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Posted

Is it the same reason why Jin uses Sekkaijin twice in the corner(at least in 1.0-1.1), it puts him in a much better position? But that in itself has nothing to do with SMP itself.

Stagger doesn't change from 22C and you'll have more damage and meter gain. This was why I was asking about SMP and in what situations would triggering be actually beneficial. Apparently the situations that trigger SMP and are beneficial have no relation to one another. Just a misconception on my part, I guess.

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Posted

Is it the same reason why Jin uses Sekkaijin twice in the corner(at least in 1.0-1.1), it puts him in a much better position? But that in itself has nothing to do with SMP itself.

IIrc Jin just got the same knockdwon off the 2nd one he would've gotten anyways right? Yeah in that case he just doesn't care about the SMP, it went off but he got some extra damage out of it and was still left with the knockdown.

Posted

Stagger doesn't change from 22C and you'll have more damage and meter gain. This was why I was asking about SMP and in what situations would triggering be actually beneficial. Apparently the situations that trigger SMP and are beneficial have no relation to one another. Just a misconception on my part, I guess.

 

I was talking about an air hit Sekka.

 

IIrc Jin just got the same knockdwon off the 2nd one he would've gotten anyways right? Yeah in that case he just doesn't care about the SMP, it went off but he got some extra damage out of it and was still left with the knockdown.

 

Ahh ok, thanks. I think this is the first time I actually understood what was being talked about in these types of discussions.

Posted

Everyone is beginning to repeat themselves lol. Guess this era is wrapping up. Does anyone have a gameplay related question?

Posted

heres a question since i don't really play a character with a dp

 

421AB + (dp button)

 

how good is that? should it be used all the time against azrael, carl, and koko?

 

edit: All the time as in against their crossup resets.

Posted

So...how will the game evolve based on the general and specific changes that we know about CPEX?

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Posted

heres a question since i don't really play a character with a dp

 

421AB + (dp button)

 

how good is that? should it be used all the time against azrael, carl, and koko?

 

edit: All the time as in against their crossup resets.

 

This is a common OS that LK has been talking about and using for years AFAIK.  It doesn't even need to be against a character with particular crossup stuff, you can use it against IADs over you and things too.

Posted (edited)

heres a question since i don't really play a character with a dp

 

421AB + (dp button)

 

how good is that? should it be used all the time against azrael, carl, and koko?

 

edit: All the time as in against their crossup resets.

 

its solid, but make sure when you finish the input you keep holding back. you can also input something similar by holding B, and then tapping A whole holding back or downback so you get 3A or 6A on crossup, if desired. Other inputs you can OS very easily are 236236 (214214), 632146 inputs (do it as 412364) with the same idea behind button inputs (holding A if you want to use the B button, holding B if you want to use the A button, holding both if you want to use C or D). Obviously, if they can bait you out it isnt surefire, and definitely definitely you do not want to mash this, this is similar in concept to fuzzy guarding. Pick a specific time to input, and input cleanly and quickly so that you don't get tagged low. If you really want to defend vs some left right, you can almost combine this with a fuzzy jump too.

Edited by not_lunaris
Posted

On a serious note, if SKD ever comes back I wanted to ask him something. I seem to have a problem with two areas in fighting games.

 

1) adjustments: I can see patterns very easily but it's difficult for me to counter them when I'm also dealing with what to block, spacing, neutral game, and everything else in the game. With so many things racing in my head it's hard to keep track of what to remember.

 

2) reactions: I asked about how to react to things earlier but the responses were just "Sometimes I can, sometimes I can't." I was wondering how I can better reach the "can" and, at some point afterwards, do so consistently. You can tell me how obvious a Relius overhead is and while I agree that it should be more reactable I still can't do it. My brain just goes "hey, block that" and ends there.

 

I feel like if I could just solve these two things I can handle everything else with simple practice. I feel like I've been stuck at my currently level of play for a year now due to these two things no matter how much I try to get better. I'm not looking for a magical solution, I'm just want to know if there is something better than "it'll happen eventually"

 

Also, apologies for any trouble I may have cause with my opinion peace (see what I did there?). I actually agree with most of the opinions you guys presented. I just get really anal about the way a word is used which snowballed WAY harder than I thought it would. I'll try not to derail these conversations anymore.

Posted

why can the Azrael thread b this alive :( 

 

@ last post i don't think u can react to every little thing every single time. idk why we don't react like that probably cause were human and we make mistakes

Posted

As far as reactions go, SKD touched on it earlier actually. Part of your reactions are based on what offensive options somebody is pressuring you with. Like, when you're blocking you don't just go "oh, that's an overhead, time to stand up." You have to understand what the risk/rewards are for your opponent doing something, when they can even do it, how they're going to threaten you with it, etc. Then while blocking you need to process all that and be aware that the threat of whatever the mix up is is more prominent and be prepared to react to it to an extent. There's a tiny bit of prediction involved before you react to something, which is what makes it easier. "Oh, an overhead will hurt bad since he has 50 met- OH THERE IT IS LET'S STAND UP"

Really, really, really basic idea of how this works. Again, if you go over SKD's earlier posts you'll see him talking about the idea. I'd suggest taking the time to really think about how some of that stuff applies and to read over it again.

Also some of it is just flat out being put in that situation and being used to performing it of course.

Posted

As far as reactions go, SKD touched on it earlier actually. Part of your reactions are based on what offensive options somebody is pressuring you with. Like, when you're blocking you don't just go "oh, that's an overhead, time to stand up." You have to understand what the risk/rewards are for your opponent doing something, when they can even do it, how they're going to threaten you with it, etc. Then while blocking you need to process all that and be aware that the threat of whatever the mix up is is more prominent and be prepared to react to it to an extent. There's a tiny bit of prediction involved before you react to something, which is what makes it easier. "Oh, an overhead will hurt bad since he has 50 met- OH THERE IT IS LET'S STAND UP"

Really, really, really basic idea of how this works. Again, if you go over SKD's earlier posts you'll see him talking about the idea. I'd suggest taking the time to really think about how some of that stuff applies and to read over it again.

