Wednesday August 31, 2011
Super Street Fighter 4 Arcade Edition
Instant Hell Murder Guide
Rob Zheng
Gamertag/PSID: ZangerGB4
www.facebook.com/rob.zheng
www.youtube.com/eckoboi410
8/31/2011
Zang's Hell Murder
A guide on Akuma's Super and Ultra 1
by Rob Zheng
ABOUT THE AUTHOR
----------------
My
name is Rob Zheng, ZangerGB4 on Xbox Live and PS Network. I've been a
serious Akuma player since Marvel vs Capcom 2, following into Super
Street Fighter II Turbo HD Remix and then Street Fighter 4, Super and
Arcade Edition as well as Marvel vs Capcom 3. I've competed in several
tournaments and focused on Akuma as my only character through all of
them. This guide is for the use of Super Street Fighter 4 Arcade
Edition.
INTRODUCTION
------------
The
Instant Hell Murder is one of the most interesting Super/Ultra's of
Super Street Fighter 4 Arcade Edition. It has a few odd drawbacks that
no other characters can relate to. It is very damaging, being tied for
2nd with T.Hawk having Zangief at 1st, of none buffed Ultra’s (Maktoto
Supered and Hakan Oiled). Its utility greatly changes the options of the
opponent once it’s ready to be used. There are several gimmicks for
both the Super and Ultra. Of them, most of these gimmicks require
conditioning the opponent for a little bit but lucky for us, the Super
and Ultra are available later in the match, unless you're going in the
2nd or 3rd round with a Super. Finally, the satisfaction of landing the
Instant Hell Murder is just an amazing feeling. Overall, this move is
much more complicated than most Super/Ultra's and by mastering the in's
and out's of it can be very rewarding as puts you back into the fight if
you have not already just won with it. Through this article, I will be
referring to Akuma's Super(Raging Demon) and Ultra 1(Wrath of the Raging
Demon) as the Instant Hell Murder(because it sounds bad ass). I will be
specific on which one I am addressing.
SUPER AND ULTRA PROPERTIES
--------------------------
The
Super is a zero frame grab meaning, if your opponent is next to you
when you activate it, they will be grabbed. The Ultra however is not.
The Ultra is invincible for the first 6 frames, in cancelable from
normal moves and has the ability to 'catch' people out of the air. Both
need to be landed at the same distance as his normal grabs. Both have
their places and are used differently. After mastering the usage of the
Super, you'll begin to attempt to save EX stock when you can. You cannot
combo into either besides using a Focus Attack so you have no offensive
guarantees but you don't have to worry about Damage Scaling weakening
such a powerful tool. Because of the properties, there are a lot of ways
to land this move while being sure not to whiff it. Like Akuma, it is
very versatile and powerful and a must to master.
SHORTCUT
--------
First
before anything else, it is very crucial to know the shortcut of the
Instant Hell Murder as you will be able to land it extremely easier for
whatever plan you have for it. It is simply pressing LP,LP and then
F+LK+HP all 3 at once for Super. LP,LP and then B+LK+HP for Ultra. Its
faster and slightly easier mentally than hitting LP,LP,F/B,LK,HP.
Especially when freaking out as you're close to being KO'ed and throwing
out the Super/Ultra is your last hope for coming back or even winning
the match. There are other shortcuts but they are not necessary to learn
as anything you could achieve with those shortcuts, you can achieve
with this one. It's also mentally the easiest of all other shortcuts and
once again, in a real match with low health, you want the easy
shortcut.
MENTAL STATE
------------
Having
the Instant Hell Murder one your side is very reassuring in Street
Fighter. Even better, having a Super and a fully charged Ultra is
amazing as it secures high damage as long as you're smart to land both.
http://www.youtube.com/watch?v=5YgKCTPBNdc
2:18
in the final round is a great example how a Super, a fully charged
Ultra and a simple forward throw can take down a player from full health
even though Akuma was a hit from being Perfected on. With that said,
never give up or feel like you have lost until the round is actually
over. The Instant Hell Murder is comeback central.
