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Posts

  • KinderpartyKinderparty Registered User regular
    edited April 2010
    Lots of elbow pressure and once you get in, combo cr. mp into lp flip and get a grab on him.

    Kinderparty on
  • SakeidoSakeido Registered User regular
    edited April 2010
    wonderpug wrote: »
    Antihippy wrote: »
    Captain K wrote: »
    Not sure what's the best move for Gouken to use as close anti-air. I know everybody has a move to punish a jump-in, but what should I use for him?

    Wouldn't that be his upwards fireball? Counter is gimmicky but it can work.

    That's good if you predict the jump-in but it comes out a bit too slow to use if they're already partway through the jump. My Gouken is rusty, but I think you can use his hurricane kick the way you'd use a Shoryuken, and he has some excellent normal attacks for anti-air. I can't remember them off the top of my head, but they're kind of unintuitive, like crouching medium kick or something.

    Also, Gouken's coming alt-costume looks awesome. I can see myself playing him more just so I can wear the cone straw hat more often.

    standing close roundhouse
    standing short
    crouching forward
    jump back roundhouse

    all very good AAs

    Sakeido on
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited April 2010
    Frosteey wrote: »
    Today is officially going to be Rose day.

    She's mine!


    And I also miss Indestructible. Better opening, too.

    cj iwakura on
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  • House of PaincakesHouse of Paincakes Spokane, WARegistered User regular
    edited April 2010
    2) Use it to punish air moves. If I know a Hawk is gonna condor dive, I'll catch him with the izuna all day. Also psycho punisher.

    Wow, maybe the izuna has more range than I thought. I would have figured the dive would connect before I was really in range to izuna.
    Lots of elbow pressure and once you get in, combo cr. mp into lp flip and get a grab on him.

    For elbow pressure, do you typically do it from a flip or do you use d.MP from a jump?

    Granted, this Guile really knew what he was doing and I'm still kind of flailing around with Guy. Everytime I would try and flip to get in, he would air-throw me without fail.

    House of Paincakes on
  • ShizumaruShizumaru Registered User regular
    edited April 2010
    Agree about the lobbies.. 4 is like the max I'll deal with but 3 is ideal.. otherwise it just drags on forever while waiting to fight again.. like I could vacuum a room whilst waiting or something..

    Shizumaru on
  • KinderpartyKinderparty Registered User regular
    edited April 2010
    2) Use it to punish air moves. If I know a Hawk is gonna condor dive, I'll catch him with the izuna all day. Also psycho punisher.

    Wow, maybe the izuna has more range than I thought. I would have figured the dive would connect before I was really in range to izuna.
    Lots of elbow pressure and once you get in, combo cr. mp into lp flip and get a grab on him.

    For elbow pressure, do you typically do it from a flip or do you use d.MP from a jump?

    Granted, this Guile really knew what he was doing and I'm still kind of flailing around with Guy. Everytime I would try and flip to get in, he would air-throw me without fail.

    Apologies. I meant the slide elbow, or shoulder ram if you prefer.

    Kinderparty on
  • Rubix42Rubix42 Registered User regular
    edited April 2010
    Agreed on lobby's. I really enjoy playing with PA'ers, however right now I want to just play as many matches as possible while I'm learning. I think lobby play will be a lot more fun if I could win a game once in a while.

    Edit:However, I think 1 round matches would make lobby's hella more fun. Make each round super important, and everyone gets a chance to play sooner.

    Rubix42 on
    signature goes here
  • TyrantCowTyrantCow Registered User regular
    edited April 2010
    so, this game any good, or what?

    TyrantCow on
  • SakeidoSakeido Registered User regular
    edited April 2010
    Rubix42 wrote: »
    Crouching hard punch.

    Easy AA on reaction and is pretty standard for most characters.

    I played a T.Hawk in ranked last night as Cammy. Lost the first round because I kept getting tomahawked into the ground. Won the next 2 by using cr.hp exclusively on this guy jumping in to keep him away. cr.hp is smart AA business.

    I was going for my 10 straight ranked wins achievement, won my first 9. 10th was a Pink T. Hawk who was fucking terrible 360 mashing dumb bastard. He did whiffed condor dive into ultra. That is some of the cheesiest shit I've ever seen.