Also some of it is just flat out being put in that situation and being used to performing it of course.

I understand the idea behind the reaction, I'm just wondering how to get better at it. Often I'll predict an overhead, see the overhead, and not react in time to change my block. Even with prediction, I haven't been able to block overheads unless I commit to blocking high before actually seeing the overhead itself. The theory I understand, putting it in practice is the hard part.

Posted

I understand the idea behind the reaction, I'm just wondering how to get better at it. Often I'll predict an overhead, see the overhead, and not react in time to change my block. Even with prediction, I haven't been able to block overheads unless I commit to blocking high before actually seeing the overhead itself. The theory I understand, putting it in practice is the hard part.

 

It seems like something that just comes with more experience with playing. The more you play, the more things you pick up and be able to reaction better. And like Anne said, it depends on the situation and if the opponent even should risk the overhead depending on what they're rewarded off of it beside a standard confirm.

 

Also, I want to know if you're speaking about netplay or offline play?

Posted

I'm assuming we're talking about offline, so I'd suggest you try to stick with that if you can help it. There are too many variables on netplay to really come up with a concrete solution to anything substantial. 

 

 

I think everyone on this site knows what it's like to take a million overheads on netplay.

Posted

Random inquiry: What does Bullet excel in or do in BBCPE? Or, rather, for what reason would one play Bullet from a purely gameplay perspective?

 

From what I understand, Bullet is a character who struggles in neutral because of her lack of mobility or tools to efficiently control space. So, with that said, I was wondering if Bullet possessed any particular traits to offset those weaknesses; like having a strong pressure or mixup game, or having high-damage output in general? Just curious.

Posted

Random inquiry: What does Bullet excel in or do in BBCPE? Or, rather, for what reason would one play Bullet from a purely gameplay perspective?

 

From what I understand, Bullet is a character who struggles in neutral because of her lack of mobility or tools to efficiently control space. So, with that said, I was wondering if Bullet possessed any particular traits to offset those weaknesses; like having a strong pressure or mixup game, or having high-damage output in general? Just curious.

 

 Yes, has her damage potential risen or fallen compared to current BBCP? Like where does she rank in roster when it comes to damage potential in BBCPEx. 

Posted

Bullet gained the ability to special cancel her Ds which allows her to gain sometimes two heat levels in a single combo without rc or gain one fire level while having one(going to lvl 2) and then using the lvl 2 fire move to do high damage, all in a single combo.

 

Basically, she gets a whole lot more reward for everything without needing to spend meter and she can stay fired up for longer which somewhat alleviates her problems with neutral which mainly are there when she is without fire, though she still has trouble getting started.

 

 

An actual Bullet main would probably be able to offer you greater detail but this is the gist of the character as I see her right now.

Posted

Bullet's damage potential is pretty much the same, she just has more opportunities to do heat level two combos. The special cancelling off of her drive kind of inadvertently buffs her neutral game because it's easier for her to get and keep a heat level. Notably, you can do a heat level two combo for around the same damage as you could in 1.1, but instead of cycling back up to heat level one you cycle back up to heat level two. So if you continue to open them up without burning heat levels you can just do 4k->4k->... instead of 4.5k->2.5k->4.5k->2.5k->.... Guard cancel overdrive is also pretty great for her because her overdrive combos are really powerful but she almost always ended up bursting in 1.1 due to the pretty bad neutral game. In 2.0 you'll see people saving their overdrives instead.

 

There are also a lot of other smaller, less consequential buffs. Her 236a now gains an explosion animation and slightly higher vertical hitbox with heat levels, her 623b and 623c now combo off of counterhit without needing to throw them into the wall. 623b's followup is now comboable midscreen. She can apply brakes to 61236c, which is great for projectile dodging without being forced into the air. Her 6d and 2d both seem to special cancel, which is pretty big. If I'm not mistaken the invulnerability frames on her drive were nerfed pretty hard, though that could just be people using some attacks that take priority or something, and she now bounces back when her drive is blocked.

 

So she has more heat levels more of the time and can spend meter on distortions instead of rapid cancels or more clever rapid cancels that lead to higher damaging combos.

 

She does a little better against the entire cast, but it doesn't change a lot of her more difficult matchups like vs Nu-13. That being said, I don't think she does as poorly as some of her early tournament results might lead you to believe. It looks to me like a lot of new Bullet players don't really know the matchups. In some of the recent vods you'll see Bullet players that know what they're doing get some pretty good success. You can often spot a veteran Bullet player by when they either don't combo off of 623b counterhit or they RC it, and they usually do quite well against 2.0 Nu players.

Posted

I think everyone on this site knows what it's like to take a million overheads on netplay.

 

I'll take overheads in netplay over cross ups in netplay any day.

 

React flawless to expected cross up, get hit anyways. Thanks game!

Posted

So a quick question regarding a bit of PS4 vs. PS3 hardware(?) I guess. So let's assume the PS4 ver. can potentially handle the netcode better (not saying it will be fact but indulge me) for BBCPEX and I want to only get that version rather than double-dipping, would the PS3 stick I have be compatible with the PS4 itself? I seem to recall someone at SONY claim that it is up to individual developers to work out the mechanics of it but I am hoping someone here can elaborate a bit on it as I've put in more effort to learn how to play on stick since P4AU and at the moment I cannot imagine myself playing BBCPEX on the PS4 controller (though without the game itself, I suppose I cannot make immediate judgement).

 

Thanks in advance.

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