Because
you cannot combo into the Instant Hell Murder besides the Focus Attack,
it does not get damage scaling to reduce the damage of the Super/Ultra.
The Ultra is also very high in damage itself. Therefore anytime landing
the Ultra, it's going to hurt. No character can be KO'ed by just the
Super and full Ultra alone as Damage Reduction is reduced relative to
low stamina through the course of a match. Super and Ultra damage
damages Seth for 796 if the Super is used first, 791 if the Full Ultra
was used first.
Having the assurance of
having the Instant Hell Murder will help you play calmer, more
confidently and overall you will secure more wins with this mental state
of "It’s not over till it’s over". Currently 20% of my won rounds were
finished by the Ultra. 10% of won rounds were finished by the Super.
Other wins of course had my Super/Ultra landed but was not the final
blow and some matches, my Ultra was not even active to use(because l
pwnd them :p). That being said, 30% is decently high of matches I've won
with the Super/Ultra. Of course, it’s much better to win without the
Ultra even being active, but its a nice having a bomb as your back up.
DRAWBACKS
---------
The
Instant Hell Murder is different than other Super's and Ultra's in its
command to pull off. Where other characters have a motion followed by
attack buttons, Akuma must first input the attack buttons. Because of
this, Akuma players must hide the input so the opponent not sees the
Super/Ultra coming. This is easily solved by using a normal or special
attack and buffing the command of the 2 LP's followed by the F/B + LK +
HP either during or after the normal or special attack as some moves
like the Hurricane Kick cannot be cancelled into Super/Ultra.
Buffering
in the air however has its disadvantage. While other characters can
empty jump (jumping without attacking in the air) in the air and land
right into their Super/Ultra. Akuma must buffer the 2 LP's in the air
which causes recovery frames upon landing. Depending on your set up,
this may have Akuma be hit before the Instant Hell Murder can come out.
The Instant Hell Murder cannot be combo'ed into besides using the Focus
Attack followed by dashing either forward or back in which during the
dash, you buffer in the 2 LP's.
Lastly, I
have no idea why but landing the Ultra gives your opponent 2 stocks of
EX gauges so if it didn't seal match for you, your opponent now has the
option of using 2 EX moves, possibly a Super or an extra FADC available.
Something I highly dislike about the Ultra.
BUFFERING
---------
Whiffing
2 LP's before going into Instant Hell Murder is extremely no0bish.
Because of how the Instant Hell Murder works, it has to be deceitful.
Even if you use it as a reversal from blocking a Dragon Punch, by
whiffing the 2 LP's, you may hit the opponent as they come down which
then makes it possible for the opponent to evade. Therefore, buffering
is very necessary to hide the intention, insure no accidental hits hit
the opponent and also to set up the opponent. The different ways to
buffer have different set ups, some being known by name such as the Kara
Demon. Some are risky gimmicks to bait and hope your opponent reacts
how you hope while others are guaranteed after seeing you action your
opponent makes that you were expecting. Apparently, we are able to react
to something 8 times faster if we are waiting and expecting it than
not.
CONDITIONING
------------
If
you are able to condition your opponent, you won the match. Street
Fighter is all about reading people or more so, guessing correctly about
the action they are about to take. Conditioning may take place in
general or in specific situations. Generally, by having a very strong
offense, you can condition your opponent to play more defensively which
you can then apply going for a throw or a slower overhead attack because
you are sure they will be scared to counter attack. Specifically, you
can condition an opponent to use or not use a move by intentionally
giving results that would positively or negatively reinforce that person
to use that move. An example would be to apply heavy pressure but leave
small gaps, such as cr.LP,cr.LP,cr.LP,F+MP(overhead) where a Dragon
Punch could stop the pressure during the overhead attack. If they use
the Dragon Punch, they were a little bit more positively reinforced to
use the Dragon Punch again under pressure. If they keep on defense, they
will block or get hit by the overhead. This tactic is risky as you are
intentionally gambling your Stamina in hopes later in the match you will
be able to capitalize in the conditioning. If you conditioned them
well, of course what better way to capitalize than using the most
powerful move you have. I like to try conditioning when I have a life
lead in the first round as it will be more effective long term and I can
afford a hit but I don’t highly suggest trying to condition opponents
risking health all the time, especially on characters with much more
Stamina such as Zangief and especially if your opponent has the life
lead. This leads me to my next sections, gimmicks.