    So I didn't get my 10 straight and got a stunning reminder at the same time about how fucking dumb SF4 still is.
    TyrantCow wrote: »
    so, this game any good, or what?

    If you didn't like SF4, you won't like Super.
    If you like good fighting games, you won't like Super either

    Sakeido on
  • TheUnsane1TheUnsane1 PhiladelphiaRegistered User regular
    edited April 2010
    I find my biggest issue with reading opponents is I assume incorrectly that ALL people learn from mistakes in games, if I sweep you when you stand up 2 times in a row I assume it won't work a 3rd time and then get proved wrong and eat something because I go for a throw or something instead.

    TheUnsane1 on
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  • KelorKelor Registered User regular
    edited April 2010
    Frosteey wrote: »
    Lag was noticeable but it didn't really stand in the way of executing combos or anything. I think it might have caused him to eat some fireballs though : ( But there weren't really hiccups or anything that I noticed.

    Yeah, you could feel it was there but it wasn't interrupting anything terribly. For a Australian to US connection it was excellent thoug Frosteey murdered me in just about every match. Vega is really my only good character.


    On the upside I hopped onto ranked matches afterwards and got the tenpeat achievement with Vega and had one of the matches saved but have no idea where to go to find it. (You know when you beat someone else with a red tape it asked if you want to upload it? Where the hell are they?)

    Got into some more endless battle lobbies and am getting a handle on DeeJay's normals now. Played around with Guy a bit too, his targets are a lot of fun to play with. Only issue I have with Endless Battle is I'll play Vega until someone counterpicks with Blanka and 4/5 times wrecks me so I ended up jumping between Vega and DeeJay. Even beat an amazing Guile as well.

    DeeJay's c.mk is really nice for the knock down. Comes out quick too so it's solid for breaking momentum.

    Kelor on
  • pogo1250pogo1250 Registered User regular
    edited April 2010
    TyrantCow wrote: »
    so, this game any good, or what?

    in my completely unbiased opinion. ITS AMAZING!

    pogo1250 on
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  • Rubix42Rubix42 Registered User regular
    edited April 2010
    Sakeido wrote: »
    Rubix42 wrote: »
    I played a T.Hawk in ranked last night as Cammy. Lost the first round because I kept getting tomahawked into the ground. Won the next 2 by using cr.hp exclusively on this guy jumping in to keep him away. cr.hp is smart AA business.

    I was going for my 10 straight ranked wins achievement, won my first 9. 10th was a Pink T. Hawk who was fucking terrible 360 mashing dumb bastard. He did whiffed condor dive into ultra. That is some of the cheesiest shit I've ever seen.

    Yeah, not being familiar with the T.Hawk shenanigans I had to play super conservative. I cr.hp that Hawk and used safe normals only on a Hakan that featured 2 time outs for my W. Scored the 10 in a row achievement though. Glad I got that out of the way.

    Rubix42 on
    signature goes here
  • KelorKelor Registered User regular
    edited April 2010
    Also I'm not totally sold on Vega's U2. Unless you're up against someone like Balrog it's rare that it is a better pick than the new Bloody High Claw, even if it does whiff sometimes.

    Kelor on
  • DaebunzDaebunz Registered User regular
    edited April 2010
    Kelor wrote: »
    Also I'm not totally sold on Vega's U2. Unless you're up against someone like Balrog it's rare that it is a better pick than the new Bloody High Claw, even if it does whiff sometimes.

    Isn't there a way to combo into U2 that makes it super useful?

    Daebunz on
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  • The Reverend Dr GalactusThe Reverend Dr Galactus Registered User regular
    edited April 2010
    langfor6 wrote: »
    Edited because I fear retribution.
    Afraid I can't help you.
    Get the Hori. I couldn't justify the cost of a TE either given that I'm not exactly a hardcore player, and hey, unless you are pretty hardcore, you'll never really care about the difference. And it's about 1000% nicer than a controller (and 10000% better than the 360's d-pad). And it stores in less space than a TE!

    The Reverend Dr Galactus on
    valar-moreshellus.png
    PSN:RevDrGalactus/NN:RevDrGalactus/Steam
  • DasUberEdwardDasUberEdward Registered User regular
    edited April 2010
    Galactus that sig is hilarious.

    also someone send me a 360 so I can ranbat.

