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Messages - SPLIPH

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91
Andy Bogard / Re: Andy Bogard (Console)
« on: May 25, 2012, 05:06:47 AM »
I haven't tested brake, so I can't comment. I'll do it some time soon, unless someone gets to it first.

EDIT: The brake is significantly less safe on block, I estimate that it is -6 both versions (tested with K' and Shen normals).
holy crap, that is great to know. thanks! is it a lot more reliable to stuff the EX DP? looks like i will only be using this when i screw up a blockstring. or not at all and just hope they go for the tic throw...

haha i dont think ive ever tried this off a full kuuhadan because i assumed it was more unsafe than brake @_@

92
Social Club / Re: The Everything Mario Thread
« on: May 25, 2012, 04:36:10 AM »
So, with the release of Mario Party 9 coming around the corner, I got a question:

Is anyone familiar with that "Mario Party ruins friendships" joke? If so, can you explain to me what that's all about?
i know this is an old post, but it has to do with how random and luck based the game is. its what makes it a great party game since everyone can win regardless of how good they are at video games. when a group of competetive people are playing and they arent keeping in mind its just mario party... all hell breaks loose. everyones getting riled up at some point or another cuz they got cheesed or someone did them dirty. people start targeting each other regardless of whether they were winning just to get revenge, which causes even more problems. people get real cutthroat towards each other. for some, this kind of play is what makes the game all the more fun. for others unfortunately, things remain personal even after the game is over...

93
General Discussion / Re: Generic Punishes + Don't Punish Thread
« on: May 25, 2012, 02:30:52 AM »
pretty sure the only time its not safe to punish andys kuuhadan and brake is if he uses EX DP afterwards. his fireball strings are also punishable with guardroll. they are tight, but his zaneikan have a lot of punishes. somebody posted a video for it.

it looks like it will be a lot of work to cover everything and also in an organized way, but this could be a really amazing thread. i already learned something from it. ;) didnt know i could punish claw iori pressure with guard roll. that was wreaking havoc on my guard gauge.

94
Hey just curious, but would anyone happen to know if there voice translation for XIII? Like a list of the voice collection translated into English?

i cant remember the the thread but i swear somebody posted a video of that.

95
Andy Bogard / Re: Andy Bogard (Console)
« on: May 23, 2012, 07:52:40 PM »
So, I've been trying to do this for a while, but I dunno why it doesn't work.

Anyway, I've been playing against an Andy and they've been doing a full Kuuhadan and covering up their tracks with an EX DP. I know it's not safe so I try to punish it with my d.B. For some reason, it doesn't come out (Like I'm stuck in blockstun), or it comes out and it gets stuffed by the dp.

I've been trying it and it SOMETIMES works, but sometimes it doesn't.

Anybody out there willing to help me beat this fraudulent tactic?

Also, blocking is difficult because they buffer it. If they see me not pressing buttons, they usually try to grab or block.


i use this dirty trick myself. but i tend to do it off a kuuhadan brake instead. mostly its when i accidently commit to doing his brake combo on block. other than that its if im having a really hard time opening up the opponent and want to get some extra pressure... it can train them to keep blocking after kuuhadan brake if you nail them with one. personally i find it way too hard to react to whether or not the opponent will go for a punish or commit to block. to me it really feels like a guessing game. overall i think its far more rewarding for the opponent to guess right than andy.

 im not sure of a specific tactic to deal with it other than committing more to block. i think dealing with this is the same as dealing with that crackshoot > rising tackle trap you use with terry. as unsafe as full kuuhadan and brake is, i think they are more likely than not to go for it if its in their gameplan, but if they get away with it once or twice they might be holding back if the situation occurs again. its a huge risk. 1 stock wasted and a guarenteed punish if andy guesses wrong. atleast off the kuuhadan brake andy can break a potential throw which seems to be the most common reaction to it. i think toughing it out and blocking some potential extra stuff till you bait it is your safest bet if they are prone to throwing this out.

I haven't completely tested it (attempting to alter advantage by standing during first, second, or third hit and alternating between them), but for the most part yes it appears to be a 1f punish. Perhaps my timing is off, it could very well be a 2f and my timing is off, but I doubt it.

EDIT: After testing with Iori's 3F st C, I feel confident in stating it's a 1f punish for 4F normals (feels loose enough to be a 2F link). So- pretty risky punish attempt for anyone with >3F normals.

is it the exact same off kuuhadan brake? 1-2f punish? i dont think ive ever been stuffed out of it. they either eat it trying to punish kuuhadan brake, or they block and punish.

