SFA2: Hitboxes now available

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  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    Well I mean it is just looking at it like. One bison has awesome tod, maybe safe moves, can dizzy off almost everything.

    The other one has no crossup(Maybe he has one? Nothing seems to work) and is fat, and like with no link combos. It is kind of sad really.

    I know this is a different game, but like there has never really been another super turbo bison, one that is all offense with 0 defense, and I kinda miss it

    A2 Bison plays like a obese ST Bison. Limited offense, decent defense, half his moves are safe, one his moves is horrible.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    Uh I hate you for making do a bison write up.
  • jaropjarop Joined: Posts: 51
    Much appreciated guide. Learning A2 Sagat has really given me an appreciation for his other incarnations given how hard he has to work without CC
    Cammy Spike.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    Much appreciated guide. Learning A2 Sagat has really given me an appreciation for his other incarnations given how hard he has to work without CC

    You really have to have good spacing with his fireballs and know to anti air at every angle, his normals are so slow and his links arent easy. He really has no universal bnb either, so it's all footsie and fireballs til you get meter, and his normals are ok at best.
  • ramberkramberk Poneley Fighting Master Joined: Posts: 547
    I main Bison in A2. He's one of my favorite characters to use. The way I play Bison: brutally patient.

    I basically play keep away with poking and throwing mixed in. The ideal situation for Bison, IMO, is to constantly have his opponent at the edge of his standing MK. You'll play ground footsies with standing MK, mix in some LP Psycho Balls (if safe). If the opponent backs away or looks like he's about to jump then you throw a standing HK. If your opponent gets in close, you throw standing or ducking MPs or you throw. If your opponent is attempting a jump-in, then you throw a well timed LP psycho ball as an anti-air or a do a standing HK or ducking HP (both riskier at trade-ins of course). Sometimes a headstomp works as an anti-air also if the timing is right.

    If you want to mix things up, you might want to jump-in with an early HK or a late LK. I like to do air-to-air with his MK also because of its horizontal reach. I'm sure there are some small combos you can do-- mix that in if you get the opportunity. You can also sparingly do headstomps-- but I think A2 Bison's headstomps have low priority in this game so you'll end up trading or losing a lot if you get predictable with them. Sometimes you can use HK Scissor kick to punish wiffed moves from a distance-- but I think almost all versions of the scissor kick will leave you seriously vulnerable if blocked. Use them only in combos.

    I'm pretty sure you can combo into his scissor kick super. Use that if you get the opening. His psycho crusher super is pure trash at all levels and in every situation. Never use it. Don't ask me about CCs with Bison cause I just don't really utilize them.

    I love A2 Bison. He's my main. I used to get on GGPO last year but stopped cause I no longer have a dedicated computer for it. I would play A2 regularly if it were released on Live though. Sigh sigh sigh. I'll never stop loving this game.

    Funny thing, I use a similar play style with 3S Remy and SSF4 Honda. Poke, poke, poke, throw, poke, poke, poke. Its an uphill battle but I like charge characters. Honda struggles a lot less cause of his much larger stamina, damage potential and versatility.
    MAS stick for sale (8/2011). PM if interested.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    M.Bison 101.


    ****Normals Breakdown:

    Standing:

    Lp- Quick jab, with small frames advantage. Not great.

    Mp- Glow version of his s.lp, with great priority and blockstun, similar to ST Chun's s.mp. Can do multiple in a row to counter hit and anti jump characters up close. Serves as far anti air in a lot of matches. This is his up close bully move.

    Hp- Upward angled punch, which looks like it can be used as anti-air, but has actually pretty bad priority, though it ok to use sometimes as it's faster than c.fp. Lots of meaty range.

    Lk- Quick knee kick to the mid section, cancelable, good priority.

    Mk- Straight kick with good range. Universal poke, not too fast, not too bad recovery. Very good to zone.

    Hk- A two hit Anti-air angled kick. Good anti air priority and first hit is cancelable to anything. Use for AC reversal up close.

    Crouching:

    Lp- Little jab to the shin, not really all that though is has ok range for a jab.

    Mp- A straight punch with good priority, cancelable.

    Hp- Very good anti air once its out, must do early for it to be effective, lots of meaty frames.

    Lk- Quick kick to the foot, can hit meaty, not chainable.