    DasUberEdward on
    steam_sig.png
  • SakeidoSakeido Registered User regular
    edited April 2010
    langfor6 wrote: »
    Edited because I fear retribution.
    Afraid I can't help you.
    Get the Hori. I couldn't justify the cost of a TE either given that I'm not exactly a hardcore player, and hey, unless you are pretty hardcore, you'll never really care about the difference. And it's about 1000% nicer than a controller (and 10000% better than the 360's d-pad). And it stores in less space than a TE!

    except the Hori will wear out and break in less than a month (speaking from personal experience with two separate Horis) and the TE is nigh-IN DES TRUCT ABLE

    Sakeido on
  • Evil MultifariousEvil Multifarious Registered User regular
    edited April 2010
    So how are you guys playing dudley? I am having trouble getting in and doing damage when I get there.

    Evil Multifarious on
  • SakeidoSakeido Registered User regular
    edited April 2010
    Kelor wrote: »
    Also I'm not totally sold on Vega's U2. Unless you're up against someone like Balrog it's rare that it is a better pick than the new Bloody High Claw, even if it does whiff sometimes.

    Isn't there a way to combo into U2 that makes it super useful?

    If you space a df+rh properly you can juggle into it, it also combos straight from a jump in. its an incredibly good anti-air.
    BHC is still BHC when all is said and done..

    Sakeido on
  • BizazedoBizazedo Registered User regular
    edited April 2010
    So how are you guys playing dudley? I am having trouble getting in and doing damage when I get there.

    I treat him like Gouken. Occasional fake attacks to avoid him doing that DAMNED COUNTER whatever it is and just tossing him, followed my usual shenanigans.

    Haven't lost to him yet, but he is new so meh.

    Bizazedo on
    XBL: Bizazedo
    PSN: Bizazedo
    CFN: Bizazedo (I don't think I suck, add me).
  • aBlankaBlank Registered User regular
    edited April 2010
    Sakeido wrote: »
    Kelor wrote: »
    Also I'm not totally sold on Vega's U2. Unless you're up against someone like Balrog it's rare that it is a better pick than the new Bloody High Claw, even if it does whiff sometimes.

    Isn't there a way to combo into U2 that makes it super useful?

    If you space a df+rh properly you can juggle into it, it also combos straight from a jump in. its an incredibly good anti-air.
    BHC is still BHC when all is said and done..

    I read that's actually character specific and will only work on everyone if the df+rh hits as anti-air (good luck with that).

    aBlank on
  • KinderpartyKinderparty Registered User regular
    edited April 2010
    So how are you guys playing dudley? I am having trouble getting in and doing damage when I get there.

    lp machine gun blow pressure is key. It combos from cr. mp and is safe on block, and you can combo another cr. mp lp MGB after the first one whether it hits or not. I also use a lot of EX uppercut to break annoying strings and am liberal about FADCing blocked uppercuts if it means getting in close. Dudley's super is outrageously useful, but his damage output is high enough that you don't have to have it to win a match. Overhead target combo is nice, safe pressure. cr. lk -> mk -> hp jet upper is a great combo to punish with or frustrate your opponent. The cr. lk mk will be safe if he blocks so just drop the upper. Standing heavy punch, alternating with standing forward heavy punch make excellent distance pokes. Use duck grabs for mind games, as well as back swing blow. ROLLING THUNDER GOES THROUGH FIREBALLS!!!

    Kinderparty on
  • KelorKelor Registered User regular
    edited April 2010
    Kelor wrote: »
    Also I'm not totally sold on Vega's U2. Unless you're up against someone like Balrog it's rare that it is a better pick than the new Bloody High Claw, even if it does whiff sometimes.

    Isn't there a way to combo into U2 that makes it super useful?

    Yeah, if you time it correctly you can use df+HK to combo into it.

    http://www.youtube.com/watch?v=ar_E1Lj_TOE


    Edit: What Sakeido said.

    Kelor on
  • wonderpugwonderpug Registered User regular
    edited April 2010
    Well, I've mainly been messing around with Guy the last couple days, here are my issues:

    1. His target combo is the only combo I know but it's worthless against crouching opponents. What's a good blockstring that will catch crouchers?

    2. His izuna drop (air grab) is rad-looking but it seems much more strict on the timing/position vs. normal air grabs so I'm whiffing it a lot. Should I just give this up?