96
Training Room / Re: How to compose a team
« on: May 23, 2012, 07:48:29 AM »
I believe the 2nd char (in my case, Mature) should be the battery character, and i was wondering if you guys think Mature is well suited for that.

i think thats sort of on the right track. its great to know how to use your 2nd character as a battery, but its more of a last resort thing. doing damage with your meter should have much more focus with your 2nd. its just that when the odds are against you and things arent looking good, you dont want to blow all your meter and have your anchor come out with nothing (which im thinking is what you had in mind).

EDIT: on the subject of your team, i think swapping karate and matures placement may treat you well. especially if you like using mature as battery. i dont play him, but i think karate has some really versatile HD combos... and he seems to build it back pretty nicely. ive had my ass kicked many a time where mr karate HD comboed me twice in a match. x_x

97
Andy Bogard / Re: Andy Bogard (Console)
« on: May 23, 2012, 07:27:28 AM »
even if the player is good at punishing it, i think those high damage punishes are much less worrisome running andy on point.

98
Pro-Gear / Re: Hori RAP VX SA bizarreness
« on: May 18, 2012, 05:05:50 AM »
that is really bizarre and looks hard to pinpoint the problem. im pretty curious why the stick isnt working. the fact that it works on one PC, but not another PC or your xbox, makes it seem like it could very well be the USB ports. have you tried all the ports on your xbox?

for what its worth, i have a newer PC as well with a 2011 mobo. i dont have the same stick, but i couldnt get it work on my PC either without going into BIOS and changing something in the USB settings. default settings the stick did not work. i only bring it up because you said it works flawlessly on the older PC, but not the newer one. i never got "USB malfunction" message though, so what i said could be completely irrelevent.

all the crazy button inputs going off from touching makes it seem like the stick itself could be defective. bad batch or something? thats pretty wierd that its not doing it on the PC it works on though. im really leaning towards faulty xbox USB. i figure that could be easily ruled out though if youve been using other stuff on your xbox USB just fine.

EDIT: i might be grasping at straws on this one, but you say it just happens with human contact on the bottom metal plate? could it be static electricity related?

99
Hwa Jai / Re: Hwa Jai (Console)
« on: May 18, 2012, 01:47:19 AM »
im having trouble dealing with hwas drinks myself. showing any agression when he drinks puts me in a world of regret. running away and blocking... my guard gauge  doesnt always last lol. especially when he backs off at the end and gets another free drink as soon as it wears off. very rarely am i able to get in in time to prevent him from drinking again or punishing it if he does.

if i manage to survive getting cracked open by a drink or two... or three *sweat*, command grab DM usually gets me cuz i got used to blocking so much.

most of the time i fight hwa hes on 3rd and has a lot of stock to blow.

100
Athena Asamiya / Re: Athena Asamiya (Console)
« on: May 16, 2012, 11:58:42 AM »
i still cant get this loop. @_@

f.b still crossing up but hitting from behind instead of front. does that mean im doing the hop too late? whenever i try to do it earlier it has much worse results =p

i cant tell if the timing is really just that tight, or if im still not understanding how to get it to connect properly.

101
Offline Matchmaking / Re: NorCal KOF!
« on: May 16, 2012, 11:42:28 AM »
im up north just a bit. about 45-60 min to reach Sac.

102
Offline Matchmaking / Re: NorCal KOF!
« on: May 16, 2012, 03:02:17 AM »
hey guys, where do you mostly play at? the only place i saw was southtown. i live in the north outskirts of Auburn. shortest distance to southtown arcade says 131 miles :(

ive been dieing to play this game offline.

103
Athena Asamiya / Re: Athena Asamiya (Console)
« on: May 09, 2012, 10:03:51 PM »
yeah i still cant get this one down. :(

the closest i can get is the crossed up f.b, but hitting the opponent from behind instead of front

knowing its off a cross up back hop has gotten me a lot closer though, thank you!

104
Athena Asamiya / Re: Athena Asamiya (Console)
« on: May 07, 2012, 06:15:32 AM »
i could use some clarification on the f.B loop. i really dont understand how to get this combo to work. =[

to me it looks like the game is reading it as a cross up without actually going behind the opponent? i replay the combo over and over and try my best to replicate it. i just dont get it though. ive tried walking forward, dashing, doing f.b off a hop, doing f.b off the ground, letting my inputs reverse, doing it before my input reverses. after the dp cancel to EX psychoball, i dont understand what makes the f.B loop work. i almost always get the f.b to hit, but cannot get it loop. i dont understand how to get it to connect like it does in the video.

105
Terry Bogard / Re: Terry Bogard (Console)
« on: May 07, 2012, 12:24:44 AM »
hey, im a little confused. is it still the exact same as in console or did they make it easier to combo out of on the ground in climax? i thought when hitting a grounded opponent it could only combo when hitting with the last part of his kick, with his leg angled downward. so hard! :(

is hitting an opponent with D crackshoot  while crouching different from standing (console) ?

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