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Hmm after watching some Hase matches, I think we can draw out his flowchart based on hit/block, meter and character. Mostly it looks like: c.S -> hit on crouching = sx4, 2k, 2d -> hit on standing = sx3, 2d -> hit on standing with 100% tention = sx2, j.d, 214214s helter skelter -> blocked = airdash into another crossup -> hit on crouching no meter = j.hk, 2k, 2d -> hit on crouch with 50%+ = j.hk, 2k, mappa rc -> 214kk -> and mixes up dust in corner into: 214ks, s, 6h -> etc, etc. Might be worth expanding the above based on situation and writing out the damages and character specific variations on it. I'll try to do more testing this weekend but looks like it won't be too bad to start a wireframe I really like his YRC into airthrows on reaction also. random tip - most players burst after c.s x 2. if you are bored try going for airthrows
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1. right, talking about 2s->2d not comboing or relaunch combos in a combo thread means i don't realize this is a combo thread . since when does 100% of the post have to be about combos? 2. if i have a question, i will ask a question. are comments not allowed? i thought forums are a place of discussion, not yahoo answers. i don't understand why your tone is so negative.
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After spending few hours on a laggy TV on pad, this iteration of Slayer seems super mad shit compared to the previous versions. 6k followups suck 2s -> 2d doesn't combo at max distance??? wtf pile bunker? 2h is useless? mappa feint?? Meter gaining seems to be a lot faster in this game than before, and Slayer doesn't seem to benefit from YRCs as much as other characters... I'm getting my stick returned this weekend so I'll spend more time in the lab but overall everything seems to be shittier. poking, distance-closing, damage, linking, combos, mixups, etc. Seems like nobody is doing any relaunch combos so assuming it's taken out of the game also.
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i like to bite. any guarenteed bite combos at lvl2+ stun recovery?
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i've played ~30 games with ragna now. he seems like ryu in any sf game. very balanced but nothing special.... no real specialities but no real weaknesses either. need to learn his dp prorities/properties a little more and his gatling chain diagram is pretty helpful. having a few lows and an overhead as well as dash-cancellable moves makes him a pretty aggressive character. fun fun~
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bite does more damage than regular throw plus leads to knockdown. what's so bad about that? and you get life back which actually helps out a lot in clutch situations. just don't be so blantently obvious like i am when you bite and you'll be fine.
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i do play a lot of 3s and i play ken so i gotta hit-confirm all the time. it's the motion that fucks me up, not that i can't react to it. i just like complaining about my lack of practice and shitty execution but it's cause i rarely have time :(. i'm well known for not being able to do combos but it's ok. one of these days, i'll practice as much as i masturbate and i'll be envious of all japanese. heehehhe anyways, i use random kicks at max distance when i have 50% tension so i can both practice the motions and to get my reaction time up to par. so i can't do more kicks to give me time, but again, it's not the time that i need. i like biting. biting makes me happy. bite bite bite. i just hate having my bite startup, but get thrown. i like jumping over someone, airdashing back towards them and do j.s the other way.
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i can't dot on reaction to s.k. god damnit.
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it just shows that you are a good player, just like how it shows niga's a good player for landing those combos consistently. i'm obviously not a great, nor a good player, and i can't afford to miss combos when opportunities arise and i just go for safe ones. again, i strive for damage too. i just suck at it is all. ahahhahaha. :)
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god damn that niga so good at avoiding bursts. anyways, 2/3 point analogy was only used because it's a real life example of potential vs consistency. the concept still works. you can attempt to get 50 *more* points by doing the harder version of a combo... in the end, you can either consistently get (for example) 150 points of damage and a knockdown, or you can sometimes get 200 points of damage and a knockdown or 100 points of damage and opponent escapes. obviously that's a much higher discrepancy, and that is why hitting your combos are so important. as people have said, practice makes perfect and even 'hard' combos aren't THAT hard (or so they say.... but even slayer's bnb is technically hard when you look at grand scheme of things) so doing harder combos will definitely reward you. i don't even know why the debate is going on here, or why i'm in it... hahaha... it's all a matter of personal preference anyways. slow and steady or flossy flossy wins the race? i know for sure which is more fun to watch/to be/to strive for as a player... i just don't know which is better suited to win is all.
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that's like saying you should only go for 3 point shots in basket ball and 2 point conversions in football because that's what is most difficult and do maximum damage. there are things that are statistically against your favor to do them over and over again. you can practice shooting 3's all day and achieve 50% success rate. you can also practice someshit like turnaround jumper from 10 feet with 80% success rate. if you shot 10 times, you'd score 15 points from 3's, and 16 points with 2's. you might feel like milking the most out of your opportunities each time might be worth it, but in the long run, you'll just end up dropping more combos then not (no matter how many times you practice it) and lose when you shouldn't. in the end, there is nothing flashier than winning... there just happens to be someone who wins while taking chances but doesn't mean that's what it takes to win nor that's what everyone should do. i totally understand if it was physically possible to practice enough so that you could do these difficult crazy maximum damage combos and perform them at will. hell, if you can make 3's the same % as layups, why the hell would you not right? i get that. but.. we are all human and the saying 'better safe than sorry' didn't come along for no reason. still, i wanna be like that niga slayer no doubt.
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no. while we were testing, you said "hey do that slam shit" so i performed both slash shit then slam shit, and straight up slam shit and asked you which one. you told me to do the slam shit, so i did it while you mistimed your 2p 53 times in a row until you witnessed the CH slide. it's not my fault you don't even know slayer's movelist. FYI, i usually only do slash into slam shit while don likes doing slam shit straight up as oki hey, buy your AC already and come over.
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fucking dumbass rom, i told you already. if you go straight into the slam shit, it slides on CH. (dandy -> HS) if you go into the slam shit by doing slash first, it bounces on CH. (dandy -> S, HS)
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who's ragebot? i bite too much, i can't anti-air with 5P, and i can't do combos that involve hs (air or ground).