Jump to content

pulsr

Moderators
  • Content count

    371
  • Joined

  • Last visited

Everything posted by pulsr

  1. I'm going to try my best to give a brief run down of what you should expect from going to your first gathering and/or tournament. Before you go to anything, tournament or a gathering, you really need to ask yourself what are your intentions? 1. I'm looking forward to playing some real people and see how I fare against people locally. 2. I'm not that great of a player but would like to gain some input from other players. Obviously, everyone's intentions might vary a bit, but don't feel like you can't just go to a persons gathering and not talk and learn about the game. Of course playing is really good too! Some silly things to note before going to gatherings: 0. DID I SHOWER AND DO I SMELL NICE? 1. You should probably consider eating before hand. 2. Also, doesn't hurt to have the hosts # just in case. 3. May also want to see if anyone is carpooling, this is a great way to make friends in the community (look at SD, it is entirely powered by Shtkn's death trap mobile) 4. You should really find out if the host needs another setup because it is always sweet if you bring one and helps you get people to play with you. (Bring a stickkkkkk atleastttttt) 5. May also want to find out if it is cool to crash the night there, especially if you are traveling an hour or so to your destination. Alright, you get to the gathering now what!? Well two things can happen. 1. No one is there but the host (Envi) 2. There is a ton of people and they are gaming If scenario (1) happens, you better befriend the hell out of the host because he is going to know who you are because you were the first one there! Also, If the host is a formidable opponent, get in a few games in. This is another great time to improve yourself. Take into consideration if the host hosted once, he'll probably host twice so you really wanna be on his good side! If scenario (2) happens, be POLITE I can't stress this man, no one wants to play with a douche bag. In all of my years of gaming with Socal, I have never experienced anyone being an asshole ever (Well New York Kevin...) Okay, now get active! Talk to people get in some games. This is so important, so many people come to my gatherings and never speak a word except for like, "where is food" If you go to a gathering grow some balls and socialize. Gaming Etiquette Okay, this will obviously vary depending on where you are at, but something to really take into consideration is being generally polite in a fighting game. By this, I mean don't act like are an XBL player. No shit talking, no being ass hat. You are at a persons house who just wants to have people over and game with a good vibe. Some people are notoriously loud while playing (TheSadder) and that is cool and all as long as it is honest and cool with your surroundings. Try to avoid calling people a scrub to their face, the community is always trying to get stronger and doesn't need people trying to destroy it. If your opponent is god awful, I don't know how, but CREATIVELY tell them their flaws. After it is all over... Help clean up! You'd be surprise how many times it is always the same 3-4 people helping me clean up after having 20-40 people at my house. Here's probably the most important advice I can honestly and truthfully give to the Dustloop community. After a gathering/tournament seriously take a moment to reflect on how you played. Don't ever put yourself in the mindset that "Oh I lost because the player was better" To me that is the equivalent of mentally giving up. So, really spend time thinking about where your game needs improvement and if you can't really figure out what you did wrong, or what needs improvement... ASK PEOPLE. They should know how they beat you or why did, get engaged find out what to do! Don't just go home and say I need whacky ass gimmicks to win. You need to make your game stable. -Le Pulsr
  2. BB has a few key mechanics that I'll go over to help the youngin's (weaklings) Important mechanics - 1. Blocking: If you hold back or down back you will block and not take damage from your opponents attacks. Trust me blocking is good. 2. Instant Blocking (IB): If you press back or down back at a specific timing to a certain attack your character will flash white and allow your character to recover 5 frames faster or 10 frames faster if you IB an attack in the air. IBing has some pretty sweet uses, it allows you to punish the infamous Jin, ice car spam and Ragna's Hell's.... (the first part) 3. Barrier Guard (back + A+ B): You flash green and drain from your "Barrier Gauge" honestly, the gauge is useless it is super rare that it actually runs out. Barrier guarding lets you block CERTAIN moves that are considered air unblockable, like Ragna's 6A. Be wary though, Barrier guard adds more blockstun to your character, but you also gain the advantage of added push back while blocking. 4. Counter Assault "Dead Angle" (While blocking, Forward + A + B ): It costs 50 meter and can only be done while you are blocking. Basically it's a DP that is done while you are in block stun and is a great way to get your opponent off of you if you are afraid of blocking or damn lazy like me. Some characters do not actually do an attack, Hakumen (does 6d) Noel (does some ghetto slide through thing) Tao (Flies to outer space) Arakune does his grab. 5. Burst (MASH ALL THEM BUTTONS): A burst requires one stock (you start the match off with one and gain one more if you lose a round) The burst can be used offensively and defensively. Offensive burst is gold and sends your opponent spinning into the air and allows you to combo. Defensive burst is done while in block stun or getting hit. This burst just knocks your opponent away, it has its uses. *bursting halves your primers rounded down 5 primers goes to 3 and 4 will go to 2 6. Guard Primer(You blocked too good and now you get punished for it): Certain moves in BB remove "guard primers" If you lose all of your guard primers you are guard crushed for and your opponent gets a free combo. If you are guard crushed in the air you get wall bounced. *You can barrier guard the last guard primer (but this consumes 1/3 of your barrier meter), thus letting you not get guard crushed
  3. pulsr

