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FlyingVe

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Everything posted by FlyingVe

  1. If you need any help let me know. I've got a capture card, so I can make the video's to go with anything if you want it.
  2. We also get forward movement on the hammer. I've seen this put to good use in the zoner matchups. Once in a while you can get them to misjudge their spacing. Like I've said may times, Tager has options in places he didn't used to (he still sucks though).
  3. 632146C = shotgun, hype super, damage super 632146D = Gallic Gun
  4. Most connections aren't good enough for youtube to "choose" HD, even if you can do it fine. Mine is this way, though once in a blue moon, it will determine that 720 is appropriate.
  5. I made a poor choice of words. Instead of "lame", I should have been saying "safe". Like the other high tiers in this game (save maybe makoto), hazama has the tools to minimize the risk in his gameplan without sacrificing other parts of his game.
  6. True, but buppa doesn't really rush people down. He just confirms the chains into Hazama's strong oki game. Hazama doesn't really look as lame as say... lambda... but he is.
  7. Hazama, played well, is very lame. He is a zoning character in case you didn't notice. If you want Hazama advice, ask in the Hazama boards.
  8. Stronger on the PSP? I get that the version isn't arcade perfect, but are they saying there's that much of a difference? Usually that just indicates super subtle stuff.
  9. You could also AC(wiff) and then time a jB such that it will safe jump most reversals and catch both types of tech-roll. I learned that one from Chance-Wizard.
  10. really , it looked about the same to me. Ah well, like you said, we'll see when translations are done.
  11. Just a though, but because of how the PSP version has zoomed in backgrounds. Could it just be an optical illusion?
  12. I believe run speed is: Top: Noel, Tsubaki Second: Mu, Lambda
  13. [Gold Burst]x35>5B>5C (15,000 dmg, 5 heat)?
  14. Parry>Gold Burst>Gold Burst>???>Profit!
  15. 2 Gold Bursts happened?
  16. If I were to describe the matchup in a nutshell: 1)Know sledge's range 2)Watch the spark meter 3)(fullscreen) 6D>4D>214D
  17. You can jump cancel your steins so you'll never get sledged. The thread says you can zone him with impunity, and Mu's zoning consists of more than just lasers.
  18. Of course if you just stop at 6C>5D you can do Arginor's nigh bulletproof setup ~>6C>5D-214D-2B.
  19. I hear he couldn't get enough.
  20. Don't forget our great backdash, it'll get you out of alot, especially against Ragna and Tager.
  21. They're separate skills. One doesn't learn to IB>DP, they learn to IB, and they learn to DP.
  22. It's important for every character, but less important in CS2. Because of the IB nerf, not every blockstring can be IB>DP'd anymore. Still, I don't see that as a specific skill. IBing is one skill, and recognizing when to gamble (or not gamble) a DP is another. IB>DP is simply where the 2 meet.
  23. Depends on what kind of combo vid you want. If you want it to be practical, then you could probably start pretty soon, but if you want it to be flashy, you should wait until you or others find some truly impractical shiz. I was planning on doing small vids on techniques like I started to do in CS1, set-ups, OS's, maybe other things.
  24. It's a buff to be sure, but now that Mag depletes at a variable rate, it makes me want some kind of Mag gauge more than ever. It's harder to 'feel' how long you Mag lasts now that the depletion rate is variable. I'm sure we've all had combo's go south because Mag ran out mid-combo.
  25. This. Alot of players either don't know how, or refuse to play the Tager matchup well. Oft times, you just play super lame. Not saying this had anything to do with the SBO and Jan, but many players don't really adapt to different matchups well.
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