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Flushes

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356 2003 8 9
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Flushes

356

Forum Posts

2003

Wiki Points

9

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#1  Edited By Flushes

Another vote for Honda. Hold your ground, press fierce/roundhouse, and hit your anti-airs.

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Flushes

356

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2003

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#2  Edited By Flushes

Ghost emp + marine stim is generally a void ray bloodbath.

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Flushes

356

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2003

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#3  Edited By Flushes

Abel mirror. It's a fast, stupid, dice rolling match where the first knockdown is everything. Abel standing up vs. Abel on his back is a 9-1 matchup; the guy can't escape his own mixups and gets fucking mauled
 
Fun to look at, though!

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Flushes

356

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2003

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#4  Edited By Flushes

Practice buffering both the focus attack and dash when you FADC so you do both cancels on the first possible frame.
  
Think of it like this : do roundhouse ruffian, tap focus BEFORE the ruffian hits, then do the dash right after the focus input. The result is that you cancel the ruffian with a focus attack on the first available frame, and then you cancel the focus attack with your dash on the first available frame. If you do it right, it leaves you all the time in the world to land Cody U1. 
 
The juggle with Cody U1 after ruffian is all about speed, not timing. Just make sure you do the focus cancel and dash as soon as possible in the combo, and you should have lots of time.

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Flushes

356

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2003

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#5  Edited By Flushes
@Gaff: Stop putting words in our mouths. The reason this list is useful is not because x is true all the time; it's because the occurrence of x over 5,000 competitive games is a legitimate indicator of relative character strength. If you don't understand the difference, then I'm not having this discussion.
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Flushes

356

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2003

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#6  Edited By Flushes

5,000 rounds of tournament play sounds conclusive enough to me.

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Flushes

356

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2003

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#7  Edited By Flushes
@Scooper: Not only are the terms tier list and character ranking totally interchangeable (eventhubs' own tier lists say "character ranking" right on them), but you're also assigning an awful lot of  value to matchup "data" that is based solely on theory fighter with no regard to who actually populated that chart. Who comes up with their matchup stats? Do you even care? This list is better simply because it compiles actual data in a plain, easy to understand way. GYT are even transparent about their methods in gathering and weighing the data. This list is infinitely more useful than the eventhubs list.
 
Show me where the phrase "tier list" is defined as a chart of matchup values.
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Flushes

356

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2003

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#8  Edited By Flushes

"Torrential." That is all.

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Flushes

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#9  Edited By Flushes

 Built by the guys at Foe Hammer customs in Colorado.

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Flushes

356

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2003

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#10  Edited By Flushes

Sim/Abel is pretty awful for Sim once Abel is in. You're going to want to try to keep your button pressing in that match almost totally reactionary if you can help it, because one roll/jump through/over a stand fierce and Abel will get in and beat the fucking shit out of you. Tips for dealing with wheel kick: wheel kick's startup is both slow and vulnerable, so if you suspect one, you can walk up slightly and react to it with stand forward or stand strong to ping it out of the air before it even gets going. Wheel kick is also varying degrees of unsafe if anything other than the tip of Abel's heel touches you. If you block the top of his leg he's going to be between -10 and -12 and pushed right into your face, so you can punish with yoga flame/super combos from back + forward kick, etc. Even if wheel kick hits you from point blank, he's still at -5, so you at least get a throw and escape. In short, hit wheel kick with an upward-angled poke as it starts up, and learn to tell which ones are unsafe so you can punish if you block it. 
 
EX wheel kick is way faster and blows through fireballs, so you kind of have to worry about that too. The same general strategy applies; just watch your spacing, know your poke ranges, and use them to hit wheel kick on reaction. 
 
You can keep Abel out fairly well using that as a guideline. Rolls have recovery at the end, so tag those on reaction with stand fierce or a close normal into yoga flame. His jump-in attacks all lose to different Sim buttons: his jump forward kick loses to Sim back + roundhouse knee from long range, and back + strong from closer. His early jump jab has a weird hitbox and will counterhit your AA buttons at seemingly random times, so make sure you time your AAs well. If he tries to dash in, you can easily poke him. If he focus absorbs a long poke, use another fast poke afterwards and eat his grey damage.  
 
Once he gets ultra, you can't throw fireballs and he's going to try to push you to the corner and bully his way in. Stick to the same gameplan if it's been working, but you'll probably have to play it a little loose and make some reads. If he touches you with step kick, stay calm and don't mash, then just make an escape guess or block. Slide out of the corner works well if he tries to cross you up, followed by an instant air teleport back out of that bitch. 
 
Good luck, because that shit ain't easy.