    Mk- A low kick similar to c.lk, hits meaty and cancelable.

    Hk- Great surprise move and safe when distance right, same applications as other games, can be kara canceled for add reach on specials.

    Jumping:

    Lk- Best air-to-air, quick, but low damage.

    Mk- Jumping version of s.mk great neutral jump moves.

    Hk- Angled jump in with good priority.



    ****MEATIES!!!

    These are important because if make it alot more difficult for your opponent to do wake-up reversals on you, and allow link not normally possible.

    s.fp- Hits super meaty, but no real combo opportunity cause of push back

    c.fp- same as above

    c.mk- Hits low and can link a s.lk and I think rh, been awhile idr.

    s.mp- Heavy frame advantage.

    ****Specials Breakdown:

    Psycho Shot: b charge f + P:

    A fireball. Although its a charge, the recovery sucks. What is best about this move is its size, speed, and hitbox. Very hard to jump over (lp version) cause it is so slow, can be super meaty, and change bison's hitbox (the fireballs anti airs A LOT).

    Double Knee Press: b charge f + K:

    Ew. NOT CVS2/ST/SSF4 Knee press. Only usefulness is it goes over lows, semi unpunishable at certain ranges and character specific. 100% punishable by anyone with meter by CC or AC. Used mainly in CCs. All versions combo only after s.hk.

    Head Press: d charge u + K:

    Very good move when mixed with somersault skull diver, safe as hell and annoying. Always whiffs on Evil Ryu and on Sak sometimes. Can kara a rh into this, mix this with instant skull divers to keep your opponent guessing. Good priority and hard to cc and anti air. If hit anywhere during the move to include recovery results in a air reset. Press P for follow up, safe on block, easy to ac or cc though.


    Somersault Skull Driver: d charge u + P,P

    Bison goes in the air as if to headstomp but does nothing unless you press p which causes him to punch dive. Slight frame advantage on block and good when whiffed and mixed with stomps. Same properties as headstomp on hit.

    Bison Warp: dp or rdp + PPP or KKK:

    Very good teleport, great to take you away from your opponent.

    Supers:

    Mega Pyscho Crusher:

    Meh. Lvl 1 doesnt have good priority, lvl 2 is ok, but lvl 3 is beast. Use lvl 3 version as anti ait to make your opponent shit themsleves. Horrible wake up option as it does not track opponent if it hit a limb, wasting the super.

    Knee Press Nightmare:

    Great lvl one to blow through fireballs and on wake up.

    ****Play Style:

    Bison is fast in this game. Stupid fast for his size. He can be in your face or turtle, depends how you roll. Walking mp is very effective versus mashers and will counter hit the hell out of them. Utilize his fast walk speed to get throws when close, and counter hit with various normals when you get in. Bison only real combo is off s.rh so you wont be doing combo vids. Harass from afar with slow fireballs, anti air with s.rh and c.fp. Mid range keep your distance with s.mk and from far screen you can sweep to close the gap.

    Your main objective is to annoying your oppenont into messing up. Constant barrages of headstomp, skull divers, and lp fireballs from a distance will frustrate your opponent into acting rash. Every blocked skull diver (beware of ac) is a guessing game for you opponent. You can go for a throw, ac their attack attempt, or activate a cc, or do another skull diver.

    Bison can pressure well in the corner, example of a annoying pattern would be skull diver, [c.lp xx instant skull diver]x2-3. Mix in some walking lks, a throw, neutral jumps, empty jump throw and you can begin to see how annoying Bison can be.

    Bison is very versatile with meter. You can blow through moves with knee press nightmare, alpha counter, or cc. I sometimes blow a lvl 1 cc just to get close. Here are some examples:

    Activate - lp psycho shot x3, teleport behind or in front
    - lp psycho shot x3, headstomp -> skull diver follow up
    - lp psycho shot x3, empty somersault skull diver or follow up

    As for ACs, Bison's fist of hit punch ac seems invincible. Alpha counter reversals with dps wont work on him unless close. If you opponent does ac reversals use kick ac. Kick ac is very very good. Bison will teleport behind the opponent then you can CC or throw. Buff stuff. If they ac reversal his kick ac, Bison gets a free hit.



