Dawn of Musou Posted April 8, 2015 Posted April 8, 2015 What time does JP PSN usually update? I know it's like 3 am over there right now lol.
floatwater Posted April 8, 2015 Posted April 8, 2015 19 frames is easy to react to if you are looking for visual cues or sound effects. If you are looking for when the move actually hits its a lot harder. Also keep in mind that on netplay you are reacting with 5-10 frames less. That makes it significantly harder to actually block or react to things. I only came here to tell you that if you can actually tell me with a straight face you can react to Jin's 6A free (which you can't because i mean really do I have to explain). then I honestly don't even think you know the concept behind reactions (a subject that is like touched on by so many people yet only a small handful even properly get it) Man what the fuuuuuck
mAc Chaos Posted April 8, 2015 Posted April 8, 2015 It's a carry over attitude from the earlier days when everybody thought of "reaction" as just sitting in training mode and blocking something from the dummy on playback.
Mucky Posted April 8, 2015 Posted April 8, 2015 It's a carry over attitude from the earlier days when everybody thought of "reaction" as just sitting in training mode and blocking something from the dummy on playback. I actually tried to do this once. Honestly, 4 states isn't enough to fully simulate how a real player does mixup, even with a basic character like Ragna.
someonewhodied Posted April 8, 2015 Posted April 8, 2015 I only came here to tell you that if you can actually tell me with a straight face you can react to Jin's 6A free (which you can't because i mean really do I have to explain). then I honestly don't even think you know the concept behind reactions (a subject that is like touched on by so many people yet only a small handful even properly get it) Man what the fuuuuuck Block high when opponent is standing. block low when opponent is crouching. You don't need to react to the move itself, just whether or not they are standing. Theres a reason some people who block all day are so free to bang 6A and tager/kagura 5B.
Mucky Posted April 8, 2015 Posted April 8, 2015 Block high when opponent is standing. block low when opponent is crouching. Because you can't just start a blockstring with a standing move and then go into the 8-10f low? This is almost on the same level as "react to jump startup"
floatwater Posted April 8, 2015 Posted April 8, 2015 You're like ignoring 99% of the gameplay SWD. come onnnnnnnnnnnn
TekkamanArk Posted April 8, 2015 Posted April 8, 2015 Just saying, Jin's 6A is easily reactable considering he takes a slight pose and spins his sword before doing the actual hit.
BlackYakuzu94 Posted April 8, 2015 Posted April 8, 2015 Just saying, Jin's 6A is easily reactable considering he takes a slight pose and spins his sword before doing the actual hit. I think that's missing the point lol.
Myoro Posted April 8, 2015 Posted April 8, 2015 I play Block low when the opponent block high when the opponent is airborne, react to overheads and empty jumps. That makes me pretty free to command throws tho. On the topic of Jin's 6A, it's 19 frames and reasonably subtle to the point where it can be disguised nearly completely by the Ice sprite. Rel's is 26 frames and has an animation practically screams "HEY ARE YOU BLOCKING HIGH!? I THINK YOU SHOULD CONSIDER IT" and I still hit with it all the time. (I mean it's balanced in that I can combo from mine meterlessly, but the point stands that it's a strong overhead.)
mAc Chaos Posted April 8, 2015 Posted April 8, 2015 "LOL GIANT CLAW THING FROM FRAME 1" never gets old
mAc Chaos Posted April 8, 2015 Posted April 8, 2015 cry "on reaction" and let slip the dogs of 19 frames
SixWingedAngel Posted April 8, 2015 Posted April 8, 2015 jin's overhead, like hakumen's 6b is nigh unreactable, I don't even need to talk about netplay . If it "isn't" then that jin must be somewhat predictable..
floatwater Posted April 8, 2015 Posted April 8, 2015 I didn't even think it would HAVE to be a discussion but APPARENTLY it had to be
mAc Chaos Posted April 8, 2015 Posted April 8, 2015 break it down for us crossfire i like seeing these analyses
Myoro Posted April 8, 2015 Posted April 8, 2015 I can react to Haku's 6B, but not Jin's 6A. I imagine it's different for everyone.
Vulcan422 Posted April 8, 2015 Posted April 8, 2015 lol why have I not seen these Tager shenanigans before? https://www.youtube.com/watch?v=jnPmqEPYB-w#t=1m36 Mori has truly created a monster.
Airk Posted April 8, 2015 Posted April 8, 2015 Dunno what people think you're supposed to react to with Jin 6A; His sprite barely moves at all except for the sword, which means it's pretty darn subtle. It might be possible to use the audio cue maybe.
Moy_X7 Posted April 8, 2015 Posted April 8, 2015 6A is unblockable unless you think/guess that it's coming (usually after 5B), the end. I'm just mad I'm not seeing TK Hizangeki used at all even when it has been buffed like a mf. Then again, I guess that OH really is reactable given the 22F start-up and the fact that Jin glows while he uses it.
chzchan Posted April 8, 2015 Posted April 8, 2015 Don't most unprotected standing overheads not work on up back barrier regardless of their speed? Speaking from the perspective of a character with an unprotected 26 frame standing overhead, people up back barrier and grab me out of my overhead way more often than they actually block high.
floatwater Posted April 8, 2015 Posted April 8, 2015 break it down for us crossfire i like seeing these analyses Intermediate player gives breakdown on reaction timings 101: See the frames
mAc Chaos Posted April 8, 2015 Posted April 8, 2015 :33333it is actually valid advice for mid level players since at that stage youre trying to beat fundamentals into them and stop them from mashing 24/7 like a low tier scrubits only later after you understand that, that you know when to break the rule, so to speak
Hollysmoke Posted April 8, 2015 Posted April 8, 2015 I can react to Haku's 6B, but not Jin's 6A. I imagine it's different for everyone. Jin's 6A is pretty quick but you can't really capitalize off of it, which was its con. You have to RC it to get anything out of the overhead confirm.
LaowPing Posted April 9, 2015 Posted April 9, 2015 Intermediate player gives breakdown on reaction timings 101: See the frames Sums the last two pages basically. Reacting to things isn't all that simple. First off, everyone has different reaction times. Just because you can react to something doesn't mean everyone can. It takes a lot of experience to properly react to most mix-ups. Sure, a overhead being 26 frames might make it more reactable but it doesn't guarantee that you'll do it. Second, the animation matters a lot when taking about reacting (you need something to react too). Remember that one time you reacted to Hazama's 6A? ................................................. No it's okay, I'll wait. Third, the whole point of a good mix-up is to create different threats in the same situation. Relius may have a very clear animation for his overhead but when he goes low 3 times you often forget about the overhead and even after he uses it, you still have to be wary of the low. Fourth, most people only look for mix-ups during block strings. Wake up overheads and tic overheads are so good because you're not expecting it. Reacting to overheads in fighting games takes more time when you aren't focused on watching for it. I want to think of a 5th one but I don't have anything else. This is an off topic conversation anyway.
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