    3. I played a Guile last night and I could not get in on him for the life of me. Help?

    1. In addition to strings beginning with c.LP, I hear his standing MP can hit crouched opponents, and I believe there are a number of things that can combo off of it.

    2. From what I'm reading you don't want to think of the Izuna Drop as an air grab. Try to hit people who're on the ground with it, and if they start to jump the air grab properties are just a bonus

    2b. But don't forget his dedicated air throw with QCF+punch. You can even do an instant air throw by doing 2369+P and catch people jumping in on you.

    3. The SRK forums are saying Guile is his toughest matchup. I haven't played against him with Guy yet myself, but I think I'll try approaching with jumps ended with an elbow drop to counter the floatiness of his jumps, really quick QCF+LK, K dashes, and some use of elbow bashes to duck past sonic booms.

    wonderpug on
  • BansheeBanshee Registered User regular
    edited April 2010
    langfor6 wrote: »
    Edited because I fear retribution.
    Afraid I can't help you.
    Get the Hori. I couldn't justify the cost of a TE either given that I'm not exactly a hardcore player, and hey, unless you are pretty hardcore, you'll never really care about the difference. And it's about 1000% nicer than a controller (and 10000% better than the 360's d-pad). And it stores in less space than a TE!

    Which Hori stick? I own the smaller Soul Calibur 2 stick, I also have the T5 PS2 stick, and tried extensively the Tekken 6 stick, and i wouldn't recommend them.

    I also have a HRAP EX for 360 and a MvC TE for PS3. The HRAP is pretty good, but needs better buttons. The TE is outstanding. It's much, much better than anything from HORI I've ever tried.

    Banshee on
    [SIGPIC][/SIGPIC]
  • Evil MultifariousEvil Multifarious Registered User regular
    edited April 2010
    So how are you guys playing dudley? I am having trouble getting in and doing damage when I get there.

    lp machine gun blow pressure is key. It combos from cr. mp and is safe on block, and you can combo another cr. mp lp MGB after the first one whether it hits or not. I also use a lot of EX uppercut to break annoying strings and am liberal about FADCing blocked uppercuts if it means getting in close. Dudley's super is outrageously useful, but his damage output is high enough that you don't have to have it to win a match. Overhead target combo is nice, safe pressure. cr. lk -> mk -> hp jet upper is a great combo to punish with or frustrate your opponent. The cr. lk mk will be safe if he blocks so just drop the upper. Standing heavy punch, alternating with standing forward heavy punch make excellent distance pokes. Use duck grabs for mind games, as well as back swing blow. ROLLING THUNDER GOES THROUGH FIREBALLS!!!

    There are definitely better punishes than clk mk upper though. Some of them are tricky links though. I think a flat-out shk to jet upper might do more damage, or shk to ex mgb.

    Are you saying cmp mgb cmp mgb is all one combo? That seems absurd. Or do you mean it's got that nice frame advantage?

    I am finding his mid range game to be weakest but I haven't been ducking in enough, I think.

    Evil Multifarious on
  • KinderpartyKinderparty Registered User regular
    edited April 2010
    I played with a TE again last night and it's just spectacular. I'm really sad that I am stuck on an SE. Could someone write me in their will for their TE stick? I'd really appreciate this.

    Kinderparty on
  • Evil MultifariousEvil Multifarious Registered User regular
    edited April 2010
    Bizazedo wrote: »
    So how are you guys playing dudley? I am having trouble getting in and doing damage when I get there.

    I treat him like Gouken. Occasional fake attacks to avoid him doing that DAMNED COUNTER whatever it is and just tossing him, followed my usual shenanigans.

    Haven't lost to him yet, but he is new so meh.

    I meant playing as him, not against him.

    I have way more trouble against Cody players who turtle, since he can punish jumps so goddamn easily with that stupid kick special.

    Evil Multifarious on
  • DasUberEdwardDasUberEdward Registered User regular
    edited April 2010
    i keep accidentally uploading replays.

