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About WintySoSolo
- Birthday 02/17/1991
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@wintydunno
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Location
Norcal
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defunct
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Flappy-flap
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[November 18, 2016] United Norcal Dogfight (GGXRDR/BBCF/UNIEL) - Belmont, CA
WintySoSolo replied to Dakanya's topic in Locals
i tried to join that fb group months ago and I'm still pending. -
[November 18, 2016] United Norcal Dogfight (GGXRDR/BBCF/UNIEL) - Belmont, CA
WintySoSolo replied to Dakanya's topic in Locals
new location is hella good for me, I might just try and show up. Do anyone want to play ACCELERATION OF SUGURI X EDITION -
they were only added in this version.
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jC safejump after 623B. There's a document somewhere of all the stuff it beat in 1.0, should still apply to most things. Mostly loses to counters and invulnerable grabs iirc.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
WintySoSolo replied to Chumaralupa's topic in West Coast
https://twitter.com/Wintydunno/status/623643369399558144 I'm an idiot who didn't ask for names lol. If you're here, I was the Bullet player. Just wanted to thank you for the fun matches and discussion! -
[CF] Bullet Loketest Changes and Discussion
WintySoSolo replied to RurouniLoneWolf's topic in Bullet
I was going to type my thoughts on stuff but let's just put forward the questions instead: What is 5Cs frame advantage? Does jD change mean that fuzzy is dead? H2 snap engage can't be reached with 3C, does that mean no combo outside back to corner situations? Does command grab engage allow combo? They are out of 6A range but can you dash 5B or does it just give oki? Where does it leave them if you don't use an engage? as always it's hard to get overly excited about a game I won't be able to play for around a year(guessing at release cycle) but these are interesting changes. Some good, some questionable. -
oh i guess I'm just grabbing people who aren't actually in counterhit state then. i'm dum
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things I'd want changed about bullet: 6B hits OTG again meterless command grab OR serpentine assault not being a 720 rage aggressor gives 1 heat level capture frame 1 projectile immunity Snaphance given CH properties that allow a midscreen followup combo without heat
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good bullet matchups: none even bullet matchups: people I can abuse both 3C and capture against bad bullet matchups: people I can abuse 3C or capture against horrible bullet matchups: people I can't abuse either against
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I've taken to anti-airing her with 5A rather than 6B whenever I can. Watch out for trying 4A, if she crossed up you'll get 6A and be sad. Played a bunch of this matchup. Some notes: jC jumpin kind of weak against her since she can cross under with 2B or whatever slide normal is. if she does CA as you do 6C, you'll both whiff and you get a punish. This is because her CA is a low. She can super out of blockstrings. 623B beats it if they are mashing. 5C 2C 623B will allow her to super and then beat it due to how slow 623B is. You can't 3C her 6C. 3C seems pretty bad in this matchup as a callout, she'll rarely do things that you can roll under.
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you can connect 6C off of CH 3C on people with fat OTG hitboxes(tested tager and rachel, might be others. Doesn't work normally) not overly useful but I was just messing around with some tager-only combos for cmv shit and found that.
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2C RC 5C 3C capture for corner carry. also astrals.
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idk why they gave her any "nerfs" (6B not picking up OTG, CH jC no longer bouncing, 2C) but she got a lot better with her new combo options. weakest character...I don't know much about the cast as a whole to say anything there. I've played against like, 9-10 characters total in extend since I don't jump into random netplay. It wouldn't surprise me if she ended up being the wost, because she's still extremely flawed and not a good character, but even if she is the worst I don't think she's anywhere near as comparatively weak as she was in the last two versions.
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all this CH stuff is real good. Have we optimized 'normal' combos yet? someone asked me what route got highest damage from H2 5B midscreen and I actually went to check since I had only done H1 stuff. 5D~D route gives corner carry but seems to be a fair amount less damage than 5D 623C 623D route...unless I'm doing something wrong? 5B 5C 5[D] 623C 623D 6A 236[A] 3C 5D 623B video was the highest I got meterless while messing around.
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from aerial 6B hit, if you hit them with 6B high enough when doing superjump (jB) jC jD, you can cross under while doing jD. This is useful if you are facing a corner since you can cross into the corner and then from jD do 623C 66 6C jD 623B https://www.youtube.com/watch?v=SpvDyMsrn-8 an example from what I saw in my hour or two of experimenting, jD capture into second heat often drops. This may work in situations where that doesn't, if you can get the spacing to swap sides. the sideswap existed before but with the changes it's really useful now because you get this out of it.