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Everything posted by Blade
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Can someone please explain the mechanics and rules behind assists? I'm seeing weird stuff like Zero calling assists during Sentsuizan (j.236M) in the air and I wanna try it. Actually, scrub that, can anyone help me come up with some assist combos for my teams? Recently I went back to using Strider*/Zero/Vergil after seeing some advanced OTG assist combos between Strider and Vergil in a Japan tournament video (the team was Strider*/Vergil/Magneto IIRC). I recently discovered Zero's Shippuga Assist can compensate and allow Strider to use Gram and Murakumo during ground combos, so he can do: *Shippuuga Assist*LMH6H *assist hits* H Gram > any bnb air combo. And then there's this complicated one I discovered with Vergil: close to corner 214H (Birdbbomb) *Rapid Slash Assist* *if assist hits and bomb hits* H Gram > any bnb air combo. Alternately Birdbomb lets you do Wall cling setups in some cases. Also trying a new team: Firebrand*/Shuma Gorath/Nemesis
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If only my life were as cool as that trailer. :/
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On a related note, I'm not all that hyped for Moku-Pac-Man. I own Pac-Man Championship Edition DX and that's probably more satisfying than....that.
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I see...I'm really lacking in Flight Cancel combos, even for Nova. It's strange because in Strider's case, j.S sometimes causes knockdown and sometimes doesn't, depending on if he uses Excalibur or not. But I guess sjc is the main reason.
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And people made fun of me for liking "Megaman Zero" as opposed to Zero from MMX...how sad.
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Daisuke is hardcore among hardcore...he imports American titles...that's awesome!
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Damn, this is why I hate looking up movelists cuz I never remember the names of certain moves and my advice comes out wrong. What I meant before about H 2L H being a semi-loop relates more to her Astral Vision move (22+AtkAtk), which combos into Darkness Illusion. So basically if you have Astral Vision active and do the combo I suggested (assuming you have the meter), it should work (50 hits or something). The combo is much faster/tighter during X-Factor, so you could get away with messing with people's guard timing and get free hits in that normally don't combo. As for j.S loops, I'm not sure how situational they are, but keep in mind j.S under normal circumstances causes knockdown.
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Like I said earlier, 5H 2L (2 hits) 5H is a semi-loop. You really don't need anything else other than that, so you can do stuff like: Airdash j.S 2L H 2L H S j.MMH j.623M 214+AtkAtk, you can do more hits in the loop during X-Factor and Darkness Illusion. Ironically, the A.I. finds this loop impossible to block unless auto-block (Servebot) is enabled. The real problem, IMO, is having her get inside to do the combo, she needs assists for that, and Soul Pressure.
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I still don't get why they call Zero's combo "lightning loop" I've only been able to do Raikousen once per combo. :/
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If they do another Guest character in Soul Calibur VII, IMO just once I think they should do Cloud Strife and Sephiroth. Because c'mon...it's 7. That and Cloud's fighting style isn't anything like Sigfried's if you consider what he could do in Dissidia. And Sephiroth would probably be a mix of Amy and Mitsurugi with those rapid-fire lunges of his.
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...Well, in the end, I prefer women with big boobs in this game anyway. Actually, I'm hoping I can make a Female Nightmare this time around.
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I dunno if I said this here, but I got lucky and got two Watcher Cards now...can someone suggest a good 3rd card for that deck? Currently I'm running with Cyclops*/Watcher/Watcher deck, but that may change if I'm dealing with something more troublesome. Also if I feel like Soloing with Strider, I do MultipleMan*/Watcher/Watcher or something.
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I've been nailing lots of air throws lately too...I'm just not all that familiar with Strider's air throw combo game though. I usually do something like air throw *bomb* air combo or something, timing on OTG stuff is hard online. Midscreen it's kinda hard to do Wall-Cling LMH j.623H after 214214S, due to how far from the sides of the screen I am usually. Also I do wall cling (236S > H or sometimes after wall cling LLMH) during Ouroboros sometimes to cut on the downtime between shots that I get during M teleport.
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It's because they jump I can't wavedash and hit them, I have to follow them up to keep on the pressure. Though I suppose Vajira is a good answer for that, it's the jumping AND pushblocking that hurts my Ouroboros game.
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That made me lol Hey guys, can you give me some advice? If I do Ouroboros, what do I do when someone Jump-blocks or just jumps? or Push-blocks all day even if I try to cross them up? I try to do air combos but things get sloppy and mashy at that point. Actually to be honest, aside from using it for Oki, I don't know how to use it mid-combo. I've been trying to use 421L more instead of 421M or H because it makes them think I'm warping behind them when I'm not.
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Haha, I'm sooo not good at making teams. I thought about using Chun-Li but...she's too loose for me...too many combos and I lose control of her easily. I tried Jill but she's a bit hard to use as well. Maybe She-Hulk??? (is trying to maintain Team Boobs). Actually I might swap Phoenix for Trish if that's the case...though I'm not good with Trish.
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Well I've been training for a long time with Zero today, managed the j.2H falling H air combo part, but I have no idea about standing 2M, I just use 5M S relaunch...but if manage to do Buster into Raikousen, after S (2nd relaunch), I can't get back up fast enough to use j.S to use Rekkouha. Also the timing/spacing for Rekkouha/Swords DHC is weird...sometimes the swords catch, sometimes they cause a high float. Also not used to super-jumping with Vergil into j.MHS 2H M Trick 2H...my thumbs are clumsy yet. I can do Swords (charge for Roundtrip) now though. What's the optimal positioning for Round Trip and Swords anyway? Swords seem to make a character float higher so I have to use j.H j.2H to follow them, unless I'm too slow yet. Actually, it'd help if I knew how many hits that Vergil combo you gave me did, Vulcan. Haven't tried Hsien-Ko combos yet though. Aside from Henkyou-ki as a rush-down tool, what strats does she use to land hits?
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What statement? That because a character falls into a "category type" they fall into a tier as a theme for each iteration of a game?
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I don't usually switch to swords DHC after Rekkouha, I use Vergil's other one because of the Air Untechable aspect that lets me DHC it to Strider's Legion or Ragnarok. (Also Rekkouha has a height-dependent issue if you don't cancel it fast enough). ...Um...one thing I am confused about...Zero was damn fast in those combos and was doing what looked like a "falling j.2H"...what's the timing for that? I tried it a few times and I can only seem to land it in the corner, not midscreen like he was doing. I'm *really* bad at taking notes during Youtube combo videos. :/
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Then someone please tell the guys running SRK they need better code to run the forum. At least THIS forum runs smoothly. Theirs chugs like slow-motion...their advertising is even worse.
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Okay..."more balanced than anything Capcom has done recently".
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Honestly, I'm losing confidence in Capcom to deliver balance to these kinds of games. Even stuff like being able to customize character's abilities and stats based on your style is basically Heroes and Heralds all over again, and you can expect broken mess from that with people too scared to try fun or interesting stuff in favor of extremely long win records. Maybe it's just me...maybe it's because I came from Guilty Gear and BlazBlue and Samurai Showdown that I find those games more balanced than anything Capcom has ever produced....
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So do we even GET Kilik with a stick at all?
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*is also sick of fighting Wesker and Doom whores*