    DasUberEdward on
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  • KinderpartyKinderparty Registered User regular
    edited April 2010
    So how are you guys playing dudley? I am having trouble getting in and doing damage when I get there.

    lp machine gun blow pressure is key. It combos from cr. mp and is safe on block, and you can combo another cr. mp lp MGB after the first one whether it hits or not. I also use a lot of EX uppercut to break annoying strings and am liberal about FADCing blocked uppercuts if it means getting in close. Dudley's super is outrageously useful, but his damage output is high enough that you don't have to have it to win a match. Overhead target combo is nice, safe pressure. cr. lk -> mk -> hp jet upper is a great combo to punish with or frustrate your opponent. The cr. lk mk will be safe if he blocks so just drop the upper. Standing heavy punch, alternating with standing forward heavy punch make excellent distance pokes. Use duck grabs for mind games, as well as back swing blow. ROLLING THUNDER GOES THROUGH FIREBALLS!!!

    There are definitely better punishes than clk mk upper though. Some of them are tricky links though. I think a flat-out shk to jet upper might do more damage, or shk to ex mgb.

    Are you saying cmp mgb cmp mgb is all one combo? That seems absurd. Or do you mean it's got that nice frame advantage?

    I am finding his mid range game to be weakest but I haven't been ducking in enough, I think.

    I will lab that MGB combo today. If I've ever landed a cmp mgb, I can always land another, but that may be the opponent's fault for trying to do something. Also, some times you don't have time to try the most tricky punisher you've got. If you don't wanna use it, then don't, but it's very easy to do with solid damage. Any jet upper punish is gonna be good if you can cancel it to super anyway. I also like the shk to ex mgb in the corner, given the easy ultra setup, so you've got that right. Ducking enough is super key, especially if you mix in duck throws. Oh yeah, you probably knew this, but his FA has super speed and a generous range.

    I try to avoid using non-ex MGB punishes (I think there's a link with two cr lps, mp, mgb for combo) because I would rather get a knockdown.

    * I wouldn't think that anything is absurd with a character that can lp jet upper to hp jet upper to super for just.. landing a jet upper. Also a jet upper to ultra without FADC.

    Kinderparty on
  • SakeidoSakeido Registered User regular
    edited April 2010
    So how are you guys playing dudley? I am having trouble getting in and doing damage when I get there.

    lp machine gun blow pressure is key. It combos from cr. mp and is safe on block, and you can combo another cr. mp lp MGB after the first one whether it hits or not. I also use a lot of EX uppercut to break annoying strings and am liberal about FADCing blocked uppercuts if it means getting in close. Dudley's super is outrageously useful, but his damage output is high enough that you don't have to have it to win a match. Overhead target combo is nice, safe pressure. cr. lk -> mk -> hp jet upper is a great combo to punish with or frustrate your opponent. The cr. lk mk will be safe if he blocks so just drop the upper. Standing heavy punch, alternating with standing forward heavy punch make excellent distance pokes. Use duck grabs for mind games, as well as back swing blow. ROLLING THUNDER GOES THROUGH FIREBALLS!!!

    There are definitely better punishes than clk mk upper though. Some of them are tricky links though. I think a flat-out shk to jet upper might do more damage, or shk to ex mgb.

    Are you saying cmp mgb cmp mgb is all one combo? That seems absurd. Or do you mean it's got that nice frame advantage?

    I am finding his mid range game to be weakest but I haven't been ducking in enough, I think.

    I will lab that MGB combo today. If I've ever landed a cmp mgb, I can always land another, but that may be the opponent's fault for trying to do something. Also, some times you don't have time to try the most tricky punisher you've got. If you don't wanna use it, then don't, but it's very easy to do with solid damage. Any jet upper punish is gonna be good if you can cancel it to super anyway. I also like the shk to ex mgb in the corner, given the easy ultra setup, so you've got that right. Ducking enough is super key, especially if you mix in duck throws. Oh yeah, you probably knew this, but his FA has super speed and a generous range.

    I try to avoid using non-ex MGB punishes (I think there's a link with two cr lps, mp, mgb for combo) because I would rather get a knockdown.

    * I wouldn't think that anything is absurd with a character that can lp jet upper to hp jet upper to super for just.. landing a jet upper. Also a jet upper to ultra without FADC.

    Dudley's coolest combo is c.rh, c.rh, c.rh, ultra :D
    I was surprised to find out he has no close or far normals.. they are all the same, and his stand roundhouse has crazy reach. Hit confirms into it all day.. I find those easier than c.lp c.lp c.mp

    Sakeido on
  • TheUnsane1TheUnsane1 PhiladelphiaRegistered User regular
    edited April 2010
    I played with a TE again last night and it's just spectacular. I'm really sad that I am stuck on an SE. Could someone write me in their will for their TE stick? I'd really appreciate this.

