XDest Posted February 9, 2011 Posted February 9, 2011 What does Tao do at neutral against characters with neutral games that anti her's? I've tried playing runaway, but that just ends up with me getting a timeout loss. I can't for the life of me figure out the neutral game vs Litchi and Makoto, which makes it much worse when fighting you and Omni. And it doesn't help that my defense is horrible right now.
Lord Knight Posted February 9, 2011 Author Posted February 9, 2011 This doesn't exactly fall under gameplay, but I figured I'd ask anyways. Advice on starting up a community/scene from what seems like scratch? I'm at university atm and that's sort of where I'd like to start some stuff up, if that changes/helps anything I'm pretty bad at this lolll If your university has a game club, that's probably a good place to start. http://www.dustloop.com/forums/content.php?103-Got-Hype!-Let-s-Build-It! This should help you out some. ok so lk, about the 2a tactic, wouldnt that just be someone being salty that they lost a match and finding an excuse to cover their bleeding... areas? Definitely. how do you beat litchi with jin? :/ The main problem Jin has is that his midrange game was weakened, while Litchi's long range game was developed (previously nonexistent) and her midrange game was significantly strengthened. As usual, first you want to see the level of neutral that the Litchi is playing at. If it's weak, you should just be able to win. Litchi's tools midrange with the staff still carry the same weaknesses (slow to recovery, meh startup). However, combining her midrange game with staffless play makes it really hard for Jin. The main suggestions I can make right away are: -Don't just do things. I know this sounds silly, but even full screen I've gotten ch's (even on you!) after launching the stick. Act with purpose. -Avoid 5A range. You want to really preempt your aerials for the most part, to stop Litchi from doing 5A aa, which is probably death for you. (this is probably the most important one) -See what kind of mixup they use, and counter accordingly. You don't have to always DP/Yukikaze Daisharin. IB, spark bolt. Anyway, LK. If we both go to Evo, let's money match for dinner. Done and done. Lord Knight, could you give an in depth critique of this video, if you have time? http://www.youtube.com/watch?v=y72cTX0Gi8k[ Next post. I'm not. I'm just not sure where you're getting this idea. Sure, he can win the round when he finally gets in, but it's still not some overwhelming force in Tager's favor when he gets in. Bang has strong pressure. Litchi has strong pressure. Carl has strong pressure. Jin and Ragna have good pressure. But Tager? Not compared to those guys. Not even compared to everyone else unless you're counting zoners. You can't make any judgement of quality in this game without it being relative to the rest of the cast. Maybe not terrible pressure, but strong is just stretching it. Maybe I'm underestimating Tager... but I don't think so. It seems like the biggest gripes for Tager is that for a grappler he isn't even very good up close. (It isn't that he has a hard time getting in; a grappler is SUPPOSED to have that as a problem.) I remember Henaki making a lot of points about how a grappler is supposed to be the king of his range, but Tager is lacking, so if he actually had strong pressure then that wouldn't be the case. Well personally, I don't think anyone has bad pressure. It's like neutral to me, it goes from "good" and keeps going up. To me, Tager's pressure does exactly what it needs to do. When Tager's do attack/throw instead of throw/collider, I feel like when you're in, you're in and you have to take an outright guess to get out. Corner, it's actually strong, midscreen I don't care too much unless he has magnetism, because I'm in a bad range where I can't do much about 5D, which gets me back to where I started.
ATG Warlord Posted February 9, 2011 Posted February 9, 2011 How do you deal with Bang's command throw? I get 2A'ed most of the time when I try to jump out thinking he'd C-grab me
Nini Heart Posted February 9, 2011 Posted February 9, 2011 How do you deal with Bang's command throw? I get 2A'ed most of the time when I try to jump out thinking he'd C-grab me DP? Backdash(Litchi's is too gdlk)? If you know it's coming you shouldn't be trying to jump out. I find a lot of Bang's ground command throw set ups really obvious to be honest. It mostly works well on very conservative people who block very patiently.
