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thegame4ever

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About thegame4ever

  • Rank
    Needs holy order ky!
  • Birthday 05/15/1990

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  • XBL
    thegame4ever
  • PSN
    eddie4ever
  1. thegame4ever

    GGXXACR changes. facts. no theory fighter plz.

    Meterless 6K corner combo: 6K > 5K > 6P > 5K > j.K > Delay j.2K> Delay j.K > 5HS xx Undertow > j.H > j.K > Dj.H 172 Sol 6K > 5K > 6P > 5K > j.K* > Delay j.2K> Delay j.K > 5HS xx Undertow** > walk forward a bit 5HS xx Pilebunker 188 Jam 182 Venom* 205 Chipp** (Switch j.K with j.S(2) *... j.S(2) Delay j.2K> Delay j.K > 5HS xx Undertow > walk forward a bit 5HS xx Pilebunker **... 5HS xx Pilebunker
  2. thegame4ever

    GGXXACR changes. facts. no theory fighter plz.

    Slayer 2D RC Double Mappa Combo, works midscreen and corner, some characters need variation but generally make sure double mappa connects and you can combo after. Pardon me if this is already found in arcades or a more optimal version exist, but this is what I could find that gets you near 200dmg and knockdown with 50% tension and does not require corner. https://www.youtube.com/watch?v=yMyUSpKY8A0 2P > 2K > 2D RC 5H > 236K > 5K > 236K > 5P > j.K-2K > j.K > c.S > j.K-2K > j.D Also 2K > 2S > 2D RC works but less damage. Works on: Ky*, Testament, Zappa, Axl Low****, Chipp, Kliff**, Eddie*, Venom, Anji***, Faust, Justice** (To connect c.S on her it's very wonky she floats a bit high), Slayer *** *... 5P > 5P > j.K-2K > j.K > c.S > j.K-2K > j.D **... j.K > dj.K-2K > j.D-2K > j.D ***... 2D RC 236K > 5K > 236K > 5P > j.K-2K > j.K > c.S > j.K-2K > j.D (For some reason it's strict to combo 5HS 236K on Anji and Slayer) ****... If midscreen j.K > dj.S-2K > j.D
  3. thegame4ever

    [AC+] XBL Gamertag Thread

    Gamertag: thegame4ever Location: Poland Characters: Slayer, Eddie Timings: Evenings Look forward for more europeans to post here since I want to play this again badly!
  4. thegame4ever

    [P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)

    The trick to get this down consistently is after B Coup, is to hold 3. So instead of doing B Coup as 1-6, do it as 1-3 and keep it at 3. For some reason this keeps you closer, and makes combos easier in the corner, since j. has certain pusbhack but this keeps you closer and negates it pretty much. You also keep your down charge with this.
  5. thegame4ever

    [P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)

    There's a better combo than this for 5464 meterless. [5B] > 2AB > B Coup > 2A > 5C (All hits) > [6B] > 2B > 2D > j. > j. C > C Bufula > [5B] > 2AB > A Coup. If you change B Coup with A Coup it's 5359 meterless, and showing with research that A Coup after a long combo results in more damage than B Coup, and you can still combo into Bufudyne, but it's harder to connect with A Coup at the end of that combo so stick with B Coup maybe?
  6. thegame4ever

    [CS1] Arakune Combo Discussion Thread

    What I take it to mean is that when in 236C you call out the next D bug. Halfway during the animation of 236C works best for me (even for calling C bug and D bug to add j.C>214C teleport).
  7. thegame4ever

    Eddie in Accent Core: A Comprehensive Guide

    I like your method of thinking, you'd rather set them up in a better position, while I go for saving my tension to dealing with whichever my opponent is in. Also after Damned Fang you can IAD j.S into a shadow gauge building blockstring, that also builds tension. Also saving up that tension is psychologically better for you since your opponent is going to fear a 22D, and you should get used to adapting a followup to wherever Damned Fang lands (midscreen, corner). That 25% could really save you later on. I suggest you tend to do it when you have full tension or 75% meaning you can afford to position them, it's also a battle of meter-managing. Also 0:56 here http://www.youtube.com/watch?v=vIUeTMUUsVo .
  8. thegame4ever

    Eddie in Accent Core: A Comprehensive Guide

    Damned Fang FRC combos is wasting 25% for one or two hits. That FRC could've gone to a far drill unblockable or 22D. Also Damned Fang by itself knockdowns, and that could directly go into an unblockable with our good friend 22D + mini-eddie overhead, or 22S + mini-eddie overhead. The FRC is nice if you want to go for flashy, but I tend to go for stable gameplay (boring to scrub).
  9. thegame4ever

    [CS1] Arakune Video and Critique Thread

    http://www.youtube.com/watch?v=Bbd9_1AzoDE on youtube for you non-nicovideo account people.
  10. thegame4ever

    [CS1] Bang Changes and Video Discussion Thread

    Hey guys I'm new to Bang CS and I'd like to ask, what are his anti-airs in CS?
  11. Well the cab does seem random, but ever since we got a viewlix SF4 in the arcade (we only have one arcade shop) it has picked up a lot of business and allowed them to get BB:CS as well (since they already had CT they just needed to switch the HDD out on the taito board). Although our BB comp is ok SF4 is where we're insane at, as well as some KOF98, and the top GG players (me and 2 others).
  12. Like to add a location: Middle East, Kuwait Salmiya White Tower next to Marina Mall 2 Rounds (best out of 3), 200 fils per play Sanwa sticks and buttons, hooked up to an HDTV, good setup, competition gathers most on weekends
  13. thegame4ever

    [CS1] Arakune Combo Discussion Thread

    Just wanted to ask, what's a punish combo of choice in CS if you block Bang's 2D or 5D? Just 5A>6B>j.D or is there something better?
  14. thegame4ever

    BLAZBLUE Continuum Shift : Changes

    Incorrect about arakune's 2D saying it's not an overhead now, it never was an overhead.
  15. thegame4ever

    [CT] Arakune Combo Thread

    It's better to do 6A>5D in this situation to reset the curse meter and go into 6C loop. You're not accounting for how much curse there is left.
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