    [P4AU] Tohru Adachi Gameplay Discussion

    Nope, realistically you'll probably want to do 5C, sweep, into stance cancel oki 2D though. sweep 236aa is fine too. You can corner push like a boss with 5c 2b 2c. I use it a lot, but I shouldn't really do it since they can tech in the air after c,2b,2c
  4. pulsr

    [P4AU] Tohru Adachi Combo Thread

    https://www.youtube.com/watch?v=uOLK1GV1jEQ I've been forcing myself to use this more in matches. It's pretty amazing. If you finish with the 236BB it is amazingly amounts of + frames. You can dash up afterwards with a 2D and it'll be godly meaty.
  5. pulsr

    [P4AU] Elizabeth Gameplay Discussion

    When I played her, she felt really neat. But she didn't necessarily feel good. All of her changes made her ... post mid game better if that makes any sense. In vanilla, I always felt the hardest thing about her was trying to land the first hit and that didn't change. So basically she's a weaker version of herself now. 5C dash cancel was probably the coolest thing, it looks super terrifying but I'm pretty sure it won't stop people from mashing against her. Xie says the air counter is pretty good, I'm not much of a fan of it since the recovery is like 10 minutes. SB Zio is pretty amazing now, but everything else is worse so I can't see her ever getting in legitly. And when you do get in you can hit them for a whole 2-3k yay?
  6. pulsr

    [P4A] Elizabeth Gameplay Discussion

    Shouldn't be anything new, but take what you want from it: http://www.youtube.com/user/pulsr?feature=mhee
  7. I think the true power in 6A is that you can mash it if they double jump :P
  8. I wish I could annotate your match so I could tell you what I would have done but I can't :P Anyways typically against Ragna I find it more important to get 236A out over Totsuka because he can't really do anything about it. I'll pick your brain about your use of Totsuka though- don't find it necessary to go in after your opponent after you setup two steins into Totsuka because 90% of the time (assuming the match is neutral) they will jump away and you aren't really going to get anything special out of that because your options are pretty limited. * Going in the air means you lose out on a high low game, and due to the recovery of Totsuka going for an air grab might be difficult since they should have more than enough time to mash something before you get there and going for a j.c means you are hoping they don't block it because if they DO block it your only option is j.2c and j2c + being that high in the air = free punish. Basically you lose a ton of momentum as seen here http://www.youtube.com/watch?v=0_KsSWDghS8#t=0m18s (you ended up having to block, but right at the start you pretty much had complete control over Ragna) ... Don't think you need to Totsuka for the sake of Totsukaing* What is cool about the moment I linked ( http://www.youtube.com/watch?v=0_KsSWDghS8#t=0m18s ) is that your Totsuka was done properish and I can explain why, obviously distance being the obvious one- he's full screen so it was free, but also the factthe 236A was out and he had to block it meaning he had to fall into the current Totsuka and at this point (where i mentioned you went in) you could have set up MORE steins and gotten ready to do another 236A to keep him at bay. I wish I could explain the "proper" time to go in, but I think as you play enough you'll understand when you really NEED to get in. The most obvious time will be like if they actually block a totsuka on the ground, especially if you have really far apart steins and you can take advantage of adding more steins to extend the bounce. *** After a burst http://www.youtube.com/watch?v=0_KsSWDghS8#t=0m50s Here you went for 6D Totsuka but that 6D was useless because you already had a stein there lol (watch/memorize your steins). In that particular situation, your steins were incredibly far you even had one behind the one visible in that clip meaning burst -> totsuka would have put your opponent in a bad position because he's too far to do anything and all he can do is fall and since your steins had enough distance to travel you could have extended with a 6D, 2D_4D and gone for a jump in mixup. I think the safest thing to do off a burst (if you aren't watching steins) is probably 6D 236A. This was fun I should do this more... but I'm the worse mu evah -pulsr I'll see if I'm interested enough to do your 2nd one ( didn't really look at it :P )
  9. James never invites me to these things ;[
  10. I'm probably the only thinking j.b is going to be sweet. j2C is a pretty big deal but whatever, 6A is better anyways.
  11. pulsr