    I like this post because you were all "I don't think there's any reason it's better that justifies the cost." no less then 2 threads ago. Learn from this man folks, TE STICK 4 LIFE.

    Dudley seems to have hard match ups with Cammy and Guy for me at least at my skill level with him. I feel like I can't play my game in close and get beat mostly from distance too.

    TheUnsane1 on
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  • DasUberEdwardDasUberEdward Registered User regular
    edited April 2010
    It seems like the timing for wake-up options is a bit more strict.

    also pad 4E.

    DasUberEdward on
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  • The Grey GOATThe Grey GOAT Registered User regular
    edited April 2010
    Man, I had some really good battles last night. My Dee Jay skills are starting to improve. I still got my ass kicked a few times, but for just learning him, I wasn't too disappointed. I'm really trying to learn putting FA's into my aresenal because I rarely had good timing with them before, but last night I was starting to learn the timing with them. If done right, his moves can combo well after landing a good FA.

    What I have learned so far is this:

    - His fireball is used more as a spacing/bait weapon rather than to actually fight with. It is slow and does crap damage. Don't really try to out fireball someone.

    - His double sabot is a great pressure, poke move. And the arial spin kicks are great, especially in EX form. Both moves aren't too punishable if whiffed.

    - He seems to have more of an advantage over Zangief (who I fuckin hate) than Guile who was my 2nd main in SF4. Guile could hit Gief and keep him out of the air with throws, but ONE mistake and it was over. Dee Jay seems to be able to keep him at more of a distance easier than Guile, which is were you want him to be. Even that flaming green "Pimp Slap" move couldn't get him in close. Only time will tell though.

    - His damage is so so. You really have to mix up moves and keep them guessing.

    - Since all his moves are charge based, you gotta keep in mind while in mid combo to charge. Similar to Guile, but I felt it was even more critical with DeeJ because he has more moves.

    Guy is gonna be my next experiment.

    The Grey GOAT on
    [SIGPIC][/SIGPIC]
    "Faster, Faster, until the thrill of speed overcomes the fear of death." -HST
  • ElementalorElementalor Registered User regular
    edited April 2010
    TheUnsane1 wrote: »
    I played with a TE again last night and it's just spectacular. I'm really sad that I am stuck on an SE. Could someone write me in their will for their TE stick? I'd really appreciate this.

    I like this post because you were all "I don't think there's any reason it's better that justifies the cost." no less then 2 threads ago. Learn from this man folks, TE STICK 4 LIFE.

    Dudley seems to have hard match ups with Cammy and Guy for me at least at my skill level with him. I feel like I can't play my game in close and get beat mostly from distance too.

    I like that little dip the SE has in the front, I just wish they made a bigger version of it.

    Elementalor on
    Marvel Future Fight: dElementalor
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  • KinderpartyKinderparty Registered User regular
    edited April 2010
    TheUnsane1 wrote: »
    I played with a TE again last night and it's just spectacular. I'm really sad that I am stuck on an SE. Could someone write me in their will for their TE stick? I'd really appreciate this.

    I like this post because you were all "I don't think there's any reason it's better that justifies the cost." no less then 2 threads ago. Learn from this man folks, TE STICK 4 LIFE.

    Dudley seems to have hard match ups with Cammy and Guy for me at least at my skill level with him. I feel like I can't play my game in close and get beat mostly from distance too.

    No kidding. You really just don't know until you try it. That said, the price will forever be out of my reach, but if you've got the money to spend there's no reason to pass on a TE. Ever.

    Kinderparty on
  • DasUberEdwardDasUberEdward Registered User regular
    edited April 2010
    Okay I am starting to really dislike Sakura's ULT 2.

    It has a surprisingly small hit box.

    DasUberEdward on
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  • DasUberEdwardDasUberEdward Registered User regular
    edited April 2010
    Hm also it looks like you can grab dee jay out of his slide.

    DasUberEdward on
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  • FrosteeyFrosteey Elaise 1521-2945-8940Registered User regular
    edited April 2010
    cj iwakura wrote: »
    Frosteey wrote: »
    Today is officially going to be Rose day.

    She's mine!


    And I also miss Indestructible. Better opening, too.

    We can have the best all-Rose team for team battles and it will be great : D

    Frosteey on
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