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Posted
ggs in SCV tonight Astaroth... nice to finally play you in your game. Damn I feel like I have a lot to learn in that game now, at least I know what my own character can do. Sheesh. WTF VIOLA AND MAXI COMBOS AND ALGOL CHAIRS

GGs. SC5 is big on defense (considering damage output is so high), so matchup experience is key.

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Posted

Oh yeah. I tried to post this last night, but my internet was being a douche as per usual. Tad's status as a baller has already been cemented, but I just feel the need to say it myself. I don't want to inconvenience anyone, but the thought of the MTN crew rolling up in a minibus is pretty awesome. Fuck yeah Guilty Gear netplay, but I'm not sure how I feel about having to learn it on 360 though.

Posted

Now I remember why I fucking hate Blazblue. Why are people doing 4-5k off of overheads? That's fucking retarded.

Posted
Now I remember why I fucking hate Blazblue. Why are people doing 4-5k off of overheads? That's fucking retarded.

Moar like why aren't you blocking overheads? Block High or Stay Free, it's that Bruce Willis movie.

All the stories were great guys. Billy top tier with his.:toot:

Finally got to play BB EX. About 3 hours of training mode is all I've done, but Valk has evolved into what is a perfect chara for me. I'm really looking forward to playing this game with everyone. I'm not taking anything competitively, but I'm looking forward to easily being hard to beat.:eng101:

Emoticons wheeee:kitty:

Posted
Now I remember why I fucking hate Blazblue. Why are people doing 4-5k off of overheads? That's fucking retarded.

block better scrub

I dunno. Blazblue's damage has always been fairly high. Though I thought most high damage combos came from corner and/or overhead? Are these outrageous combos you speak of midscreen?

EDIT: DAMNIT TAD you beat me to it :(

Posted (edited)

Makoto player hits me with an overhead and carries me to the corner for like 4k then gets all her corner shenanigans for free. Stupid.

10 for 10 on ranked for my day and half old Relius. I don't feel bad about that.

Edited by Grimstar
Posted
Makoto player hits me with an overhead and carries me to the corner for like 4k then gets all her corner shenanigans for free. Stupid.

Makoto also has the arms of a T-rex, reactable gimmicks for getting in, and slow mixups. She's not my favorite opponent, but she's not too bad.

Posted
Now I remember why I fucking hate Blazblue. Why are people doing 4-5k off of overheads? That's fucking retarded.

I see Billy's enjoying Extend Ragna.

Awesome.png

Really though, what bothers me more is games that have little to no emphasis on overheads (or mix-ups, for that matter) whatsoever. There's rarely anything about an overhead that's ambiguous in Blazblue. You get hit by that oh-so-blatant move, and realize "oh, I should have reacted to that high." So for next time, you work on doing just that. If you succeed the next time, you know you're improving your defensive game, and as such, as a player.

Now, Street Fighter/Marvel, on the other hand, have SUCH an emphasis on cross-ups, and various situations that involve them. Even skilled players have difficulty reacting to cross-ups (especially in the latter) because they're SO FUCKING AMBIGUOUS. When you block a cross-up in one of those games, you hardly ever think "oh, so that's when I need to react to that." No, you normally think "oh wow, I'm sure lucky I blocked that."

Anyway, in Blazblue, overheads are rewarded so much because they're worse than lows in every possible way, except for their ability to capitalize on damage. It's higher risk - higher reward, so it makes sense. Just get out of the habit of auto-blocking low like other fighters tend to encourage and you'll be fine.

Posted

To be honest Chandler, cross-ups and high/low mixups are both the same kind of concept especially at top level play. Skilled players know when a move will cross you up and as such they can become predictable. So it's not as ambiguous as you think. if you just think of blocking cross ups the same as blocking high/low mixups as basic 50/50 guesses either the opponent is going to cross you up or not like how you guess whether the opponent is going for a high or low it feels generally the same.

Like high/low mix-ups there are common scenarios when people go for cross-ups and as such makes them more predictable.

