LunaKage Posted February 21, 2011 Posted February 21, 2011 Lumin does better against Axis than I do. While I don't think the tech system is OP I do believe it sucks ass.
A.X.I.S. Posted February 21, 2011 Posted February 21, 2011 Lumin has never beaten me in a match Luna, you have beaten me 7 times. winning 1 match is better than anything Lumin has done against me...yes I just said that stay free Lumin. LK what do you think of Litchi...I mean really think of her.
Lord Knight Posted February 22, 2011 Author Posted February 22, 2011 So after that scuffle we had, is there anything I need to improve on/change? Confirm your curse mixup! I played you earlier today when you used Tao twice I thought they were good matches especially the second match that got close towards the end. Using Lambda against your Tao was tough finding a way out of those block stings, I know you also main Litchi and I have very little experience against both Tao and Litchi. What do you look for and try to do when fighting Lambda. I always look for how the Lambda player treats the matchups. More often than not, they just play, rather than play against the character (stuff like dashing up 6D, etc etc). If they show me they are just trying to guess, I try to find their pattern (not too hard). Reactionary Lambda's are much more difficult. I followed this advice...why does it work so well!? High risk, high reward. To supplement the discussion a bit - there's absolutely nothing wrong with making a decision that's high risk/high reward, as long as you're actually aware of the decision. Obviously these sort of decisions are not safe, but some characters need this to compete with the top - all the good characters can play safe and have either good damage output or some other type of reward (Litchi = corner carry, Bang = knockdown/favorable position, Tao = favorable position, Arakune = curse meter, etc). Lumin has never beaten me in a match Luna, you have beaten me 7 times. winning 1 match is better than anything Lumin has done against me...yes I just said that stay free Lumin. LK what do you think of Litchi...I mean really think of her. Litchi is mai waifu . . .but to be honest, I probably wouldn't play this game if it wasn't for Litchi. I definitely would've quit CT, lol.
Jake D Posted February 22, 2011 Posted February 22, 2011 LK, what makes for a good Jin? Drop your 6c fetish.
WolfCrimson Posted February 22, 2011 Posted February 22, 2011 (edited) Hey LK, I need your opinion on something: Recently I've tried to start a discussion about what mechanics and features from BB or GG should be included in a hypothetical GGxBB (on the recently closed PSN thread). People immediately, in the beginning, dismissed the techroll system for BB, sayin that it should NEVER be included, then later on some argued against that point pretty well. This got me thinking, that there are some other mechanics in BB which people here perceive as stupid or bad, but I don't get why they're saying that. I don't blindly follow what people say, I try to see the reasoning behind what they're saying (and agree/disagree accordingly), but I feel that I might be neglecting some facts I'm not aware of. So I'm asking you to go "pro analysis" mode on the following mechanics, in the context of BB itself, i.e., not comparing it to other fighting games, and analyzing if the mechanics are synergistic with the other mechanics in BB: - Ground Tech-roll - Guard primers - Grabs - Tager I'm not in a hurry or anything, so take your time (if you do have time) if you want. Edited February 22, 2011 by WolfCrimson
deadsnake Posted February 22, 2011 Posted February 22, 2011 speaking of tager as in grapplers, reminds of sacchin in MB... :v a tager that can IAD and forward dash.... has an atomic collider like throw...BnB are mostly throws and does like 3-5k in a set...
WolfCrimson Posted February 22, 2011 Posted February 22, 2011 Errr... could you rephrase that? I didn't understand what you were trying to say.
Rhiya Posted February 22, 2011 Posted February 22, 2011 Sacchin has to burn meter to do throw loop, though. Her mixup also isn't really typical grappler fare. Although she's sort of a grappler, Kouma qualifies more than Sacchin. Errr... could you rephrase that? I didn't understand what you were trying to say. Just find a vid of someone playing Sacchin. It's easier to see.
WolfCrimson Posted February 22, 2011 Posted February 22, 2011 Just find a vid of someone playing Sacchin. It's easier to see. No, I meant, like, what was he trying to answer? Was he responding to the point about Tager? Was he just reminiscing about this Sacchin person?
CaelSeraphim Posted February 22, 2011 Posted February 22, 2011 Drop your 6c fetish. Nigga I don't has a 6C fetish.
