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Hellmonkey

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Everything posted by Hellmonkey

  1. did you read my post. There is no randomness, the game happens to switch back and forth between the high or low hitting first for two projectiles is all. For puddle unblockable he is doing a normal with it, and the normal will always take priority. As for experience in matches, Eddies mistime or misplace unblockables all of the time so there will never be any easily noticable and sure way out of them, as missing the "correct" timing can be just as successful if the opponent acts against it as if it were (like trying to parry FB+[d]) Your best bet out of them will ALWAYS be hitting a reversal when you see placing/timing is off (he's too high to land and block, the puddle is too far forward from you so you can backdash it). The next best way to respond is to make sure however he hits you is prorated and making it as hard as possible for him to space it right, like always ducking against puddle unblockable incase he puts his air normal too high (blocking the puddle and escaping even if you get hit by the air normal) also keeping in mind that the puddle is forced proration so it's not a big deal to make sure you block the first high hit, blocking low against FB drill unblockable to make him have to land the prorated high hit (which can whiff as well), blocking low against iad unblockable as it is easy to mistime or misplace the air move so it won't hit early/correctly, as blocking the drill will not only mess up the following combo but he can completely whiff his air move. (iad unblockable is always DPable i believe, though)
  2. When I tested earlier I got the priority for eddie's unblockables to be: normals>puddle/projectile (causes correctly timed puddle unblockables to hit with puddle due to them getting hit by the high->combo to puddle or blocking the high and getting hit by the puddle low next frame) projectiles (low and high) switch off back and forth each time you use them So you should be able to always parry a correctly timed iad/puddle unblockable but it really doesn't matter because you're still probably going to get hit by the low, unless parry has special properties that cause the low not to hit as well. I doubt parry will be successful if the game wants the low to hit first. update: Alright I tested it. For iad and puddle unblockable, you will always be able to parry it if it's timed meaty, but the low will hit and it seems impossible to act in between the parry and low (i couldn't get it at all). The only way to escape is to parry and block low the next frame, which is even harder than just changing your block in 1f so pointless. It is much easier to judge the distance from him and the puddle and reversal SRK or reversal backdash to escape, as one or the other is often an option. For the drill unblockable, like I said the game will alternate between which hit goes first. If the high goes first, parrying will prevent both the high and low from hitting, although if the low hit first jam will get hit. Keep in mind that Eddies will not always time it correctly so that one hit or the other is delayed causing you to get hit even if the priority is on the high hit, that the high hit is 80% proration so blocking low always ensures less damage taken, and that he may mistime the overhead to whiff but the drill will almost never do so.
  3. I finally feel that I can surpass doren. orz Really though, each character is different enough that it's much easier to learn these basics specifically for the character one is learning.
  4. Baiken counters act through hit stop, Baikens who use instant counters can punish any normal Slayer has. To bait counters, don't use obvious timing on your attacks, mix in bite often, and keep her guessing which side you're going to attack from so she can't buffer her counters in that direction.
  5. I'm not sure if you're kidding or not, so I'll respectfully disagree. Most moves that are that laggy (anji stomp) can usually be beat in a much better and safer way; the 2f window for slashback should only be used in situations you otherwise normally wouldn't be able to punish. IB timing is much easier and obviously not punishable.
  6. Actually, you don't lose any meter during blockstun when you FD something, so holding FD is fine as long as there aren't gaps in between their hits (not likely since FDing adds to your recovery andchances are you should be escaping then anyways!)
  7. Although even in AC you want to use 6321473 for Youzansen often because it is by far the easiest motion and it will get rid of forward momentum which can make connecting the RC tatami easier. Are there any other TK DPs you would care about superjumping for?
  8. They weren't designed with balance in mind, I doubt they will ever be considered tournament legal.
  9. The only matchup chart is horribly outdated.
  10. I'm not going to waste more time finding the numbers again but even with 40% there are just under 2 players of top tiers per every other character. Despite being slightly less in numbers overall how can you argue this is any significant minority, they are being represented more than everyone else individually by far and still falling short in major tournaments all over. Yes, I have provided no explanation or analysis of data. Sorry, it's not worth continuing this with your comprehension.
  11. Never, ever start a match with jump forward j.H, lol. You shouldn't be using the move at all except for oki, combos, or a few situations like getting over axl or venom, in which case even then it's not safe. Against Robo, your best bet is taking your chances when he's out of tension, although overall both players in the match are better off playing defensively. Option select in the air with j.P when you jump at him, use j.S to zone like everyone else. Chain can be very useful in this matchup, since he doesn't have a good response to it from a certain range, and it will hit knee rocket as well as just about everything else. If you get him cornered when he doesn't have tension it's pretty easy to keep him there. Make good use of mats, 6k, and kabari and it's not that tough. Don't get hit by Robo-dash. Make sure to 1f jump away if you think he'll grab, backdash is too risky.
