Star-Demon Posted October 25, 2012 Author Posted October 25, 2012 Well, I think I randomed Johnny. Johnny is on the heavy side, right? I have most problems with lights, TBH. I should do more against Jam, Dizzy, etc.
Fujiwara Posted October 25, 2012 Posted October 25, 2012 I've never had a problem with hitting lights myself. Since I usually play against a Millia and a HOS, I manage to get things down pretty consistently. Also, I managed to get the Fastfall j.D combo on Johnny a couple of times, just gotta practice hitting it consistently. Thanks, Kaeru. AC on xbox right now. Coming out for ps3 next week, I believe. Baiken mirrors anyone when I get my new ps3? Watched a lot of Nerdjosh's stream today. Netcode is good enough for FRCs, though he said his connected with Mr_Biscuits was Verizon FIOS to FIOS and they were in the same state. He says it feels pretty smooth.
Star-Demon Posted October 25, 2012 Author Posted October 25, 2012 AC on xbox right now. Coming out for ps3 next week, I believe. Baiken mirrors anyone when I get my new ps3? Oh yes, Let's go please. I seek mirrors - I'm crazy, son. You better know that.
Fujiwara Posted October 25, 2012 Posted October 25, 2012 (edited) Good, just add Fujiwario. I'll accept it whenever I have the time to go buy it. Bright side. I even got it to work off an FRC Tatami. Thank you HellMonkey for the running J.S tip, it really helped a lot in all of this. Edited October 25, 2012 by Fujiwara
kaeru Posted October 26, 2012 Posted October 26, 2012 (edited) That's really awesome Fujiwara ! ill have to try getting it to work with a running j.S, too !! Great job. If you're interested in getting fastfall to work on other characters, remember that the AD j.PD is not the rule but the exception. The target fastfall is just AD j.D straight, but it's not always possible (like against Johnny). Again, good stuffs ! Edited October 26, 2012 by kaeru
Star-Demon Posted November 15, 2012 Author Posted November 15, 2012 Been working on jump cancel backdash tatamis and other jump cancel tricks. I've had a lot of success against local players and I feel much more consistently stronger when my game is on. What I need right now is a more solid flowchart for j.H attempts. Right now I'm just trying stuff, and I don't have a real plan based on outcomes.
kaeru Posted November 16, 2012 Posted November 16, 2012 I have to admit i don't use j.H very often, but try to be unpredictable with it as it is very telegraphed as it is. Also if it's blocked high enough it can be canceled into tatami successfully, giving you a better offensive opportunity when you land.
Star-Demon Posted November 16, 2012 Author Posted November 16, 2012 I haven't used it for the same reason but recently I've had a lot of success with it, and I can see why it should be used. The problem is if it's blocked higher up or lower down. I supose tatami as a special cancel is okay, but I'm still not too sure how good an idea that is.
Star-Demon Posted November 18, 2012 Author Posted November 18, 2012 (edited) *sigh* Okay... I haven't started thinking about my matches yesterday at Guilty Madness, but it gave me lots to think about, playing players that are all veterans. Firstly - I think there were 4 Baikens there. Why only Vyers talk to me? Second - This character has a serious weakness in that she doesn't have ground combos and decent gatlings/links. (I like to call this auto-damage, See KY, Anji) Baiken requires execution to get any work in. 5K severely underestimated. You can whiff it or hit with it and it's good. Combined with 6K, 2S, and 2H and you have spacing tools on ground and against air. 6P is good, but it doesn't work on a lot of things. You'll trade and get comboed anyways. During my matches I was really coming apart from Zidane's, Mynus', and Troll badguy's attacks. Anji is definitely a matchup you have to understand and have lots of knowledge of or else. Baiken has the tools, but Anji I'm filing under Potemkin and slayers in terms of "characters that will wreck your game." I-NO is tough because I just didn't understand the overheads, but I had forgotten about 6P in fullscreen neutral. It seems I'm forgetting things. I guess I'm still very nervous and anxious when I play. HOS is pretty straightforward but I either didn't have the reaction or the knowledge to stop getting hit. His FB overhead seemed to wreck a lot of people up until top 16, but I was starting to key in on when it happens. I think I'd rather focus on character than player right now. I do not like playing high pressure and aggressive players at all. I get torn apart in every game. If I work on this abstract problem I'll improve in every game. I want to work on the matchups I had last night. In casuals I played Troll Badguy, Zidane, Mynus, and then in tourney I played Stickbug, some ABA, and then a May. May is goddamned ridiculous if she hits. Edited November 18, 2012 by Star-Demon
kaeru Posted November 19, 2012 Posted November 19, 2012 Star-Demon, that's a good self analysis and you definitely have the right attitude. on the topic of high pressure aggressive players, as you climb to the top this becomes the norm more then the exception, as i am sure you already know. Learning when to block, when to mash, when to be patient and when to go in are things that can come with experience, but we don't all go at the same pace. Having someone point out missed opportunities or poor choices helps a great deal, and reviewing your matches is a great attitude to have.
Star-Demon Posted November 19, 2012 Author Posted November 19, 2012 Having trouble with this - I wonder if Half-circle method is good because I can block?
kaeru Posted November 19, 2012 Posted November 19, 2012 looks good to me, that makes a great reference video. It can be tricky at first, but if you still feel you're having trouble with it, keep practicing and let the muscle memory take over, and it will come out when you need it.