GIMMICKS
--------
Conditioning
the opponent very powerful tool into landing not only the Instant Hell
Murder but anything you want in Street Fighter. However, you probably
will want to land the Instant Hell Murder before breaking the
conditioning you worked on and also as much as you condition someone,
you do not know for sure 100% what they are about to do. You can only
hope that they believe you are as big of a fool as you let on and
hopefully when you want to lure out that Dragon Punch that they will
believe they should use it because it will land just like the last 3
times they were getting up from wakeup state or under pressure. Usually
gimmicks aren't too bad because they are after all gimmicks so the
chances of landing the Instant Hell Murder through a gimmick are high
but only the first time. Good thing there’s more than one gimmick for
the Demon.
REVERSAL DEMONS
---------------
These
are the 100% Instant Hell Murder's that change the way your opponent
must play when either Super/Ultra is available. Of course, unlike combos
where you're successful attacks now lands you a guaranteed Super/Ultra,
the Instant Hell Murder's guarantee comes from the opponent making an
unsuccessful attack. As I mentioned earlier, reaction speeds are much
higher when expecting something. Noted, you have to know what to expect.
Some reversal demons are harder than others depending on your
opponent’s moves. Reading frame data of course always helps give you an
idea about how strict timing is. Also, the same move has different
speeds, different angles and recovery times and EX moves can vary as
well. So even if you know a special move is coming, it can be rough to
know which of the 4 options your opponent may use and for some, you must
know its coming or you may be too late or too early. The benefit is
that if you are not that great getting in and landing combos, this route
is a kind of lazy man's way of landing the Ultra. The Instant Hell
Murder does not get Damage Scaling which reduces the damage of your
Ultra so you deal the full damage of the Instant Hell Murder you have
open. It’s great to KO an opponent who was at half health only 5 seconds
ago. I'll give you guys a simple run down of different types of attacks
and how quickly you have to be in inputting the Instant Hell Murder.
Anti
Airs vary in difficulty. I will use the Dragon Punch as an example. The
light Dragon Punch is very quick so in order to land the Instant Hell
Murder, you must buffer the 2 LP's DURING the blockstun and then the
F/B+LK+HP extremely quickly right after. Of all Dragon Punches, this
will be the hardest. The other two Dragon Punches are easier as they go
up a little higher giving you a little more time to make the input. You
may also be a little late with the input but you may jab them as they
are coming down which is why I suggest inputting the Anti Air Demon just
to be safe which is D+LP+MK, D+LP+MK,F/B+LK+HP. Finally the EX Dragon
Punch which is very tricky for two reasons. It goes very high up which
if you expect a light Dragon Punch; you may make the inputs too quickly
and go under them. For something that is so powerful, you do not want to
screw that up. Also depending on how close they were to you when they
used the EX Dragon Punch, they may actually land on the other side of
you. If you have only the Super or the Ultra available, you may hit the
wrong direction and no Instant Hell Murder comes out. Even if you have
both, you probably intend to land one of them over the other. Example if
you land a Super which does not KO your opponent and the Ultra would
have KO'ed your opponent. Then, they end up winning that round, you are
now going into the next round with a loss and no Super when you could be
going into the next round with a win and a Super. Or even worse, you
just lost the match. You might accidently land a barely charged Ultra,
only doing slightly more damage than the Super but now lost the chance
to land a stronger Ultra. Depending on your playstyle and based on which
character you are facing, you always want to make sure the Instant Hell
Murder you land is the one you intended. For the EX Dragon Punch, I
suggest going into training room and learning which distances have your
opponent cross over you while landing. When you figure it out though,
you can calmly input the Instant Hell Murder and know for sure its
catching them on their way down.