    ****COMBOS!!!!
    s.rh xx hk knee press
    s.rh or c.mk xx any super

    Lame.

    ::::Custom combos::::

    Sweep xx hk knees press xx sweep xx headstomp -> dive (whiffs unless they tech roll), meaty unblockable sweep follow up.

    Add one extra knee press for lvl 2, 2 for lvl 3.
  • AquasharkAquashark Mekong Delta AirRaid Joined: Posts: 1,546
    in custom combo.. isn't a s.HP better before the headstomp -> dive, meaty unblockable?

    i find it hard to hit the second sweep in level 1
    hello friends, my name is Drago Umeharevich from CrossCounter Balkans
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    M.Bison's crouching Forward links into the first hit of his standing Roundhouse, and his punch Alpha Counter cannot be blocked.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    in custom combo.. isn't a s.HP better before the headstomp -> dive, meaty unblockable?

    i find it hard to hit the second sweep in level 1

    Whichever works for you, s.fp is better at lvl 3 since you can add 1 more knee press. I think at lvl 2 also, Im rusty on my stuff, but a lot of people found sweep easier.
    M.Bison's crouching Forward links into the first hit of his standing Roundhouse, and his punch Alpha Counter cannot be blocked.

    Yeah I'm aware I left out a chunk of combos. I whipped this bitch up late last night and is WIP as most these guides still are. And yeah, Bison AC is such bs.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    If you want to mix things up, you might want to jump-in with an early HK or a late LK. I like to do air-to-air with his MK also because of its horizontal reach. I'm sure there are some small combos you can do-- mix that in if you get the opportunity. You can also sparingly do headstomps-- but I think A2 Bison's headstomps have low priority in this game so you'll end up trading or losing a lot if you get predictable with them. Sometimes you can use HK Scissor kick to punish wiffed moves from a distance-- but I think almost all versions of the scissor kick will leave you seriously vulnerable if blocked. Use them only in combos.

    I'm pretty sure you can combo into his scissor kick super. Use that if you get the opening. His psycho crusher super is pure trash at all levels and in every situation. Never use it. Don't ask me about CCs with Bison cause I just don't really utilize them.

    Air to air mk is a better neutral or jump back move while lk is his best overall. Bison really is limited in the combo section and relies more or damage from throws, normals, and supers. His headstomps are ALL very good and good to mix up with the somersault diver. All versions of his scissor kicks are horrible and only for combos, on top of that they are so damn slow and don't do great damage. My biggest argument here is with his supers. Lvl 3 PC is one of the most devastation anti air supers in the game and can't be activated through, and it can be comboed into. Lvl 1 PC super is not great, but 100% safe on block while knee press nightmare isn't. All lvls of knee press nightmare are excellent to go thru fireballs.
  • ramberkramberk Poneley Fighting Master Joined: Posts: 547
    RSX, its unclear to me what you wrote about Lvl 3 PC-- are you saying its a very good anti-air super? What do you mean "can't be activated though." What are some good moves to combo into the Lvl 3 PC?

    I don't use the knee press nightmare to go thru fireballs-- its a great strategy but I always overlook it.

    For some weird reason, I have an easier time missing the head stomp on Chun and Ryu-- it could just be me being predictable or making mistakes though.

    I love his air MK. I just love the play style that A2 Bison has. IMO, you cannot play A2 Bison at all in any of the ISMs in A3 (thats why I hate A3). A3 really makes Bison weird and some of his normals even get traded out for newer ones that are far worse IMO. The air MK is an example of that-- it becomes a diagonal kick instead horizontal.

    I so could use some A2 right now. I so wish there was an EX Bison option in SSF4 where he lost the PC for a psycho ball (yes, I'm crazy for wanting that but so what!)
    MAS stick for sale (8/2011). PM if interested.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    Yes it is a excellent anti air. What I meant about the activation is if someone activates in the air they still eat the super. You can activate thru anti air moves in a2 but not that shit lol.
  • CWheezyCWheezy Joined: Posts: 889
    Thanks for updating, good read
  • FulaaniFulaani Of terrorist descent Joined: Posts: 2,555
    someone introduced me to this game but it's just brazilians on ggpo lol.
    zoning took an indefinite hiatus
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    I play A2 online these days, although its mostly A2 Gold / Zero 2 Alpha. We should play some time.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • AquasharkAquashark Mekong Delta AirRaid Joined: Posts: 1,546
    someone introduced me to this game but it's just brazilians on ggpo lol.
    sit in the room idle for a few minutes.. people from Europe, NA enter from time to time
    hello friends, my name is Drago Umeharevich from CrossCounter Balkans
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    If anyone wants to play I usually go on, just pm me a time and if I'm not busy I'll be on.
  • AnakronAnakron Alpha Male Joined: Posts: 2,391
    So anyone in this thread want anything added in particular? Something we can add of improve?