Lord Knight Posted February 10, 2011 Author Posted February 10, 2011 (edited) Commentary of http://www.youtube.com/watch?v=y72cTX0Gi8k First off, it was pretty clear to me that Chun was lacking in experience against Hazama. He choose good opening moves, but his general handle of neutral was weak - I was a bit surprised (in good and bad ways) that he pulled it off. I found that he only launched staff (generally) if the staff was down from some move, not by him setting it on will. Times where he did set it, he didn't do much on the approach - oddly enough it was the only time he decided to play safe - when he had the stick he ran around a lot (dangerous against Hazama!). It's strong staffless play that beats Hazama. He didn't confirm any combos from the stick being launched. Combo parts and confirms are still not up to snuff, 5B > 5c should almost always go into ItsuuB midscreen, rather than ItsuuC - far too many CT combo parts. CS combo parts were dropped a lot. Tsubame > Kokushi isn't a strong tactic unless it's a corner knockdown (he did do this though). If Willy's Hazama was up to snuff he probably would've won with no problems. Chun's play vs his Arakune was better, but the play was still too wild. Waaaay too much running around, way too much running through cloud. Some 2c's were very well placed - if he learned the good combos he'd be rewarded well for it. JD > Kokushi at 3min - was that a mistake? Also at about 3:10 he put down the stick during curse - was that a mistake too? Regardless, he had the right idea as far as running away, but he needs to barrier in the air while cursed and not think it's his turn while running away. Lucky for him Willy isn't too proficient with his curse game, or that could've cost him. He also needs to punish better - if you have time to punish with DP, you could just 5b starter - full combo. What does Tao do at neutral against characters with neutral games that anti her's? I've tried playing runaway, but that just ends up with me getting a timeout loss. I can't for the life of me figure out the neutral game vs Litchi and Makoto, which makes it much worse when fighting you and Omni. And it doesn't help that my defense is horrible right now. To be honest, I think your neutral is on point, besides getting a little heated when you're low on life. The neutral game is actually pretty even between Litchi and Tao - I can't comment on Makoto vs Tao, I actually felt like it was a bit easy for Tao, so I'll try again and figure some stuff out. Makoto's jB > Litchi's jB as far as active frames, and has faster startup than her jC, so that's a move to be afraid of. Generally, it's only moves with a lot of active frames that give Tao trouble, and she can compensate by being passive aggressive midscreen rather than 3/4th/fullscreen. I think a lot of you make some poor decisions on defense, and Litchi and Makoto just really work off those kinds of errors. How do you deal with Bang's command throw? I get 2A'ed most of the time when I try to jump out thinking he'd C-grab me Backstep. Use barrier against 5A in case they aren't positioning themselves right, and it'll whiff. Edited February 10, 2011 by Lord Knight
A.X.I.S. Posted February 10, 2011 Posted February 10, 2011 Hey LK what about my defense? What should I do to improve? Oh and is my Tager on point? I have been messing around a bit with him lately.
Dacidbro Posted February 10, 2011 Posted February 10, 2011 Yo thanks LK. Honestly it was a troll post to begin with, but you really did put some useful info down. I'll send it over to the kiddos Chun and Willy.
Whiteboywilly Posted February 10, 2011 Posted February 10, 2011 Yo thanks LK. Honestly it was a troll post to begin with, but you really did put some useful info down. I'll send it over to the kiddos Chun and Willy. Yo dawg stop calling me your kid. And I dont even play this game.
