couple billion hammerfalls, and kill him. I bet the Dizzy player owes people lots of money from LOSING all the time with money he borrowed from OTHER PEOPLE. Not only that, I bet you he's one of those pretty boy types in real life, I CHALLENGE this guy to STREET FIGHTER IV. IN THE PARKING LOT. I'm 6'0, 300 pounds, and I'm a HUGE burly Eastern European. I'm gonna tear this mamma's boy apart! He's gonna be stuck in our little dungeon, FOR THE REST OF HIS NATURAL LIFE. [Edit: now now, let's wait for Nagai's response, shall we? All will be revealed in good time...]