    How's that matchup chart coming along?
    #SNKPlaymore on rizon
    isn't it funny that capcom put a mechanic called focus into a game designed for people with ADD
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    Shit I have to find my files they hiding and I been busy, but good thing you brought that up. I have to get with some other people and finish it.
  • Xx Thomahawk xXXx Thomahawk xX aka The Graveyard Theory aka Garlic the 3rd Joined: Posts: 403
    Im trying to learn Guy in A2 but im having issues. If I do a FF chain he first 3 hits will connect and the roundhouse will whiff leaving me wide open. What can I do about this?

    edit: I had to wait a split second before pressing roundhouse. But I still cant get it to connect If I start the jab from a distance. Can anything be done about that?
    Love for the Game!!! Live for the Fight!!!
  • DreamfireDreamfire ~And it's a long way forward, so trust in me. I'll give them shelter, like you've done for me.~ Joined: Posts: 167 ✭✭✭✭✭ OG
    His chain isn't as useful here, compared to like A3 or something. You're better off learning s.mp, s.fp xx shoulder. It'll connect vs everyone and actually give you a real knockdown to start mixup. If you see they blocked it, you can cancel into a dash-cancel and keep up the pressure.
    <randomdps> Yes, it's like your characters are walking through a sea of gummy bears
    Darian on how slow A3 is.

    <Hakero> fucking brazil is in tropical geography
  • Xx Thomahawk xXXx Thomahawk xX aka The Graveyard Theory aka Garlic the 3rd Joined: Posts: 403
    ^^
    Ahh I see thanks.
    Love for the Game!!! Live for the Fight!!!
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    Only real use of the bushin chain is in the corner where you can link a super after, but the link is a pain in the ass so not worth it imo.
  • phoenixnlphoenixnl Joined: Posts: 643
    RaginStorm X I tried to PM you but your PM box is full apparently.

    I've been looking into some technical things of SFA2 I'll give a list of the topics I looked at.

    First of all: Throw invincibility. After knockdown, hitstun and blockstun you are invincible to throws for a short period of time. This time is exactly 6 frames in all three cases.

    Secondly I've been looking at hitstun/blockstun on moves.

    Below follows a list of all the data I've collected:

    Jump light attacks: 15 frames hitstun, 14 frames blockstun, 7 frames hitstop
    Jump medium attacks: 15 frames hitstun, 14 frames blockstun, 9 frames hitstop
    Jump hard attacks: 15 frames hitstun, 14 frames blockstun, 11 frames hitstop
    Light attacks: 14 frames hitstun, 13 frames blockstun, 10 frames hitstop
    Medium attacks: 19 frames hitstun, 18 frames blockstun, 12 frames hitstop
    Heavy attack: 24 frames hitstun, 22 frames blockstun, 14 frames hitstop
    Command normal: 14 frames hitstun, 13 frames blockstun, 12 frames hitstop
    Command overheads: Generally work like Medium attacks. Sakura's overhead is an exception for working like a heavy attack.
    Specials: 24 frames hitstun, 22 frames blockstun, variable hitstop

    Now, on to calculating frame advantages. This is a bit odd in Alpha2. Let's take Rose's cr.mp as an example.

    The move has 4 frames startup, 7 active frames, and 6 frames of recovery.
    But after the end of this move, Rose goes into a crouching state for 2 frames in which she cannot do anything at all, effectively lengthening the recovery by 2 frames. All moves have this 2 frames of recovery, standing moves go in a standing recovery state, crouching moves go in a crouching recovery state. Visually these look identical to normal neutral stance and crouch. Yet they cannot be canceled by anything, not even block, walk or jump. If anyone finds someway to cancel this recovery, please let me know.