Yggjrasil Posted November 20, 2012 Posted November 20, 2012 Yo fellow Baikens. I just picked up this character like 3 weeks ago and I have most of her basic stuff down (This character is pretty friggin great!), I'm just having problems learning when to use x counter for y situation. Also, I too have problems with IAD Forward Tatami Gaeshi on the 1P side. I originally played GGAC on pad, there were rare opportunities where I used a stick on PS2, and now that I have it on PS3, for some reason I'm having a hard time hitting 956 consistently on my Eightarc Onyx.
kaeru Posted November 20, 2012 Posted November 20, 2012 Yggjrasil, am i correct in assuming your stick is octogone gate? in that case you should look into getting a square gate, since that is what the game was designed for. also are you having trouble with just regular IAD or kire tatami like in star demon's video?
Yggjrasil Posted November 20, 2012 Posted November 20, 2012 (edited) It is a square gate, and regular IADs in general. For some reason in BB/GG, I have problems IADing to the right (I can't do IAD Swallow Moon,Air Hammer Cross-Ups consistently or Cross-Up Inferno Divider). I thought about getting a Octogate, but that's not the standard for Japanese cabs. Oh yeah, TK Youzansen is the best Instant overhead ever. Edited November 20, 2012 by Yggjrasil
kaeru Posted November 20, 2012 Posted November 20, 2012 Dashing and instant air dashing are probably the most difficult things to do when transitioning from pad -> stick. So whatever you do, don't get discouraged. It's the "hard part". If you can get this down, you can do anything ! The best advice i can give you is to get comfortable with your stick grip and don't be afraid to change the way you hold the stick to perform certain motions. As an example, i often use my arm instead of my wrist to do certain motions when facing certain directions. When i am facing the other way, i tend to change positions a bit and use my wrist more. It's been so long that i don't even think about it.
Yggjrasil Posted November 20, 2012 Posted November 20, 2012 (edited) Yeah, I've been trying to switch back and forth in between different grips. So far it's been working, the rest is just me having to get adjusted to doing that. EDIT: I love this character so much, I just wish I didn't die so fast. Damn you,Slayer and Jam. Edited November 20, 2012 by Yggjrasil
Fujiwara Posted November 21, 2012 Posted November 21, 2012 Been working on jump cancel backdash tatamis and other jump cancel tricks. I've had a lot of success against local players and I feel much more consistently stronger when my game is on. What I need right now is a more solid flowchart for j.H attempts. Right now I'm just trying stuff, and I don't have a real plan based on outcomes. Honestly, I rarely use this normal for anything except meaties. I know it has it's uses depending on how you hit it just like Kaeru said. Perhaps I shoulder experiment with it when I get the chance. Unfortunately, my ps2 had died on me. So, no practice even with NEC 9 days away. Guess I'll have to get in casuals hard to regain my feeling of 20 days no Baiken. I tend to play pretty patiently somewhat.. I'm only aggressive when I feel I can get away with it and even then I like to be careful so I don't do anything stupid and get blown up for whiffing something. At the same time, I like to keep them within my reach with Kabari. Actually, I've never fought a Baiken before, but thinking about it, can Baiken Ouren a Kabari and get a CH? I try to focus on properly spacing everything and save my heat for when I absolutely need it. Honestly, I prefer to keep my heat midscreen unless I can get big damage or hit something like: Stuff > JPSD FRC > AD > Tatami > Dustloop to put em in the corner. And regarding your IAD troubles and the line Yggdrasil: I jump between square-gate (I prefer square gates) and pad a lot of the time. And the advise that Kaeru gave is what you want to follow. Depending on your controller, you'll want to do it different ways. But on a square-gate stick, I only use two fingers to hold it: My index and middle fingers are just under the balltop and pinky and ring fingers are helping my other two grasp it whilst my thumb usually flat on the balltop. Most of the time, I only use the fingers below the balltop for IAD's, jump push right to 9, rotate my wrist straight using the point between my middle and ring fingers and push it right to 6 to IAD. Tapping it twice of course isn't a problem on that angel. As for IAD on pad, you'd literally want to do as clean a 9 as possible and then 6. Though, this will depend more on your controller about whether you can even do that. I play with the D-pad on those 10$ ps2 Gamestop controllers since the d-pad is very much to my liking. I can even consistently pull of TK youzansen on it.
Tong Posted November 24, 2012 Posted November 24, 2012 Made a video about fastfall j.D Hope the info is correct :L http://www.youtube.com/watch?v=9MQrFM_S33k
Hellmonkey Posted November 24, 2012 Posted November 24, 2012 Nice video so people can visually confirm a fastfall j.D. Thanks!
Tong Posted December 3, 2012 Posted December 3, 2012 No problem man, videos are always better to show Tech Anyway, just checked framedata and j.K has the same startup as j.P, but it's harder to combo after Tatami when compared to j.P :o Hitbox looks better for hitting light character too. And from what I can tell, j.K might be really worth since GB isn't terrible as j.P's... in fact, it's the same as j.S!
Hellmonkey Posted December 3, 2012 Posted December 3, 2012 You pretty much only j.K against Baiken herself since j.P doesn't reach, otherwise j.P is always a more consistent choice. For tensionless combos we have to use j.P unfortunately.
Star-Demon Posted December 5, 2012 Author Posted December 5, 2012 Sorry guys, I don't think I can be BasedBaikenPSR god with this kind of netplay. I'm not doing too badly, though!
BlackYakuzu94 Posted December 5, 2012 Posted December 5, 2012 Guess who's using this bitch? This guy. Anything I should know?
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