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Red Star

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Everything posted by Red Star

  1. Thanos with the Heart of the Universe should be the Marvel character that melts SK's mind. The way the development team balances him is by making him unselectable at the character screen. I really hope the character SK talked about is not some lame X-man character. One of the cosmic beings would be cool. Adam Warlock would also be cool or even Dr.Strange. Or maybe Captain Mar-vell.
  2. Tager could use something like Pot's 2S. It would be nice not to have to be right on their sprite to hit with 2B>2C. Sure Sledge B can put you into position to hit with it, but landing that move, or even not getting punished for doing it is very difficult, and it whiffed on some characters. Also, why does a combo after 3C do so little for Tager. Pot got decent damage off of Slidehead OTG combos. It wasn't insane damage, but it was good and setup another oki. It is not like 3C is amazing anyways, why not get some damage from it. I will be disappointed if they don't give him something in this patch, but not surprised.
  3. True, which makes me sad. I always thought his crazy juggling made him so flashy which was cool to me, except on when the receiving end of them. But he has dive kicks and a lot of solid moves. I wonder if his j.HK will juggle like Rufus, and if his standing HK will juggle. If he can combo into Ultra like Rufus he could be really solid. That being said SSF4 is a whole different ball game, and so far all the SF3 characters haven't been that amazing. It would be nice to see a SF3 character retain some of the badass abilities they had in SF3. I'm just happy to see some more rush down characters in the game.
  4. Sean is from Brazil. And his parents are from Japan. Just because he plays basketball doesn't make him black. That being said, I agree that Dan already fills the semi-shoto slot. I want to see Birdie. I don't think that would please the fans, but at least it would be something different. Not really a Karin or Elena fan. Nor do I think most people asking for R.Mika will even play her. But maybe they will. Rolento would be cool.
  5. I thought about Urien, and I like the character, but I would bet he would suck. He can't store 2 supers. That alone would be a problem. I don't see them allowing Aegis Reflector to be the same in SSf4, and even if it was it probably wouldn't help him. He is pretty slow moving in 3S. His pokes were nothing amazing. His projectile isn't that great. He has some amazing combos which probably would either not work in SSF4 or do garbage damage. I like Urien but I hope he isn't in the game, since I doubt he would be all that good. Yun and Yang seem like solid choices from 3S. They have dive kicks at least. I just wonder how their supers will be in SSF4 and if they will have combos anything like 3S.
  6. Potemkin's Busta by far. Playing against friends in GGAC and doing PB>FRC into 2s>2HSxxHeavenly Potemkin Busta. When you are losing and you do something like that, just feels good. PB>FRC in general just felt good. Lots of time spent trying to be able to do it in game. When you actually get it off the damage just makes it feel so good. His voice just added to the intensity of the move. The stored ochio E.Honda has in HD Remix is so amazing. Jumping HK into something like Jab>HHS>Ochio is ridiculous. I'm not saying it was the right thing to do with a command throw, but it is so beast.
  7. Congrats on the win. Good luck in the block finals.
  8. Shounen's Testament was in the team that won SBO '09. At least I am pretty sure he was.
  9. Under cancelling shouldn't 6A have jump?
  10. Pot and Slayer if we are talking about easy characters to win with for new players. For slayer combo 236D into 236D, anyone should be able to do that. And do the whole j.k, j.2k, j.k, d.j.k, j.2k.j.d. A lot of his tricks and frc's are tough for someone new, but if they can't mash 2.HS into 236D then well, maybe GG isn't for them. Potemkin's combos are short and do a lot of damage. Pretty easy to get what you should be doing and the basic combos shouldn't be to hard to learn. New players seem to like to jump around a lot, so there is no reason not to hit them with a heavenly(although new players should be able to combo into heavenly pretty easy). Naturally you will lose with both against good players, but that is how it should be. For the love of god don't choose Chipp. He is hard to get into since he dies easily and has a lot of tricks to learn. I had a hell of a time trying to jump install teleport in combos, and using j.2k barrier cancel stuff. Other people may find it easy, but I felt he was the worse choice to start off with for getting into GG.