TD Posted February 22, 2011 Posted February 22, 2011 so lk. hows the ice cream in your area??? (this is totally gameplay related) how, exactly, do you develop 'fundamentals'? last night l realized i'm right in between the 'scrub' and the 'pro' whic is causing me grief. what is a common tthing that 'average' players tend to miss? also, l play alot of 'summon' characters in fg's and i'm always trying to counter my opponents advances with them (ex - rach's pumpkin, mu 236d) PLEASE TELL ME HOW TO STOP. l've been doing shit like this for years.
Zeromus_X Posted February 23, 2011 Posted February 23, 2011 Hello LK, thanks for the games earlier. Fighting you made me realize just how terrifying Litchi really is, and how little I know how to play against her. What do you think I can improve on? Also what are some tips as Mu vs Litchi, other than run far, far, away?
deadsnake Posted February 23, 2011 Posted February 23, 2011 Errr... could you rephrase that? I didn't understand what you were trying to say. lol nvm, I was just a little random Sacchin has to burn meter to do throw loop, though. Her mixup also isn't really typical grappler fare. Although she's sort of a grappler, Kouma qualifies more than Sacchin. yes, I agree with you, kouma does qualifies more than sacchin, but kouma's just not moe enough... he's too GAR his wakeup throw is just annoying >___> and when I wake up, I got grappled like zillion times :v should have jumped instead anyway, back to topic, reading this thread does prove to be very useful
Lord Knight Posted February 25, 2011 Author Posted February 25, 2011 LK, what makes for a good Jin? Strong pressure, strong neutral, strong defense. . . Pretty much what it takes to be a good player for every character, lol. Jin's neutral game is extra important since he has so many tools. Hey LK, I need your opinion on something: Recently I've tried to start a discussion about what mechanics and features from BB or GG should be included in a hypothetical GGxBB (on the recently closed PSN thread). People immediately, in the beginning, dismissed the techroll system for BB, sayin that it should NEVER be included, then later on some argued against that point pretty well. This got me thinking, that there are some other mechanics in BB which people here perceive as stupid or bad, but I don't get why they're saying that. I don't blindly follow what people say, I try to see the reasoning behind what they're saying (and agree/disagree accordingly), but I feel that I might be neglecting some facts I'm not aware of. So I'm asking you to go "pro analysis" mode on the following mechanics, in the context of BB itself, i.e., not comparing it to other fighting games, and analyzing if the mechanics are synergistic with the other mechanics in BB: - Ground Tech-roll - Guard primers - Grabs - Tager I'm not in a hurry or anything, so take your time (if you do have time) if you want. To be honest the only thing I don't like are primers, the game just needs a good old fashioned guard bar, but I digress. . . Do these things really need in depth analysis? Just in the scope of BB, these are all stuff that has answers, and somethings don't make sense without talking about other mechanics. For example you should talk about throw reject miss along with throws, etc. I guess I would've asked to see the discussion before or something, but the thread is deleted by now. so lk. hows the ice cream in your area??? (this is totally gameplay related) how, exactly, do you develop 'fundamentals'? last night l realized i'm right in between the 'scrub' and the 'pro' whic is causing me grief. what is a common tthing that 'average' players tend to miss? also, l play alot of 'summon' characters in fg's and i'm always trying to counter my opponents advances with them (ex - rach's pumpkin, mu 236d) PLEASE TELL ME HOW TO STOP. l've been doing shit like this for years. I'm boring and only like vanilla ice cream, lol. Anyways, you develop fundamentals through playing! Hopefully you're playing with your brain on, so that you can recognize what's happening to you (especially when you lose), and refine your play. "Average" (using your term) players can be missing a variety of things, that's what makes them average, lol. The key to advancing is figuring out what your missing, and building on it. You play summon characters, so the skillset and mindset you use to win is very different from mine. There's nothing wrong with putting stuff out on the screen - just do it in a safe way - recognize when they try to do whatever is the counter to your summon and act accordingly.
Urichinan Posted February 25, 2011 Posted February 25, 2011 Lately I've been noticing that I don't really know how to play my ranges very well (Something I've been told many times is that you're best aspect is that you know your distances) and that I kind of just use my pokes whenever they're far away, not when I really SHOULD be using them. How exactly should I practice knowing my ranges and implementing them into a fight? Normally I just poke when I don't feel like RTSD and I've found that as I get better and I have started fighting more experienced players that doesn't really work very well. Thanks in advance LK!
LunaKage Posted February 25, 2011 Posted February 25, 2011 I prefer Vanilla as well, or some nostalgia with Chocolate and Vanilla Twist.