    Back to Rose's cr.mp, which is effectively 4/7/8. It's a medium attack so it does 19 frames of hitstun. If the move connects on the first active frame, the remaining part of the move is 6+8=14 frames. As the move does 19 frames of hitstun we get a frame advantage of +5 (19-14=5), this is just enough to link it into another cr.mp as it has 4 frames startup and becomes active on the 5th frame (it is therefore a 1 frame link). Obviously the meatier you hit this move, the higher the frame advantage will become. If you hit it on the last possible active frame, the recovery is 8 frames. 19-8=11 So the move at its meatiest is +11.

    I was going to ask RagingStorm X for the framedata that I had to PM for, but his inbox is full. I'm not sure if his framedata gives the recovery as 6 or 8 for Rose's cr.mp. In case of the former, a practical way of checking frame advantages is subtracting 2 frames of all the hit and blockstun. And using that as the hit/blockstun.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    4/7/6 is what it says
  • SeanxFaytSeanxFayt aka KintoUn Joined: Posts: 560
    I wanna learn alpha 2 and alpha 3 badly! But the A2 community seems a lot more active/willing to help! I want to learn ken, can anybody give me some basic stuff to practice with ken? and a gameplan? which normals are good for footsies, etc.
    . . .
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Ken is top tier with a zoning game, good pokes, good Alpha counters, good CC. Your pokes are cr.mk, st.HK basically. Mostly you zone with fireballs like in ST to build meter like Ryu. CC is basically sweep to hurricane kick than ascending strength dragon punches. If you use it as a AA, then do st.mp then the dragonpunches. Sweep is good, and is cancelable like the other shotos, you can cancel to fireball or if you're feeling gutsy cancel to his roll (412+P) and continue pressure or you can try to cross them up with it into st.mp hitconfirmed to HP dragonpunch. Normal AA is cr. HP just like the others, you don't even need to use mp or hp SRK outside of combos, really. Best super is shoryureppa and can be comboed from cr.mk or chained lps/lks.

    Did I miss anything? Playing Ken is not rocket science imo
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • SeanxFaytSeanxFayt aka KintoUn Joined: Posts: 560
    Ken is top tier with a zoning game, good pokes, good Alpha counters, good CC. Your pokes are cr.mk, st.HK basically. Mostly you zone with fireballs like in ST to build meter like Ryu. CC is basically sweep to hurricane kick than ascending strength dragon punches. If you use it as a AA, then do st.mp then the dragonpunches. Sweep is good, and is cancelable like the other shotos, you can cancel to fireball or if you're feeling gutsy cancel to his roll (412+P) and continue pressure or you can try to cross them up with it into st.mp hitconfirmed to HP dragonpunch. Normal AA is cr. HP just like the others, you don't even need to use mp or hp SRK outside of combos, really. Best super is shoryureppa and can be comboed from cr.mk or chained lps/lks.

    Did I miss anything? Playing Ken is not rocket science imo

    Any bread and butters I should work on? Gotta make sure I remember all of this stuff, played a chun, he pretty much derped the herp on me =[
    . . .
  • DreamfireDreamfire ~And it's a long way forward, so trust in me. I'll give them shelter, like you've done for me.~ Joined: Posts: 167 ✭✭✭✭✭ OG
    A few things here:

    While most of Ken's pokes are good, and you'll want to use them all, definitely don't throw out tons of s.rh. It's AC bait and you can probably just CC it on hit on block if you're semi close.

    Cancelling into his roll is a really good idea because it's so safe. With that said, if you're going to do cross over roll shenanigans, you really need to do something that you can hitconfirm. If you can hitconfirm s.mp xx DP then by all means, but I know I definitely can't. This also doesn't work as good offline, where it can actually destroy scrubs online. And even then, the top players can still block it on reaction so if you get into the habit of just doing something like c.fp xx dp without totally hitconfirming, you'll be eating free damage you just gave them.
    -Edit- I guess what I'm trying to say is this tactic is pretty much garbage. If you're going to try a cross over roll, you might as well do it into either short short super (short short roll again if they blocked,) or just straight into CC. Straight to CC sounds even scrubbier, but it's actually more damage and safer due to you not being completely open for a free combo/CC/whatever.

