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poon

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Posts posted by poon


  1. If you are trying to learn the game to become competitive fast, pick a character that has access to all the basics because you are going to have a lot of trouble understanding the ins and outs of aerial movement if you start with Pot or even Zappa. It's very important to learn the dos and don'ts of air combat so even if you plan on maining a ground-based fighter you should learn a jumpy character early on as well.


  2. You want me to ask the staff about the release date? I don't really see the need. I am sure they didn't forget to make the patch LOL. Just be patient. The game will be out soon.

    It's more a planning thing. That lets me stop checking this thread every day and/or getting excited and also gives me an idea of a weekend to make sure I have free.

    I'm super excited about coming back to fighting games but I don't need to be getting my hopes up every few days when I think "oh jesus what if someone posted shit and for some reason NO ONE told me"

    basically im super dumb and dont listen to me, i dont even remember how to play this game


  3. Zappa's too hard of a character to bandwagon. You have to put in a lot of effort if you want to actually take advantage of his S+ status.

    I've always felt Zappa was a really easy character to pick up and play, just hard to play intelligently since his goals are different than a lot of other chars'

    The changes to the sword and faster Raoh combined with weaker dog will probably narrow this gap a lot and make him significantly easier to bandwagon as well.


  4. Oh man, i didn't realize people weren't aware of 1f faster jumps, the japanese do them on almost every jump and have been for a really long time. It's one of the reasons they are just better blockers than US players and seem to survive so much more pressure. I really didn't know this wasn't commonly understood, I thought there was a thread on it a long time ago but now im not so sure =[


  5. They shouldn't be nearly that hard. Just hold down D during the entire loop and input the next 236B right after Naoto cancels the gun stance; the launch from the 236B gives very generous timing. Personally when doing the loop (this is on stick with default layout) I adjust my hand so that I can hold D with my middle finger and press B with my index finger but this will be different for everyone. Btw don't strain yourself. :v:

    Ive been doing this with the variant I first started with, and the timing seems absurdly tight, enough so that I have NEVER gotten past 15 total hits. Maybe I am doing a version that does not actually work as I first read it and should try another because i am not actually this terrible

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