Horizontal
Specials (excluding projectiles) all recover fairly quickly but can be
hit by the Instant Hell Murder. These inputs are extremely quick and
sometimes you may actually be baited. Blanka's Rolling Attack may not
come all the way to you (light version) and you may input a Instant Hell
Murder that he will jump over. It's honestly a bit hard but you can
stop yourself from finishing the inputs. If you expect a Rolling Attack
but you're worried about making the inputs on a fake short Rolling
Attack, try to wait till you definitely see the blockstun occur and
input the 2 LP's then. A very good player will understand some moves
they have are just not worth even using because you have a nearly fully
charged Ultra and they would lose if they would get hit by it but have
enough life that they can take you without using that move. E.Honda's
Sumo Headbutt is another example that you must be quick one. It will
usually appear that they will be landing and able to jump before the
Instant Hell Murder connects but the recovery frames are longer than it
will appear and you will get the grab. If you're not sure about some
specials, check the frame data to see how strict your timing has to be.
Remember for these, you pretty much have to expect it coming to properly
react to it. Trying to input the command as a reaction will most likely
be too late.
Lastly, if you're an Akuma
player, you must know the long drawn out battles with T.Hawk. You'll
love to learn his Condor Spire is nearly useless against you. When
blocking the Condor Spire, the closer you are to him when he activates
it, the less he will bounce back. You can then follow with a HK as it
will connect when he lands. When your Instant Hell Murder is up, just
walk back and forth, maybe jump around to bait him to use it. When he
does, just calmly input the Instant Hell Murder of your choosing. You
don’t even have to be fast about it and it will grab him. Haha now go
enjoy that fight.
KARA DEMON SUPER
----------------
Kara
Demon is done by using the overhead chop so you can buffer the Instant
Hell Murder on top of getting in a little closer to your opponent, not A
LOT though. For Kara Demon, I highly suggest the Super over the Ultra
as the Super is a zero frame grab meaning your opponent cannot dodge it
if at the flash, was right next to you. The Ultra can be avoided if they
were not committed to any action such as attacking, dashing or charging
a Focus Attack. You use the Kara Demon while pressuring your opponent
so the Super makes much more sense as they will be holding back, not
attacking. The easiest method of Kara Demon is F + LP + MP, LP + MP, F/B
+ LK + HP. You may ask why there is a MP in the 2nd command and the
answer is simply, it’s just easier mentally and makes no difference. I
like using this time to time if my opponent is blocking too much. Don't
use it against extremely aggressive, crazy about reversal opponents.
ANTI AIR DEMON ULTRA
--------------------
The
Anti Air Demon is great against players who go for simple jump ins. You
have to be careful against unique air attacks however. The plan is to
lower your hitbox with D+MK while buffering the Instant Hell Murder so
their limb is literally sticking through your body because of the
invincibility frames and then it catches them as it lands. The easiest
way to input the Anti Air Demon is to hit D+LP+MK,D+LP+MK,B+LK+HP. This
input is the mentally simplest input. You do not want to Super because
it is not invincible and you'll simply be hit. Tokido lands this like
crazy if you watch his matches. You have to know that your opponent
plans to hit your mid section or lower for this to work as if they hit
high enough, you'll get hit going into it. It also has to happen the
same time your opponent attacks. If the Ultra comes out and he has not
hit an attack button, after the animation, you can be hit out of it. As
much as its nearly a guarantee, you have to know for sure your opponent
is sticking out a limb in the right place and not using a unique attack
as some will hit you. Its not my favorite Instant Hell Murder but its
good to know when I notice my opponent is a forward jump HK nut.
