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Everything posted by Moy_X7
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I use the "monkey grip" to hold my stick and it's what I find the most comfortable. I just need to grind the IAD motions. Still, nothing beats playing on the good ol' pad and I'll only be using my stick when playing Yukiko in P4A lol. @Star - Tonight... you
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That's what happens when you play Capcom games instead of ASW games lol
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Nnnnngh... hate... playing... on... stick... so... much... The things I gotta do in order to play Yukiko. Also, why can I do IAD backwards but can't do IAD forwards properly on stick? lol
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WTF did I just watch? BEGONE, YOU XBL FIEND
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Shut up Zeth, XBL > PSN Oh lol, L4D2 is more fun than I remember > Joins random lobby > The team members are called Batman, The Flash, and Aquaman > Aqua Man brings the team down at every chance he gets > Stupid Justice League jokes and puns > Win
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Pfff, I'm gonna go ahead and play L4D2 because I feel like playing a brain dead game. You haven't seen rage and salt until you play that game lol.
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lol, you guys are fun.
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lol Ethereal, y so sirius?
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Well that's a relief.
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So is Mitsuru's DP AUB as well? lol
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They're as important as they would be in any other game. Sure you have to bait the wake-up DPs from time to time but that's a very risky thing for the opponent to do all the time. When they're not mashing DP, then they're mashing wake-up jab/throw and that's where meaties come into play. Once you condition the opponent into not mashing jabs or DPs, then that's when you can do the slower mix-up. Well I'm playing Yukiko and her oki works as both a meaty and/or a DP bait and punish when spaced correctly lol. So Yu's DP is AUB, huh? Well, there goes trying to bait it through JCs
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lol, sneaky little reverse trap won't let me have it my way. Oh well, at least Maragi goes under the bullets lol.
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It's because I spam 2D on you.
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I can't wait until we get the frame data so that we can know which moves are best used during combos and which ones to avoid. Oh well, trial and error it is until we get access to said data.
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It should work wonders against Naoto since she has quite a bit of recovery after firing her bullets. Other than that, I don't see that many practical uses to it. It's kinda like Platinum's 236A; there's only a handful of attacks that you can dodge with that and still be in a favorable position after recovery.
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lol, I wanna use Dia on reaction to a random Yu beam super.
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Yeah, I've seen Yukikos hold that thing for a pretty long period of time.
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Nah, the only animation she has to commit to is the fire ball setup. The release doesn't have an animation to it. Her fireball will fail to release if you get hit. Now what I wanna know is for just how long can you hold the fire ball until you're either forced to release it or it disappears (if if disappears).
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AoA? I thought we were talking about B+D (DPs)? @AchedSphinx - I hope you're right, having to be forced into not jump canceling during pressure in fear of getting AUB DP'd would suck major balls. The awesome thing about jump canceling in these types of games is that it serves as both a DP bait and to reset pressure.
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I just don't understand why people need to be spoon fed so hard nowadays. We should really come up with a "beginner flowchart" for all these newcomers... 1. Know the System and Terminology: What's an IB? What's a IAD? What's a DP? What's a Guard Primer? 1A. Watch Japanese Match Videos of the Character You're Interested In (Optional): Learn from the best, if they're not using X move that often then it must be for a reason. If they're spamming X move and it's yielding positive results, then it must be for a reason. If they're getting hit by X moves that often then it must be for a reason. Learn from their mistakes so that you don't have to go all trial-and-error out there. 2. Get Familiar With Your Moves: Know their properties, what they can be canceled into, their visual hit-box and whether they're highly punishable or not. "It seems like that move would be best used at X range. That other move seems to be highly punishable on block." With the Dustloop Wiki, you don't even have to go out there blind. The move descriptions and all of their cons and pros are there on the wiki. 3 Learn Combos: So now that you know what moves do what, you can start working on combos. Learn some basic combos to build a foundation and work your way up from there. 4. Learn Some Basic Pressure/Mix-up and Learn How to Hit-Confirm: Once you learn what moves do what, then you can start mounting an offense and eventually try to open people up. Since you already know some combos, all you have to do is hit-confirm a successful attack into a combo. In the other hand, unsuccessful attacks need to be converted into viable and safe-if-possible block-strings. 4A. Learn Some Gimmicks and Resets (Optional): Simple mix-up is good and all but you need to be able to have a bag of tricks to keep things moving. Of course, you don't want to abuse these as they have their flaws. 5. Get Out There and Find People to Play With: Put all of what you've learned into practice. 6. Learn From Both Your Wins and Losses: Why did I win? Why did I lose? Why did X happen at Y time? Why isn't Z working? 7. Extra Research: You'll have to learn what your opponents are capable of through more than just trial and error and experience so it wouldn't hurt for you to read their wiki pages and learn what makes those characters tick. That and read the available match-up threads. Edit: Might be slightly off-topic but we're still discussing the game and that in itself is in the green, according to the higher ups lol
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Just do EZ-mode GH > j.A > Air Combo like Kaiser lol.
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Damn, so we can only bait that thing with back dashes and rolls (and counters) huh?
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I'm not worried about 6B, that thing is slow and easily telegraphed. Now GH, how do I block that shit? lol
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It eventually becomes something that you can "feel" and you won't have to rely on any sensory cues. Just keep on practicing it, it's not that difficult.
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lol you gotta tech those pinks, mang. Me and Kaiser were rolling a train on you with those pinks. lol Ragna 6B, y u no work outside of lag?