I think KOF got overheads right. Most characters have to HD cancel to combo from their overhead meaning the game makes it expensive for you to just guess rather than rely on solid fundamentals to open up your opponent. Also the fact that a gatling into'd overhead no longer is an overhead means that you have to risk doing a raw overhead in order to mix-up your opponent which increases the risk and reduces one's tendency to just rely on lucky guesses to open up the opponent.

it's just silly how much you get away with in BB when it comes to committing to DP's and high/low mixups. There are just too many scenarios where it's just guess play and not so much reading your opponent.

That's why Jin dittos will always be my favorite. Just pure solid fundamentals. You want to do damage off an overhead? you have to spend 50 heat. You want to combo off DP? you gotta spend 50 heat.

Posted

lolwut one of the Abyss perks you can get is "Relius Enhancement" which makes it where the Ignis gauge never runs out.

BROKE'D DUH GAEM

Posted

No one will ever learn the Carl matchup LOL...or tao for that matter. They will always be top tier both because of lack of matchup experience and because their designs are just fundamentally strong.

Too bad you need a brain to play either...idk how much brain damage CS1 litchi did to you Midnight...so yeah...

Posted (edited)
To be honest Chandler, cross-ups and high/low mixups are both the same kind of concept especially at top level play. Skilled players know when a move will cross you up and as such they can become predictable. So it's not as ambiguous as you think. if you just think of blocking cross ups the same as blocking high/low mixups as basic 50/50 guesses either the opponent is going to cross you up or not like how you guess whether the opponent is going for a high or low it feels generally the same.

Like high/low mix-ups there are common scenarios when people go for cross-ups and as such makes them more predictable.

I think KOF got overheads right. Most characters have to HD cancel to combo from their overhead meaning the game makes it expensive for you to just guess rather than rely on solid fundamentals to open up your opponent. Also the fact that a gatling into'd overhead no longer is an overhead means that you have to risk doing a raw overhead in order to mix-up your opponent which increases the risk and reduces one's tendency to just rely on lucky guesses to open up the opponent.

it's just silly how much you get away with in BB when it comes to committing to DP's and high/low mixups. There are just too many scenarios where it's just guess play and not so much reading your opponent.

That's why Jin dittos will always be my favorite. Just pure solid fundamentals. You want to do damage off an overhead? you have to spend 50 heat. You want to combo off DP? you gotta spend 50 heat.

aaaannnnddd this.

I just forgot how much I hated that aspect of BB. Like half the cast can do a blockstring where they substitute an overhead/low that they combo into it and people call it a "mix-up" it's retarded that you can get any sort of significant damage/positioning off of that.

But I guess if I want to play this game I'll just have to...

ShepardSaysDealWithIt.jpg

Edited by Grimstar
Posted
No one will ever learn the Carl matchup LOL...or tao for that matter. They will always be top tier both because of lack of matchup experience and because their designs are just fundamentally strong.

Too bad you need a brain to play either...idk how much brain damage CS1 litchi did to you Midnight...so yeah...

I has braiiiiiiiiiiin.

Posted

The point Jackie was trying to make is that the high/low mixup isn't really 50-50 if you know the matchup. You just hold down+back and react to the overhead. Reacting to an ambiguous cross-up is more guessing because sometimes the difference between a forward and back guard will be so small that even the one going for the cross-up won't be sure which side they'll land on. At least, that's my experience with it.

Posted

I don't think it's fair generalizing overheads as reactable. Most of them you have to guess. Some you can react to, but for the most part, at least from my experience, you have to guess.

Posted

Those we call instant overheads. They go to the special ed room.

Other than that, yeah, overheads are actually reactable to on a pretty general level.

The human mind can react to something within 15 frames max. Most overheads are in the 20's (BB wise), or even close to 30 frames (MB wise). All it takes is practice, as well as learning when characters can use them. Of course, if the player is smart, they'll be able to catch you off guard. I don't deny that.

Posted

I don't think I've ever NOT seen an overhead coming. It's more like my eyes are faster than my hands, or I see an overhead and assume I can duck it. ._.

Posted

I don't think I've ever had to guess when an overhead was coming. Almost all of them are slow enough to be reacted to. I just happen to not react to them as I should :v:

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