FIREBALL ROUNDHOUSE DEMON ULTRA
-------------------------------
This
is a simple set up from across the screen that assumes your opponent is
going to forward jump over your fireball. Simply throw a light fireball
as its the slowest and has the least recovery frames. The combination
on it being slower and having less recovery frames gives you the time to
hit LP+HK,LP+HK,B+LK+HP. You'll do a double round house which the
ending frames get cancelled into the Ultra which your opponent lands
into. There is a lot of flaws to this though as different characters
jump with different arcs, different angles, some float. Overall, you'll
really have to know which characters to use it on. Not that great, but
something people do to catch people out of the air.
HURRICANE DEMON SUPER
---------------------
This
is a little dirty gimmick that works on people who are crouch blocking
too much. Simply add pressure to your opponent in a blockstring and
follow any of the Bread n Butter combos that lead to a Light Hurricane
Kick. You want your opponent crouching so the Hurricane Kick whiffs and
while in the air, input the Super, hitting the F+LK+HP upon landing.
When you land, the Super will connect as you are point blank. Don't
assume this will work more than once as people will remember it and will
usually try to jump away after the Hurricane Kick the second time
around. It is nice as it gets you in point blank range without putting
your opponent in hitstun/blockstun. Use this against people that block
too much and don't go for much reversals or offense in general.
DEMON FLIP PALM DEMON
---------------------
Sometimes
you get desperate haha. This is for opponents who are staying away from
you and you need that Instant Hell Murder to land. Both Super and Ultra
work great in their own way. The gameplan is to use the Demon Flip to
get close while inputting the 2 LP's in the air which happen to give you
the palm attack in the air. The palm recovers immediately and as you
land, the Instant Hell Murder comes out. The Super you want to land at
point blank range so you really have to know your distances well with
the demon flip. If done correctly, as long as your opponent didn’t jump
before you landed, you will land the Super. The Ultra is a little
gimmicky. Sometimes you may want to go over them with a little room to
avoid the range of light attacks and grabs upon landing. If they attempt
a HP or HK, it'll be to slow and they will be caught. Sometimes using
an EX Demon Flip Palm to Ultra is better as the speed is faster to catch
them off guard but in the end it's how they react to it. Most people
try to guess which way to guard the Demon Flip which is great if you use
the Super at point blank. If using the Ultra, after they realized it
was whiff, they will try to make you pay during the recovery in which
the Ultra will catch. It is still risky however but the common reaction
most players tend to have ended up in your favor. A small note, some
players trying to catch you in the air gets hit by the palm in the air
which is a nice little bonus.
CROSSUP DEMON SUPER
-------------------
My
favorite Super set up. This is a great example of conditioning and I
land this 95% of the time. There are two things important to setting
this up. The first is that my general playstyle, I like to go for cross
up attacks on my opponents wakeup. I go for cross ups like crazy
actually. So my opponent knows to hold Forward to block the cross and
then they prepare to block low. The second factor is this Instant Hell
Murder must be used on wakeup. The gameplan is to land pointblank next
to the opponent upon wake up on the other side of them and hit them with
the Super which is guaranteed. The conditioning from the many, many
cross ups has the opponent at this point naturally hold Forward to block
the crossup. After the player sees the blockstun, they would attempt to
usually block low. However, there is no blockstun as 2 LP's are whiffed
in the air and the final command is pressed upon landing. This tactic
of cross ups on wake up to finally crossing over to Super lands so much
it is ridiculous. This is my preferred tactic for using the Super for
all readers. Hopefully crossups are part of your natural playstyle but
if it isn't, when close to getting a Super, just go for a few cross ups
just too quickly condition them and they will most likely fall for it.
SAFE BAIT DEMON ULTRA
---------------------
My
favorite Ultra set up. It's gimmicky by a lot but it's a great gimmick
that will have you winning matches over and over again. If your
playstyle with Akuma is aggressive, even better. The plan with this
Ultra is to bait out a reversal on wake up as you flip over them and
land hitting the Ultra. You have to watch out for light version of the
reversal as 3 frame reversals will recover quickly enough to dodge and
things like Sumo Headbutt or Psycho Crusher will go too far for you to
catch.
