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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Villainous

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1
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: March 10, 2010, 05:31:24 PM »
TBH I'd rather just save her MAX for Blood Heat and go for her BHAD and do a combo that does like 1k less anyway since the BHAD is what makes her so good IMO.

I'm finding I just zone the crap out of people with her and do safe / frame advantage block strings, frustrate them with unblockables and generally make them scared to do ANYTHING. Seems like the goal with her is to just stay away but stay annoying. You can also fuck with really defensive people just by charging as her with blood heat means defense is over. It'll even force turtley ries to start rushing you down or Nero to stop zoning you and try to move in.

Speaking of Nero... she kinda rapes him. He really just can't summon against her or she can knife him into full screen run up 2A 5B air combo.

I haven't really ran into any problems with her yet. I think she's a great character.

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Regional Community / Re: North Carolina: Because the old thread was too old
« on: September 25, 2009, 06:10:23 AM »
Man there's a lot to take in with the new game...I'ma have my hands full in training mode for a good bit.

Kinda excited we can all settle on a game for once though.  :prinny:

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Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: January 20, 2008, 05:21:02 PM »
snip

Ok, that should help a lot, I did not know that her 623B had upper body invincibility. That'll help a lot vs. his jump ins, as Arc's j.C seems to have retarded priority and beat out most of my anti air options on the ground, and also seems to beat anything I try when I jump.

While we're on the note of anti air, does Hisui have anything that's air unblockable?

Generally, characters in the air are unable to block against most attacks from a grounded opponent.  This means for, an example, a standing 5A will always hit an opponent in mid air regardless of if he tries to block or not (They can still shield or hit you with another move however).  I have heard this term being called "Guard crushing" from other peeps.

That being said, most of Hisui's grounded normals except the 6b will guard crush an opponent.  I i think the 623-b Dust in the air is unblockable as well (please verify).  Her Hisui-doken though is perhaps the best move since it covers a massive chunk of the bottom screen.. and it cant be air blocked ;3. 



Oh wow I didn't know grounded normals being unblockable in the air was in this game. I started out playing nero and people have been able to block a lot of my ground pokes in the air but I guess maybe that's because his stuff has such retarded range it wouldn't be fair otherwise. I was wondering tonight how come if I jumped at jump midair and started spamming j.A till I landed, the landed 5A would always hit. Good to know!

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Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: January 15, 2008, 10:57:02 AM »
snip

Ok, that should help a lot, I did not know that her 623B had upper body invincibility. That'll help a lot vs. his jump ins, as Arc's j.C seems to have retarded priority and beat out most of my anti air options on the ground, and also seems to beat anything I try when I jump.

While we're on the note of anti air, does Hisui have anything that's air unblockable?

5
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: January 14, 2008, 06:34:04 PM »
So what do you guys do when you're stuck in the corner under pressure? Especially vs. Arc, I'm having trouble if I get cornered and getting mixed up to hell without a lot of escape options. Parrying worked for a bit and so did poking him out of his jumping wake up options, but he adapted to that quick so now I need to figure out some ways of getting out of their safely without eating a 40%+ combo.

6
Hisui / Re: Hisui's Random Item Choices!
« on: January 02, 2008, 09:22:13 PM »
Item throw B with 1 is too good, I get so many combos off of that. One time I got 2 of those super fast trays.....I wonder if there is an input for that? Or like tray and pottery.

7
NetPlay Community / Re: MBCaster (Netplay Tool)
« on: December 23, 2007, 02:36:05 PM »
Ok me and my friend keep getting the error timeout (away) or whatever, where the game will start up and go to VS and then sit there and close after a second. I've been able to play with someone else fine, so any idea what causes this problem / how to fix it?

8
Kohaku's Magical Garage / Re: The Bara Cancel (Bunker Cancel) Thread
« on: December 20, 2007, 08:31:42 AM »
I'm having a lot of trouble bara-ing for some reason, it seems really inconsistent for me. How fast should you switch between hitting D and then whatever button? I've been trying to slide it but maybe that's too fast?

Also, what exactly IS hitstop? Is there anyway to tell it apart from blockstun? Is it just while their move is still connected with me or what?

Also what's the input for bara-ing a throw?

it should be bout 1-2 frames, in other words fast, not sure what you mean by sliding.

i suggest what lolly suggest, except set it so it will display your inputs. this will tell you how long and fast your pressing the buttons and inputs. it can also determine if you even have the inputs correctly

all motions can be bara'd as long as its in the command list.(well maybe except for 632146, but i dont remember if i got that one in or not)(bara into 236 is possible though(gotta love my stix for being retarded like that, bnb for sacchin :D)

Ok, 1-2 frames clears it up. When I slay sliding, I mean like, rolling my thumb from D to C, kinda like sliding it across the buttons. I didn't know if that was too fast or not but that clears it up.

Thanks a lot for the input guys. Guess I just need to practice practice practice. I'd say my success rate is at about 40% right now >_<

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Kohaku's Magical Garage / Re: The Bara Cancel (Bunker Cancel) Thread
« on: December 19, 2007, 09:41:29 PM »
I'm having a lot of trouble bara-ing for some reason, it seems really inconsistent for me. How fast should you switch between hitting D and then whatever button? I've been trying to slide it but maybe that's too fast?

Also, what exactly IS hitstop? Is there anyway to tell it apart from blockstun? Is it just while their move is still connected with me or what?

Also what's the input for bara-ing a throw?

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