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Everything posted by TD
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she seems solid, he's probably just bored or wants to try someone more interesting. she isnt as execution intense as before, which could give him quite a few reasons to stop playing her awhile.
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looks low, but tsubu wasn't doing many combos either. bedman's neutral is looking strong, not scary though unless one cant get in vs him. litchi-esque projectile for disruption and looks like it can beat other fireballs, and auto teleport? seals for zoning/trapping, mobility, l agree is slow-ish but still looks top notch pressure right now also just looks strong. seems to take away the throw game if using deja pressure. still, high/low/crossup seems legit. pokes look alright, one air poke seems to extend his hitbox though, hope the rest do not... he looks good. obviously needs more development, but if anyone can do it, tsubu can
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No, no, and yes. In regards to pumpkin distance, it will be affected the same as it is currently with lotus active; and that is, not much. It really is influenced by homing wind and that's it.
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It has a 5f startup once it is summoned and is winded. It likely means that those 5f are now gone. It will hit immediately but will probably travel less distance. This will probably make the pumpkin really good for defensive presence and oki, but will not be able to cover max distances as effectively. It's a buff and a nerf.
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cant wait to see some combos in general. he seems like he will be very versatile and offense oriented. do all of his deja vu attacks hit mid?
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amane completely and thoroughly bodies tager, getting lv 3 is too easy, moving around his gigantic ass is as easy as dodging a balloon. c normals take care of anything tager wants to do. 2d and 6a make air approach pretty much impossible. jb, 3c, and 6d make tager want to get those upgrades installed lol. as absolutely free as this matchup is... amane pretty much auto loses if; *he gets hit early. *he gets magnetized and doesn't know how to deal with it. *he uses dp/heat in general incorrectly. he has to play perfectly. not too hard, but being perfect isn't easy within itself, and despite his dominating tools amane has to get multiple hit/block scenarios on the massive healt behemoth, while tager can realistically end the round in like, 2 hits
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Oh I see. Tried ja. It does look big. I find it sort of sad that her air normals just hit diagonally below her, it's really hard to fight air to air. Jb doesn't seem to do the trick either. Guess she just needs to be above or below the foe, mostly at an angle just to start pressure. So what are you guys doing offensively once you get in in either mode? I do a lot of 5b 6c in normal, stance cancels and mixing between ss, non stance cancel attacks and various teleports. In GA mode, although it's working extremely well now, I know 66 jc xn is not going to keep working. So, especially in GA mode how do you guys stay on the foe or do mixups? Particularly incorporating d ss into pressure outside of oki, stopping jumping/mashouts, like that. And how are you guys getting in in that mode because I keep ending up in the air where I have to work with these shitty normals.
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could be, but l wouldn't count on them being reliable. it is a counter move, after all.
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[6] 4 charge
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are there any youtube videos of millia using this chroming rose super? also, how is bedman, is he any good? anyone kicking butt with him yet? and what is he anyway, some sort of rush/zoning hybrid?
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gg to silfer and others. @others. the play was just... wow. soooo glad l found silfer.
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having had the same problem today, l solved it pretty quickly, you just have to buffer the 214a after the 236b, and then buffer the 2b after the 214a. requires a bit of timing and precision really but once you do it a few times you should get used to the timing. l dont think 2b should whiff? maybe at near max or max range 236b, yeah in fact l think it will whiff. wonder if dash 2a would work here, it may not or still might suffer range problems later in the combo.
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thank you all for the responses! she sounds and plays pretty simply it seems, her moves seem just enough to do everything albeit worse than others from the looks of it. wow she has a bunch if anti airs, almost looks like one cant approach her at all from an angle. gonna practice and see how well she clicks, and l see theres a good wiki info on her so i'll be labbing it up. thanks again for the responses.
