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Rabbit360

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    Canada
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    fpsRabbit360
  1. @Nonov2 Just thought to mention that far standing S and K have really good reach, so if you find you're not using them at all in neutral it's worth adding them to your game. Seems obvious but I noticed this in my own play. Also as an anti-air, cr.HS xx cr.D is pretty great and usually sets up at least one rep of dash S > cr.HS > H-VD. The cr.HS doesn't cancel on whiff though. Is this a safe jump? Seems useful. I wonder if you can buffer OHK into the whiff j.S, SF4 style. probably not. Some cool extended combos off wallsplat RRC that I hadn't seen before. I see the mixup now off cornered 6H > P summon. 6H > P summon: - forward jump > ]P[ > low airdash forward - forward jump > ]P[ > land for a low - run up 6K > ]P[ > 6P - just theoretically you could dash up > ]P[ > cr.P tick into OHK Pretty cool since I already implement the setup into my game, I just wasn't using it right.
  2. Off a knockdown I basically do one of these things a) some sort of summon ( beachball YRC > P summon ) b) try to time an ambiguous j.2H, then on hit/block i do 2D HS-dolphin. c) late dash in for 2K > 2S > 2D > HS dolphin d) 6H on their wakeup into P summon. If i have a p summon out on their wakeup, i usually 6K > release P summon (this gets me on him)> fly at them on the dolphins back > 66 > j.K > j.HS > land > st.P > 2D > P summon again. if i have to run over to them I will sometimes do 6H xx P summon > release. edit: this part wasn't right. i will either release P right away if i think they're gonna move or try to get on the dolphin's back with 6K > P release > 66 > etc. I do some other things like dash in OHK randomly, but if you consider the above... I don't really have any mixups here. Compared to say venom with his ... 2D(2) > K ball, dash j.k, which sets up both a high/low and potential crossup.
  3. I feel like my high/low/throw game is weak with May and once my opponent realizes this they just block everything. Can someone tell me a few of May's key mixups?
  4. FightinRabbit on PSN. Ontario, Canada. I'm not exactly new, I can hold my own with several characters but I lose pretty bad against people who have their setplay down. I don't like lobbies and I don't use a mic. I prefer to do longer sets against a single person when we seem evenly matched. Add me and we can do some sessions somehow, if the game will allow it.
  5. Right after the match ends, if your cursor is on your "waiting area" tile you can just hit A "twice" and you will be able to avoid auto-spectating then jump back in line once they start.
  6. That annoying moment where you are trying to leave and the next match starts too fast.
  7. I guess it makes sense to assume they were running the JP version. Did you patch to 1.02 already? I just downloaded the patch now for NA.
  8. Are you using different versions than each other? Ex. you are using NA and he is using JP?
  9. wrong thread for graphical comparisons. http://www.dustloop.com/forums/index.php?/topic/10005-ps3-vs-ps4-ggxrd-graphicssound-quality-comparison/
  10. I like the leo patch theory for this, it seems likely. I would hold off if you are thinking of getting a second copy of the game just to fix your netplay. Much respect to the guy who did buy a second copy of the game
  11. It could be that crossplay between different versions, or only between specific versions are the cause of this 12f issue. I still haven't run into it (ps3 - US ver.)
  12. PS3 ain't so bad. it works better with widescreen HDTV's than the ps2 version. The netplay is better too, even with the ongoing issues people are having.
  13. Do you have the US version?
  14. Are those of you having these synchronization difficulties playing in your own hosted lobby, or some other 3rd party's lobby?
  15. Just to reiterate my online experience in the correct thread. If crossplay is a factor in poor connections then it is not consistent, since I had some good 2-4f matches last night vs someone on ps4. I also had my share of 2f that became 8f unplayable once the match started.
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