    Definitely do NOT use c.fp for antiair. You'll become lazy, and it'll be a dumb habit to break. C.fp will not AA characters like Gief, Rose can time her jumps to trade, etc etc. Always antiair with MP DP, it'll never lose and if you do it deep enough it'll flat out beat jumpin CCs, or fly past them (leaving you safe.) C.fp is easy as fuck to jumpin CC and you'll eat them all day.

    For BnBs, they definitely aren't Ken's strong point. If you land a cross over mk, you can do short short xx fierce DP vs mostly anyone. If you land a short short anywhere, you may as well cancel into a super since it'll be damage.
    <randomdps> Yes, it's like your characters are walking through a sea of gummy bears
    Darian on how slow A3 is.

    <Hakero> fucking brazil is in tropical geography
  • SeanxFaytSeanxFayt aka KintoUn Joined: Posts: 560
    A few things here:

    While most of Ken's pokes are good, and you'll want to use them all, definitely don't throw out tons of s.rh. It's AC bait and you can probably just CC it on hit on block if you're semi close.

    Cancelling into his roll is a really good idea because it's so safe. With that said, if you're going to do cross over roll shenanigans, you really need to do something that you can hitconfirm. If you can hitconfirm s.mp xx DP then by all means, but I know I definitely can't. This also doesn't work as good offline, where it can actually destroy scrubs online. And even then, the top players can still block it on reaction so if you get into the habit of just doing something like c.fp xx dp without totally hitconfirming, you'll be eating free damage you just gave them.
    -Edit- I guess what I'm trying to say is this tactic is pretty much garbage. If you're going to try a cross over roll, you might as well do it into either short short super (short short roll again if they blocked,) or just straight into CC. Straight to CC sounds even scrubbier, but it's actually more damage and safer due to you not being completely open for a free combo/CC/whatever.

    Definitely do NOT use c.fp for antiair. You'll become lazy, and it'll be a dumb habit to break. C.fp will not AA characters like Gief, Rose can time her jumps to trade, etc etc. Always antiair with MP DP, it'll never lose and if you do it deep enough it'll flat out beat jumpin CCs, or fly past them (leaving you safe.) C.fp is easy as fuck to jumpin CC and you'll eat them all day.

    For BnBs, they definitely aren't Ken's strong point. If you land a cross over mk, you can do short short xx fierce DP vs mostly anyone. If you land a short short anywhere, you may as well cancel into a super since it'll be damage.

    Ahh ok! I was playing yesterday, and my c.fp was getting CC'd. I was getting angry!! Thanks for this =]
    . . .
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    Rolento's overhead CC:

    A Sagat-only deal from the looks of things.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    wow scouter j.hk xx d+mk x3, sweep to normal cc. nice
  • HakeroHakero crazy fucker Joined: Posts: 52
    this is WOLFwatcher , he is number 1 a2 player in ggpo , from japan


    afro legends : We will beat Japan one day at this game. I promise
    Hakero : ROFL
  • CSSCSS i quit mashing custom finally Joined: Posts: 174
    this is wolfwatcher , he is number 1 a2 player in ggpo , from japan



    work rom ok
    NickRocks wrote: »
    And GGPO players wont travel, they are like 14 and play on keyboard
  • DreamfireDreamfire ~And it's a long way forward, so trust in me. I'll give them shelter, like you've done for me.~ Joined: Posts: 167 ✭✭✭✭✭ OG
    work rom ok

    Shut up
    <randomdps> Yes, it's like your characters are walking through a sea of gummy bears
    Darian on how slow A3 is.

    <Hakero> fucking brazil is in tropical geography
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    Shut up

    Quoted for truth and emphasis.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    Is ggpo down?
  • doujinshi_2001doujinshi_2001 Superman That Ho Joined: Posts: 2,425 ✭✭✭✭✭ OG
    stop trolling, lol
    Niggas got carlos canceled two days in a row. - Adam Warlock
    Pokemon Heart Gold: 5242 4130 9548
  • CSSCSS i quit mashing custom finally Joined: Posts: 174
    stop trolling, lol

    did you get pokemon white/black?
    NickRocks wrote: »
    And GGPO players wont travel, they are like 14 and play on keyboard
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,201 ✭✭✭✭✭ OG
    did you get pokemon white/black?

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