First you need to score a knock down.
If you go for this tactic without a knockdown, any good player will
throw you upon landing. After completing the knockdown, you want to move
around but end up as close as possible to them when they are getting up
from wake up. Right before they are able to go for their grab or
reversal, flip over them and input the 2 LP's in the air hitting the
final command upon landing. If they went for a reversal, they will whiff
and you will catch them in the Ultra upon landing. If they went for a
grab, they will most likely attempt to grab you again on landing but you
will be out of range since you were so close to them on the floor. Also
light attacks will not be in range to hit you and heavy attacks will be
to slow and you will catch them due to invincibility frames. It’s the
perfect range to use the Ultra because people will most likely try to
attack you and the only attacks fast enough are not in range. The only
way for them to avoid this is for them not to hit you upon waking up AND
also not to try to hit you upon your landing. This is rare that someone
will do this and if they did not attacking upon wake up, they highly
most likely will try to hit you upon your landing. It’s very dirty but
it lands a lot.
The last tournament I was at,
I developed a quick fan base for being consistent with landing the
Instant Hell Murder before the tournament started and 2 of my opponents
even told me they knew I was baiting a reversal but they just ended up
throwing out the reversal anyway. As Akuma players, we don't worry too
much about our own wake up but wake up is a big part in Street Fighter
and many players, especially aggressive ones go for reversal wake ups.
Also do not worry the reversal will auto-correct. If you timed it RIGHT
before they are up, they will go the wrong way.
Lastly
noted, if you notice your opponent did not go for a reversal upon
waking up and has just remained crouched or starts walking away from
where you are about to land from jumping and crossing over, you have
enough time to notice no aggressive action and not finish the Ultra. You
don't waste the Ultra nor take any risk of getting hit this way. If I
have my Ultra available and it can do good damage relative to the
remaining health they have left, this is my usual gameplan outside of
REVERSAL DEMONS. Unless the opponent is extremely defensive and very
rarely attacks, they will probably fall for this at least the first time
you use this. You're welcome.
DOUBLE MURDER
-------------
My
term for landing 2 Instant Hell Murder's one directly after another.
This is just a combination of both the SAFE BAIT DEMON followed by the
CROSSUP DEMON. I always land the Ultra first as if things go terribly
wrong; I did not waste a Super for next round. After landing the Ultra,
on slimmer characters, take a step back before crossing up and crossup
so you land exactly when they rise. The reason why this works so often
is because after getting hit with the Ultra, players are immediately
defensive and attempt to block what they believe is crossup jump in
which leads them to get hit by the Super. Anytime the Ultra is landed,
you will notice the opponent playing more defensive even if that was the
only hit you scored on them. The thought process is that they just
opened themselves up for big damage and have to be more careful. As that
is fresh in their heads the Super lands.
http://www.youtube.com/watch?v=mlTVLVqSJMo
LUCKLY DEMON
------------
Sometimes
you play someone who is honestly just better than you. They understand
you are waiting for a good time to use the Instant Hell Murder so they
play in a way where you cannot pull out any of the ways to ensure it
landing and when you try to use a gimmick, they already saw it coming
and avoiding it. If you ever played Texas Holdem, the great players can
read you like a book and there’s not much to do about it. However the
great players cannot read someone new to the game or someone who just
isn't that smart. A player cannot counter your plans if you have no
plans. In this scenario, you might end up trying to throw a Instant Hell
Murder out when it doesn't make sense. For your opponent to beat you
they must attack and every attack is a chance to use the Instant Hell
Murder. The video linked above in the section MENTAL STATE is when I
barely won the first round, got crushed the second round and was getting
absolutely destroyed the final round. The player was straight up better
than me and I just threw out an Ultra with no plan and then I got
lucky. And then I got a forward throw in and then got lucky again with
the Super and won the match. If you feel your opponent knows you are
eager to set him up for the Instant Hell Murder, sometimes it’s just
best to throw it out there with no plan and hope it lands because if
you're not playing smart, he cannot read you. In other words, do random
stupid things you wouldn't normally do and maybe you'll get lucky. I
know I give the best advice.