  12. Feel free to get back to me when you can say something other than "no, you're wrong! provide proof!", when you have provided less than nothing to justify any point you've brought up. For someone who apparently doesn't follow the scene in Japan, you sure have a lot of confidence in arguing about it. As for math, when around 44% (this SBO) of the players are playing roughly a fourth of the cast, this means there are over two high tier players for every player of other characters. Such a minority.
  13. Destin, the Japanese tier list was made up of a bunch of people on a forum, with tons of people giving their input (not necessarily top players). This all happened very early in the game (mostly pre-SBO 07) So yes, those tier lists are outdated. The last time I saw discussion on the BBS about ranking was someone arguing some balance point and being told that it was silly to discuss at this point in the game. I agree, as there is no merit in making or changing a tier this late in this game. People have a good sense of character's general strengths at varying levels of play, but at top level play, which tier lists are meant to describe, it is impossible to make any sort of accurate list because it is so much more dependant on the player's performance than the character they're playing. Results reflect this inaccuracy. Also yes, I tier whore eddie all day. Though when I was in Japan it was WAY easier for me to win with Baiken, tier whoring just doesn't do much for you there against the better players.
  14. Hasty? Recent? I made that other post in what, February? Since then low and mid tiers have consistently been winning in top level play. How can you keep saying that I'm being biased and considering only a few recent results that don't really matter and then provide nothing to support your criticism? Saying the "level obtained by their most skilled player" is not nearly specific enough. We can analyze characters' strengths separately, but to combine everything in to one nice list is all opinion. With between 1/3 and 1/2 of all of the players playing the small portion of the cast supposedly A and S tier, are you seriously arguing that there are just more players of middle and especially low tiers that cause them (somehow? you're arguing that there are more top players of them because of a bigger pool of people playing them?) to win more often? Your entire point about high tiers being a minority is backwards. Perhaps you aren't aware about how tournaments actually work, but if a character really has a bunch of 4-6 matchups, to get to the finals and win an entire tournament with TONS of top players (1/3-1/2 of whom play top tier) should be extremely unlikely. At top level play the math behind the tiers fail, low and mid tier are winning all over as much as top-tier. The reason we see so many "top-tier" players is because those characters are much easier to do well with at mid/high level of play, but at the top level of play we just don't see that.
  15. I've seen tier lists being created that way before, most recently with MB, but I'd be interested in seeing where this has been done recently or is being done currently for GG. Tier discussion has been pretty dead for a long time now everywhere I read. Also I'm aware that the tier list is by default top level play. At top level play the tiers are too close and character strengths hardly have any noticable impact (aside from how popular characters are), so it's pointless to discuss them. Results from tournaments with top players show this. (yes every major japanese tournament in the last year, except the G3 5v5 which had ridiculously broken teams has shown this). Since there is no real way to specify "top-level play", all we can do is say what tiers feel like and reference results from top players. Top players of "low-tier" beat top players of "high-tier" characters way more frequently than the tier lists suggest they should, showing their uselessness.
  16. Specifics relating to character's difficulty? The entire point I'm making is that creating accurate or meaningful tier lists requires specifying a level of play which we can't do. Depending on how we specify the level of play the tier list changes greatly; "easy" characters like Potemkin do incredibly well at every level until top level play where everyone is so close that the character played has little to no effect compared to how well those top players happen to be playing at the time and a few "bad" matchups which hardly exist in GG compared to most other fighting games.
  17. Tier lists rate character's potential (but realistic) strengths, regardless of difficulty. To rate their difficulty requires specifying an exact level of play, which is impossible unless you're talking about complete beginners because of GG's complexity. Basically this shit, again.
  18. Some Singles are up at http://www.youtube.com/user/Hellmonkey2 but I'm in the process of moving so the rest won't be up for a bit
  19. I don't know, Ogawa's Potemkin is a beast. Ryu...
  20. Yes, but there is no good way to define who has said advantage. There is too much depth to sum everything up in one nice list for character's overall strengths. Basically this shit, again.
  21. Mugen rapes as well with Bridget. Neither player makes the character's damage look very low..
  22. Why don't we get any videos of it
  23. Like who? Isa picked up Ky in Slash, so that's nothing new. However H.H. who also played Ky in Slash went back to Dizzy for AC without picking anyone else up. I can't think of many people who switched and stuck with it in AC.
  24. Ruu, Koichi, Doraie-su, Raimuki, Mugen, BLEED.. the list goes on.
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