  11. If you are getting a purple throw then you are doing it too fast. Just practice the timing. Basically you need to wait until he is done dragging them in. They will see it coming if you keep doing it, so don't do it every time you use it. You can do a lot of different moves out of 6a and it can be jump canceled so just keep them guessing, but you will always run the risk of them guessing that you are going to go for a 360, just part of the game.
  12. When holding an event at an apartment. Ask people to notify you if they are coming, for a head count. Even in a big apartment, things can get packed quick. Though if you have enough competition around you to fill out an apartment with people then you should be happy. When having an event, it is not a bad idea to have drinks and snacks there. You can sell them if you don't have much money to where you can't offer drinks and chips for free. Have a break in the tournament if it runs through lunch, and tell people where they can obtain food near the event.
  13. I not disagreeing with the whole muscle memory is the way to go, but I find Pot's FRC's are nice to use visuals with. PB and throw's FRC both take awhile and I just find the animation to clue in where to FRC. There is still definitely a lot of muscle memory needed, but PB takes so damn long, I don't know if I could don't it without at least visual cues. That isn't the norm, at least for me. Most stuff you will just need to have down to muscle memory, just some of Pot's FRCs are really delayed, and I just think it is easier using visual cues for them. But yea, just practice the same FRC over and over for as long as you have time to. Eventually it will become natural to do.
  14. Agreed. I got to see some of the stream. I was wondering who the Potemkin players were. I saw one Potemkin do the Aegis loop and some solid play, and another who would Aegis on wake up, or any time he had the meter for it. I believe a Ky player was playing at the time, and it was before the I-no player. Sorry if that is a poor description, I was just wondering. I believe an announcer called one Potemkin the random number generator. Keep doing the streams. Watching it makes me want to keep playing GG, even if there isn't many GG players around here. I would love to watch more.
  15. Didn't MikeZ say "If you throw someone out of guard break stun, it is always a purple throw, even 360s/720s."
  16. Backdash 720 on a playstation D-Pad is extremely easy. I would argue easier than an arcade stick since you can roll the 360s pretty damn fast. If people are having problems with the PS d-pad then they should try positioning their thumbs different. For buffering a 720 off of backdash on a stick. I think it is easiest whichever way you are comfortable doing it. If you find clockwise the easiest/most consistent way then just backdash and buffer it, regardless of which way you backdash. You may find it easier starting whichever way you are holding it, but you should have enough time to say move the stick from 6 position to the 4 position to start the 720. I find counter clockwise easier too, but go with whatever you find easiest. For safely buffering on wake up, just hit the button to get up and then 720. You have enough time when you are getting up to do the buffer and it will prevent you from accidentally rolling.
  17. I see Galileo use C>6A>jump and either use j.b or j.c. then use something like A>B>C>6A. I use the pressure string, but sparingly because the moves are still slow and I am worried about IB. I also use 2A>2BxxA sledge, I am not sure how safe that really is either. I try to use A>B into 720 after using A>B>C pressure string enough, 720 is delayed til after they are out of hit stun. What if any pressure string is good to try to mix in 360s(a or b) if any? I really never seem to be able to mix in 360s in pressure stings because I need to wait til they are out of hitstun and usually they are jumping by then.
  18. I have been hating most parts of this match lately. I either guard too much and don't deal damage or I get stuck going for risky stuff trying to trap the Arakune. Watching the 6C loop eat so much of my life puts me back into guarding a lot. Only time I seem to win is if the Arakune screws up big and eats the 720 or something. Is there any big things to look for other than the stuff mentioned earlier in the thread? I don't want to miss any opportunity to punish a screw up.
  19. What is a good way to deal with Taos that stay on the other side of the screen for most of the match? They will get a hit or so off, then wait on the other side for me to come get them. I can't seem to catch up to Tao, nor have I had much luck in the air. What should I be using in the air against Tao? All I have done is block in air and I have wondered if there is something better to be doing. Sorry for the questions, but I can never seem to get to the Tao to even try anything. I am not that well experienced at the match so I am hoping better Tager players can help out.
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