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Posts
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Location
Germany
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PSN
seyu1
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it also looks like its an overhead, but in the vid he hits may just before the coin lands. so is there any info on it actually beeing one?
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I would be fine with it workung as good as BB. Games werent always without lag, but at least the primers were almost always accurate. ... Sometimes i wish i was still interested in BB to bridge the time till GG comes out.
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Sounds reasonable to make a list to compare, but I find it really hard to believe that you had one of the worst experiences with SSF4. I live in europe and I was able to play almost lagless matches with americans and even japanese people. From my experience, even 2 Bars guarantee a decent match. I bet there is lag, but I sure hardly notice it and in comparison it was far more apparent in MvC3 to me. It would be good to know the circumstances you tested it under. Not to defend SSF4, but about the only thing I like about it is the netcode. Also: I have AC+ on PSP and a ps3 for ad-Hoc party. So do you think there is a chance to get a decent match out of it, with like very close people? And lastly: What would everyone think of adjustments to the game to fit it to online play? Like widening the window to dodge throws, performing FRCs or changing some hitboxes or move speeds to make some combos less tight? It would probably alter the gameplay at least a little, but could make a difference to ease the frustration for some players.
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xiaoyu?
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Has anybody watched the short gameplay scene? To me it looked incredibly slow... Also cole is unbelievably boring as an exclusive character(who wants those anyway?)
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I just accidently bypassed jins hyojin (632146C) with 3C. It seems like it really has some invul frames, or hyojin has a very weird hitbox.
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Thatas an awesome idea. For me its definetely easier than separating the 66 and 2C inputs completely. Thanks a lot Kimchi:D Gotta love the makoto forums!
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I got another question: Ive just recently started to play on the ps3 again and got some problems with the 5D>66>2C>etc part of corner combos. If i dont seperate the 66 and 2C absolutely clear, instead of 2C, 3C comes out. Up to a few days ago i practiced on the psp and could do pretty much any shenanigan without much difficulty, but even after readjusting to the ps3 controls i mess up sometimes. So how do you guys input this? Can i somehow avoid the stupid 3C or do i have to get used to almost break my fingers over this?
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alright thanks. Does anyone know how high her hitbox extends after the first spin? Is it already in say bang 5A range for example?
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did you test it with the first spin of 3C only?
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alright thanks for the answer:) What combo would you suggest then to get the most out of 2 charges?
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Got a question: I usually do this combo for one charge: 5BB>5CC>623C>j236D>214C>6CC>sj>jC>jCC>236A>214C is like 3.4-3.5 K Now i want to maximise the damage with a second charge and thought 214D would be good. if i just stuff it in after the 6C it does roughly 4K wich isnt bad, but not very awesome either. So i tried: 5BB>5CC>623C>j236D>214C>6C>214D>2CC>IAD>jCC>etc. but i allways fail the IAD part. Im not to reliable yet with the IAD par though, so i wanted to ask if its possible, or if its just my execution.
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do you mean only the breakshot hit or orb and break shot? breakshot only combos into a lot of stuff, most importantly 2D and 5D( in the corner). whole comet cannon combos into all of the above including 2C witrhout counterhit. You can carry them to the corner if you hit with any part of the orb into the D followup and proceed with your combo as usual. you cannot use CC again though, because auf same move proration. A okay substitute would be 2C into 214A~D>ender.
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or do the cheap version and just catch them with the ball after 2D(and do the jD stuff before). Its so much more consistent for me:3
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Okay i know its not going to help if i answer someone whos that childish about this stuff, but it may help others, too. The standart combo i do is: 2A>5B>5CC>6BC>5D>66>2C>214B~D>66>2C>2D>jD>66>236A~D>214A~D>5B>6A>sj>jCB>dj>jCB>623C~D this one goes for 3784 or a little more complicated (214B~B>dj>jD and 2D are interchangable in this combo): 2A>5CC>5D>66>2C>214B~D>66>2C>214B~B>dj>jD>66>2C>2D>236A~D>214A~D>5CC>sj>jCB>dj>jCB>623C~D this one does 3816 i usually do 214B~B>dj>jD first because i find it easier to catch them with 236A after 2D than to 2366A after 214B~B>jD, but thats just me. in the end its not really worth it imo, so i usually do the easier combo into oki.