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Hi. On lunch so I have to make this quick. I want to learn izayoi. Well, I always did, but never really found the time (not time, there's another word for it but slips my mind...) to pick her up. I will read this thread later so I don't repeat any obvious questions, but I would like some answers to the current ones I have, please be patient with me. Really I just want to know her neutral and pressure game. Main pokes in each mode, offensive zoning and up close pressure, notable air pokes, movement in gain art, how to use her teleports and sword slashes to augment her zoning/mixup, stuff like that. Any misc tips you guys think I should know would be most excellent. Execution is not a problem for me so recommend anything. Notice how I didn't say anything about defense because I know here sucks, so the limited options makes that fairly easy to understand. Lastly, any good info regarding top players. I watch shimotsuki and tetsuwo a lot between rachel vids, so is there anyone else? Any help would be greatly appreciated. Please and thank you.
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If your intention is to mix them up endlessly then that is the fallacy. Ignis is more to cover holes in pressure. Because both of the players know this, a halfway decent player is not going to press any buttons at all except jump, dp, Ib, barrier pretty much. You need to let them know you're not going to use ignis until they start trying to escape. Let her stand by while you do your own unsafe shit, and she won't lose a significant amount of meter. Then when you think the foe will start punishing your random 6c into gad leis, you hit them with a 6d or something. Conversely, you see them getting antsy it's time to do 2d into 6a or whatever. Mixup is not all about high and low. Pressure plays a huge part as well, and for that reason I believe relius actually has good mixup; he covers all options with ignis out and his pressure can get really tricky to escape consistently.
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its true, as evidenced.
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but he got 2nd place at evo he cant be terrible.
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there you go you have to keep playing. even with all her tools the idea is the same as any other fighter. offense which relates to approaching, maintaining pressure, using tools quickly and efficiently; zoning, keeping people where you want them, stalling for time, using pokes at correct spacings, knowing what and when to summon and using each summon to its best ability per wind; and defense. how to keep people off you, blocking well and using all defensive mechanics available. lord knows she needs them. you absolutely must know how to use wind frame by frame to use her effectively, to answer your question. there are several guides on this concept. you can read those and there's N-O to look at for inspiration or xcopy from, whichever you prefer.
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sorry l got hungry and forgot about games... i'll just be in the lobby awhile
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need to freshen up my rachel, maybe some amane action. any takers?
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He's asking if it matters -who- helps, not how good the player has to be (which I'm sure he qualifies) do you want a good platinum to help you or just a good player to strengthen your skills with.
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Terumi will be able to do this well at 100 heat. The question is whether we will be RCing for damage and oki, or just oki. Assuming the former, he will get good damage and half his heat back, maybe spend overdrive for another 50/50 which probably won't give him 100 heat again regardless. He'll then get one more chance at it if he uses overdrive, and if the low is used, he will give up pressure for a chance at damage. Assuming the latter, it probably won't be used much unless it hits hard. You may see it occasionally to end a round but that is it. Unless the terumi is confident with their back to the corner, which is the worst position any character can be in and especially without a dp.
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fiiinally got around to some decent vids. the ones l were going to post before werent very good ( l even have one in the bunch im about to copypasta). l realise what l need to advance with him is some critique, so any optimal stuff you guys feel like l should be doing please let me know anyway http://www.youtube.com/watch?v=tmMseDitp9w&feature=c4-overview&list=UUNBX1Ui3mAxz6ScikK9xEyQ http://www.youtube.com/watch?v=lLmdccNM0vk&feature=c4-overview&list=UUNBX1Ui3mAxz6ScikK9xEyQ http://www.youtube.com/watch?v=CgKrJKoYiSk&feature=c4-overview&list=UUNBX1Ui3mAxz6ScikK9xEyQ
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ask yourself "how would l like to be treated?"...
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huh? 2d is pretty standard after 6d and on a lesser note 3c. its sort of safe but inconsistent. 3c is a hard knockdown, thats about it. its common knowledge. not to shit on your parade, but it is. terumi's best oki would have to be orochi ender in the corner. you cannot roll past him and he covers quick rise, forcing neutral tech. meterless best oki is 6d in the corner because he gets a different mixup opportunity, and 6c is ok anywhere though heat is prioritized.