    [CS2] Platinum the General #1

    <- totally not dead, but my computer exploded so I've been without one for quite some time now =/
  12. 6A has a bit of scaling so no the combo won't work. Besides, J.D starter already implies you went for an overhead setup anyways. I'm surprised I haven't seen too many 2a or 2b starter combos with frying pan though.
  13. pulsr

    [CS2] Mu-12 CS2 Changes Discussion

    I still play Mu guys :P I just happened to pick up Plat. I don't really know combos but I make people sad.
  14. pulsr

    [CS2] Platinum the General #1

    I've been meaning to post something creative forever in here, but I find myself realizing Plat is a character based entirely off of strong fundamentals and that is difficult to explain. She reminds me a bit like Testament from GG where every normal fulfills a certain situational purpose and I don't know how to really share what knowledge I have with her, sorry guys ;[
  15. pulsr

    [CS2] Mu-12 CS2 Changes Discussion

    Havin your back to the wall sounds like a death sentence.
  16. pulsr

    [CS2] Mu-12 CS2 Changes Discussion

    Well, I dunno what I think... Yesterday in IRC i was raging that she was ass, but now i feel she's like .. okay, a bit counter productive but she's still okay. I don't really know what to say. It is pretty damn near impossible to force your opponent to the corner with her, so I dunno what i think of that.
  17. pulsr

    [CS2] Platinum the General #1

    Yeah, I'll see what I can offer on the boards. However, I don't have her yet, so I can't give any information that is really why I haven't posted because I don't want to lead anyone astray with my speculation of her as a character. I'll be pretty frank though, I come in with a bit of varied logic as of how I approach fighting games so if you don't really understand where I'm coming from with my strategies or concepts don't be afraid to ask where you think I'm coming from because I'm always down for improving myself as a player. Me being mod here though does more or less imply I'll be taking her on as a main so you can expect me to post what I feel is most viable in "American" level of play. Let's have some fun and get our magical girl on.
  18. pulsr

    [CS2] Platinum the General #1

    Power to the people, Stalin has arrived.
  19. pulsr

    [CS1] Mu-12 vs Tager

    try having him mash 5c in between, he doesn't have to hit you just the hit box of the move.
  20. http://www.youtube.com/watch?v=c5uWMuDCJR0 Since this match is like 6 months old... I'm curious to see what people think
  21. pulsr

    [CS1] Mu-12 vs Tager

    Risk reward in that situation isn't worth it, Tager can mash inbetween that... and the 1k damage from SoD is kinda ass compared to the 4k + oki tager gets. Take your 2 steins and gtfo.
  22. Uhh, I was going to say when... you know... Jump in? or fall on an opponent? kind of like whenever you actually have the objective of hitting your opponent lol Shockna, to me, it looks like you might be lacking a bit of fundamentals. Everything looked a bit rush. It almost looked like your master plan was just to get a 236D out there and didn't take into consideration how or where it is going to bounce. I saw a bit of 6D 5D placements which is pretty poor for a 236D because you ultimately want to have the laser out for as long as possible and as quickly as possible. Hence, 5D -> 6D is far superior. It'll have to travel all that distance to 6D back to 5D back to the opponent. Doing 5D -> 6D means basically lose out on a third bounce. Also, going so quickly into 236D means you aren't even giving the steins a chancto shoot, and those little moments actually add some chaos to characters like Hazama who have a bit of difficulty trying to avoid the steins. My head hurts but in summary calm down and think about what you are trying to accomplish with each stein you place. You
  23. pulsr

    [CS1] Mu-12 Oki and Setups Guide

    So, this has probably been posted, but lol. whatever in the corner j2c (keep it low) 236a charge level 3 sod lol. I think this is guaranteed if they neutral tech or roll backwards. it makes me laugh I had to clarify the guard crush thing for aginor too so... OKay, so what you are doing after 3c 2b 5c 6c... 6D (charged) 4D (charged) go straight into SoD, right as they tech You let the SoD go (should be level 1), (begin charging SoD ASAP) 6D hits right as they get out of block stun from the first SoD, 4D hits, Max Sod is released.
×