LordSpectreX Posted February 10, 2011 Posted February 10, 2011 Yo dawg stop calling me your kid. And I dont even play this game. Oh. That would explain your continuous spamming of 6C-5C-2C during curse. :3
Dacidbro Posted February 10, 2011 Posted February 10, 2011 Obviously you're not MY kids, I would accept no less than at least one full combo from my pre-schoolers
Astaroth136 Posted February 10, 2011 Posted February 10, 2011 LK, the one thing more broken than your Litchi is your mic. Get a new one. (I had a real question earlier, but forgot by the time I signed on)
Never Posted February 10, 2011 Posted February 10, 2011 In training mode when trying to improve execution is it best to always focus on specific combos and situations and be perfect at those things or experiment and try different things even if they're not the best damage wise etc. To increase overall ability
eirei Posted February 10, 2011 Posted February 10, 2011 Dear LK様, How do I stop being bad at this game? Love, eirei
Lord Knight Posted February 11, 2011 Author Posted February 11, 2011 Hey LK what about my defense? What should I do to improve? Oh and is my Tager on point? I have been messing around a bit with him lately. Your defense is strong. . . But I don't think you take advantage of Tager's random factor while you're on defense. It sucks a bit, but this is something that helps him out and gets him wins. In training mode when trying to improve execution is it best to always focus on specific combos and situations and be perfect at those things or experiment and try different things even if they're not the best damage wise etc. To increase overall ability Who do you play? You don't need to be able to do super hard stuff 100%, you just need to make sure you can do what you want. Optimally, you want to be able to do 1) Target combos/BNB's (self explanatory) 2) Hitconfirms (both easy and hard confirms off ch's/raw hits) 3) Combo correction (fucked something up, try to save it) 4) Gold burst combos (self explanatory) 5) Fatal Counter Combos (if any) 6) Fall back combos (ie, you're playing reaaaaaaaal sloppy, so you do these just to get the job done) 7) Empire empire empire Of course, for the sake of play, you normally want to do the max damage you possibly can off a hit, unless an alternate route gives you better positioning. Dear LK様, How do I stop being bad at this game? Love, eirei 1) Play 2) Training mode 3) Watch vids 4) Play 5) Reflect on what happened 6) Repeat
Astaroth136 Posted February 11, 2011 Posted February 11, 2011 Compared to Axis's Tager, how do I do against you? Am I more random? Less structured? Worse at defense? Too risky?
Sophisticat Posted February 11, 2011 Posted February 11, 2011 LK, do you think BB is too slow? It's got a lot of space to move around, so that can limit the number of confrontations. Game speed is also very much apparent when comparing how long combos take vs. say, MvC3. Or do you think it's mostly fine as of CS2?
Tong Posted February 11, 2011 Posted February 11, 2011 LK, do you think BB is too slow? It's got a lot of space to move around, so that can limit the number of confrontations. Game speed is also very much apparent when comparing how long combos take vs. say, MvC3. Or do you think it's mostly fine as of CS2? AmericaMost people, even in high level play, can barely block 30+ frames overheads...Imagine If it was any faster Also, I think It is a little more faster than SF4 series lets say
Dacidbro Posted February 11, 2011 Posted February 11, 2011 I think the primary difference is GG mix was so fast it was very common to get hit by all kinds of mix up, even at high level play, where BB mix is slow enough that to be a high level player, you really do need to react to most of it. Very different dynamics, but I like both of them. I don't think anything is more intimidating than watching high level GG wakeup games.
CaelSeraphim Posted February 11, 2011 Posted February 11, 2011 LK what do you do after you've come off of a long break from BB? More specifically, what do you do to get back to your original skill? (Do you jump back into the community immediately, or do you just train solo for a while?)
A.X.I.S. Posted February 11, 2011 Posted February 11, 2011 Your defense is strong. . . But I don't think you take advantage of Tager's random factor while you're on defense. It sucks a bit, but this is something that helps him out and gets him wins. Hmm, I normally try not to rely on random, let alone use it much. I'll take note of this and work on it.
Nini Heart Posted February 11, 2011 Posted February 11, 2011 Hmm, I normally try not to rely on random, let alone use it much. I'll take note of this and work on it. Isn't random pretty much the only thing Tager has going for him?
deadsnake Posted February 11, 2011 Posted February 11, 2011 BB is slow? slower than MBAA..yes... :v anyway, LK, among ur recorded match on youtube using litchi, which one displays a good material to learn? I've seen some, but I wanna know which do you think is a good one
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