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Everything posted by toanenadiz
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Two straights matches won by guard breaking with gravity well. I should quit while I am ahead. I don't think I can do anything better tonight.
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How the hell did I end up in the corner near the end? I wish I had saved that replay so I could what I buttons I pressed. Edit: That is the weirdest Litchi I have seen. It is like he knows what he is doing but he just fails at doing it.
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60+ seconds of zoning destroyed in like 7 seconds. Fighting Tager is so much fun. It isn't a smart idea to give out your weaknesses and I didn't have a better idea so I just used the default one.
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Anyone wanna play for a bit?
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You could just join everyone on PSN.
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What about when a purple throw is your best option, not just a way to try to get free damage? Do you still hate it when people do it online?
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You can never DP too much. You have some of the best DP reads I have seen.
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He wants to be a cool Ragna. I asked him that myself.
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Hokuto no Jersey thread: Fist-pump of the North Shore
toanenadiz replied to bbq sauce's topic in East Coast
That was a good read. I should really go to the onehitcombo chat once in awhile. -
Nominate people for awards here:
toanenadiz replied to Henaki's topic in Site Feedback and Suggestions
Isn't that what the In Real Life award is for? Hosting tournaments offline for everyone to enjoy? -
Akira seemed liked a good player when I played him in Chaos's room last week. Although he did say fuck you to me but that was probably because I didn't have a mic.
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Did Mash do something wrong to not deserve 3rd place? Hello Tempest. Did you have fun?
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Your connection isn't decent against people in New York?
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That's Ama's PSN id?
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I don't really care one way or another. Just tell us when you make a decision.
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I generally don't think they are worth the extra effort for the most part but there are people who do. Hence why I never cared to make another combo thread. But it is probably time for an updated one for the people who care. That sounds great. I figure this is what I do subconsciously when I play anyway and it is better in the long run for people to make combos up on the fly rather than memorize them. Edit: I'll probably make the new combo thread sometime this week (this week being between today and next Friday). Just post your optimal combos in either this thread or the current combo thread.
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Incidentally, are the combos in the combo thread the optimal ones or not? If not, I should probably remake it with the ones I use and then you guys could tell me what is better than what I am doing.
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48 hits: 4464 damage without super 46 hits: 5421 damage with super I suck at doing a consistent amount of hits with 5C and 6C I also found out that you don't need to do the 4B as late as possible. You can just adjust when you do the 2nd crescent saber to compensate. And in hindsight, it would have been smart to get the heat values as well. Oh well. Why not just do it? If my horrible execution and I could pull it off, I doubt it would be tough for someone who does good Lambda combos to do.
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But I don't have a capture device...I was able to do it though without problems. TK crescent->RC->5C->6C->236D->214D~C->2DD(I backed away before doing the 2DD to let 214D~C have the maximum height)->6C->236C->4B(the 4B has to be pretty deep and hit almost right before they tech)->2DD->delay TK crescent->dashing 6DD->2DD->D spam Edit: Did you ever try doing dash 6DD Overheat? Normal 6DD won't work after the 2nd crescent. You have to dash for it to connect.
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Yea, that combo works.
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But that combo works Overheat...
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Countering Arakune's clouds in CT didn't make Haku cursed?
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Yes he did...It just didn't make a void. I remember Haku eating my Nu's entire 236236D with his stupid j2C. I tried to air throw him but apparently his sword was active during the entire cutting process... Edit: If you are going to check Moy, just have Haku attack Arakune's cloud and watch it disappear.
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For the first point, I am assuming you mean in a combo and not when making someone block it and it just has to deal with proration. In some combos, it isn't possible to do all the hits and have the later parts hit and since the later parts are more important, you want to cut it short. Again assuming you are talking about combos, I haven't really noticed a huge difference between cancelling 3C earlier unless you are going to be out of range if you continue hitting them. However, if you are going for knockdown, it matters of course. Someone else could probably come up with a perfect combo example but I can't since I generally just break my combos into pieces and stitch them together in matches and suck at remembering combos.
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If you see him sledge, jump. If he holds sledge, IAD back and jump again. If he releases it, you can pretty much j2DD->j214D him for free if you spaced right. If he doesn't do the follow-up, then it punishes it freely. If he does the follow-up, it'll eat the j2DD but then he would get CH by j214D once the projectile invincibility runs out. Of course, if you are in range of the follow-up then you should just block.