DEMON VS DEMON
--------------
So
I have tested and tested and tried to research why a Super may beat a
Ultra, Super beat another Super, Ultra beat a Super or Ultra beat
another Ultra. I cannot find out how two colliding Instant Hell Murders
has as someone picked as the winner. It has nothing to do with who goes
first. The only thing I can tell you for sure is that if an Instant Hell
Murder is active on someone waking up and that person wakes up uses
either Super or Ultra, the person waking up will be the winner of the
two Demons colliding. If it's not an important match or you just have
balls, while you see the animation of the other Akuma charging up, slam
on the LP until the animation is over and hit the F/B+LK+HP immediately
and you might as well go flip a coin haha. It's not a suggested tactic
but people go nuts as it usually determines the winner based off nothing
but luck, its fun to do, and you have to remember, we play to have fun.
CONCLUSION
----------
Despite
the drawbacks the Instant Hell Murder has, both the Super and Ultra
version have many interesting uses. Because of the different properties
of each, using each is completely different though at a glance they seem
like the same thing. You will never worry about damage scaling and the
Ultra is straight up powerful and will have you making comebacks like
crazy. There are so many ways to land both and after landing one; your
opponent will be more careful and defensive on their approach which is
great for Akuma players because Akuma plays best aggressive. Having them
fearful also makes landing the Super even easier. Just the presence of
the Ultra limits what an opponent is able to throw out and that
advantage alone can win you a match without even using the Ultra but
just having the threat of it there.
Note if
there are any flaws with this guide, let me know and I'll be happy to
edit it. We all just want to get better after all. Good luck to dragging
some souls instantly to hell :D
Posted 8/31/2011 at 9:7 AM
|
Friday August 26, 2011
Wednesday August 17, 2011
Sup Guys, l may be on a reality show hahahahahah just look up 'The Tester'... OH and l got a job!!! Good week so far. http://www.youtube.com/watch?v=vM-mETfbdl0 http://www.youtube.com/watch?v=oJRFFFM2QXc My battles from Sat. l know l need new shit, l have things in the works but its not ready for competition yet. Woke up to a phone call today from LA(iphone tells all) and had a pretty good interview until l was asked for my PS3 ID name. He said, no definites but IF l get a PS3 and play and show l am fine on a PS3 knowing the layout AND that lm a good player, l'll be a consideration for the show. Goofball was on season 1 and the show was asking for reccomendations and he told them my name, l later posted a video last night after he told me and they hit me up today!!!! So now lm gonna get Colin's PS3 and buy a few used games which l plan to return within 7 days heheh and run through and get these trophies. lm being smart bout looking up the quickest and easiest ones available and we'll see. K so friday last week. Lets see.. Brown and Joss were down to come out so l got those 2 assholes and we hit Aziz's birthday starting off in Old City. Got drinks and yoooo banging girls were everywhereeeee one of those nights. Met up w more friends and met other friends of Aziz's squad. Chilled there, got tipsy and also we were pretty outta it cause Brown brought Captain Fuckface in the car and we got pretty shitty. ![]() ![]() So after, got in the car and hit up Whisper. Got in for free cause l have the hook ups like that tehehe and got in and started dancing. Ran around and found SamK and chilled and thanked her for the hook up as always. Got drinks from Steve and was hooked up as well. Life is pretty cheap. Danced, ran around and there was a good number of azn girls as DNA was having an event at G Lounge and they would all come over at 2am after G was done. Ended the night w some McDonalds where a spanish girl came onto Joss but hes a fail and just accepted her compliements AND KISS and didnt ask for a number or anything. Oh Joss... ![]() ![]() ![]() So crashed hard cause on Captain Morgan and woke up only to shower and rush to a bboy event. Me and Black Nasty entered and made it into the Top 16 of 40 some crews. However we didnt do so hot the next round as both of us werent on point too well. Rushed home to get shorts as tho l brought party clothes(jeans