TD Posted February 25, 2011 Posted February 25, 2011 Thanks lk. I suppose my problem is autopilot (even against competitive players ill constantly do silly shit). It's tough to play patiently though, I get so paranoid (especially with mu and her crap health) that ill get hit. Idk, next time I play cs, ill be sure to think about my play and adapt. Boy, I'm glad you don't charge for your services.
WolfCrimson Posted February 25, 2011 Posted February 25, 2011 To be honest the only thing I don't like are primers, the game just needs a good old fashioned guard bar, but I digress. . . Do these things really need in depth analysis? Just in the scope of BB, these are all stuff that has answers, and somethings don't make sense without talking about other mechanics. For example you should talk about throw reject miss along with throws, etc. I guess I would've asked to see the discussion before or something, but the thread is deleted by now. OK, not "in-depth analysis" per se, but maybe reasons why said mechanics are bad (or are perceived that way). Like I see people going "lolthrows in BB" or "CS2 Tager still sucks (I didn't specify this earlier, but I meant CS2 tager) or "Tech-roll system is awful". I don't understand WHY they say that. Like when you say you don't like the primer system, do you mean it's crappy, and poorly thought out? Or that it's a preference thing, meaning that since you came from a GG background, you just have a personal preference for that kind of system? Personally, I find that the mechanics are justified. For example, throws are not just "run-up and throw" giving you guaranteed damage, they requires more thought and mind-rape abilities on the aggressor's part to make them land. And the throw-reject-miss mechanic supplements the throw mechanic in a very nice way so that one can't mash throw tech. And since throws are harder to land successfully (I mean, come on, landing a throw + opponent not teching is a tough probability at high levels), the rewards are higher, i.e., the damage off of them is decent (as much as a normal combo). Another thing is CS2 Tager. Sure he has obvious mobility problems, but he has such good tools that other grapplers would kill to have + the highest health and defence in the game, doesn't that compensate? BUT, I don't know if I'm missing something that others (might) know and hence say said things about said mechanics. Don't mods have powers they can use/abuse? Maybe you can bring back the thread from the abyss for your viewing pleasure? Although the part about the GGxBB discussion was just a prologue to the question I was gonna ask, doesn't have much relevance.
severin Posted February 25, 2011 Posted February 25, 2011 threads cannot be brought back from the abyss. our powers do not extend that far.
Osuna Posted February 26, 2011 Posted February 26, 2011 Another thing is CS2 Tager. Sure he has obvious mobility problems, but he has such good tools that other grapplers would kill to have + the highest health and defence in the game, doesn't that compensate? BUT, I don't know if I'm missing something that others (might) know and hence say said things about said mechanics. Don't mods have powers they can use/abuse? Maybe you can bring back the thread from the abyss for your viewing pleasure? Although the part about the GGxBB discussion was just a prologue to the question I was gonna ask, doesn't have much relevance.I'm pretty sure anyone should be able to tell why CS2 Tager is projected to be bad. His mix up game outside of spending 50 to 100 meter puts the odds against him (and Ragna gets a better otg throw). 6A's sparsely applied armor hasn't yet found a use that isn't done better by other moves, and it took a damage nerf for it. Collider, the biggest meterless damage source in his combos got nerfed. His move proration is still designed for his old combo rate and makes his combo damage range from average to terrible. His defensive options aren't very good, and he has a terrible counter assault. IB got nerfed so the ability to IB command throw is significantly downgraded. In addition to those bad defensive options he also has a huge hitbox giving most of the cast character specific mixups/combos. Buffing his throws was nice, but the reason he has so many bad match ups wasn't that his throws didn't do enough damage and he didn't get enough buffs outside of that, that we have seen, to be optimistic about it. High hp doesn't exactly compensate for much since his risk reward isn't that good even when he does get in.
FlyingVe Posted February 26, 2011 Posted February 26, 2011 To put it more simply, Tager's only good/decent matchups in CS1 were against decrepit characters. Considering they've fixed them, and Tager hasn't gotten anything that good in return, he's gonna suck. That said, some of the damage control done to the god tiers might make him more useable over-all, if still the worst character.
zreb Posted February 26, 2011 Posted February 26, 2011 (edited) Basically they 'buffed' Tager where he didn't need help and nerfed him where he did need those buffs--badly. Throw in some fun new gimmicks while we're at it. Could turn out better than expected, but you know! Edited February 26, 2011 by zreb
Rhiya Posted February 26, 2011 Posted February 26, 2011 And now, tager is GUARDBREAK 720 ALL DAYYYYYYYY
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