sneakers t shirt) and night life clothes(dress pants, tie, dress short, black shoes)... l didnt bring shorts. Got those, got Ryan and Guy and hit Arrow Swim Club which is pretty new, having their 2nd event. The place is NICEEEEE!! So got in for free, thank you Long and Nathasha and got a free Long Island to go w that hahaha. Drank and chilled and our friends came through a lil b4 midnight. Rachel Mantis Lien and squad. Knuckles and Pete Nasty made it through later and we just got wild. Met friends of Lien and Rach's and Guy was chasing other random girls. Jumped in the pool and it felt more like a house party. Didnt even care about dancing. None of us did. It was just a nice change and the water wasnt mad cold either. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Hahha so afterwards, after party at Mantis's place. Made mad food, drank some more, smoked the hookah ahaha had a good time just chilling for a few more hours. Nothing too crazy, just a good after party. Pete eating mash potatoes off the floor. l was highly entertained. Pced out late night and got home pretty late after dropping off the guys. ![]() ![]() ![]() ![]() ![]() ![]() So Sunday took it easy. Was gonna go out again which woulda made it my 10th day of the last 12 days going out but l forgot my ID at Arrow Swim Club as you needed to hand in an ID to get a locker. So played lots of Street Fighter and Magic the Gathering online. White deck l made was nearly perfect. Went 6 wins undefeated till l lost to a black deck built perfect against my white deck as it was made for killing little creatures and discarding. Played early into Monday morning and then went out w Hack and Corey into Philly for some fun. So we hit Rittenhouse Square for food at some fancy pants seafood place and yooo the food was banging. Got some beer at Yard Brewery and drank Thomas Jefferson's original recipe which was interesting. A taste of history lol lm corny. So after, threw and lost money on craps at Sugar House hahaha l will never win in PA. l always do well in NJ, cept once. And got my ID back from Arrow Swim Club. It was a very nice day w those 2 and listening to Hack talk bout girls is hysterical. ![]() ![]() ![]() ![]() ![]() So hit back and had practice at Ryan's. Brought my sister and worked on foundation along w starting her on windmills. Gonna be a lil bit but lm sure she can get it soon enough. lm hyped watching her progress. l cant wait till shes battle ready!! It'll be sooner than she realizes, trust me. Had a good practice w the guys and chilled and junk. Video games and junk but slept early for my interview the next day. Woke up tues and hit my interview. Working for Keller Williams Preferred Real Estate. lm hyped. A lot of paper work l still gotta get done and my criminal background check is still pending so l cant get my license until its clear. lm hyped to just be making money tho. After hit practice again at Ryan's. Worked on new stuff mostly but ahhh my stamina is getting shitty. New stuff lm making is coming along nicely. lm also kinda adding more to my older stuff as well. It doesnt feel like ENOUGH ya know?! We'll see. Had a good practice and always good just chilling w the guys as Ryan Corey Dom Matt and Guy all came through. ![]() So that went well and chilled and Goof told me the reality show 'The Tester' which he was on Season 1, hit him up asking for recommendations and he gave them my name. l made a profile, sent them an email and a video and went to bed. Woke up late today. l slept for 15 hours. But yea, they called and the interview went well. The interviewer seemed to like that l game and did well in sports as he asked more about me being in chess club and being on the wrestling team at the same time. He asked for my PS ID but l didnt have one and he said they were looking for PS focused players. l told him, what if l got a PS3 today and he said, IF l do decide to do that, give him my PS ID and we'll go from there. Soooo l borrowing Colin's PS3 later today, getting mad games, already listed out games w easy quick tropies and plan to hack away and collect quick and be like 'hey lm boss, check out my score in just 1 week' and he'll be like 'WELCOME ABOARD!!' hahahahaha. Well... LIFE IS VERY EXCITING RIGHT NOW!!! Plotting hehehe. Late.
Posted 8/17/2011 at 7:24 PM
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Friday August 12, 2011
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