-
Posts
5,938 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by TD
-
This is not a matter of life or death. You might want to put yourself in a calm state before playing, there really isn't a reason you should not at least be trying a few games with these people for varied results. Remember losing is the required path to winning, unless you have too much talent, better used counting cards at a casino or winning the lottery. Anyway, lose to win.
-
Wow, I guess Rachel taught her Barrel lotus
-
New overhead looks decently fast, has meter gain property, knocks down, might offer oki on raw hit. Cons seem to be the short range, might only be special and/or super cancellable. Not sure how to feel about this move yet.
-
Thinking of trying her for a bit, little test drive. Who are the best players to watch for this character?
-
Anyone with a dp motion for a dp.
-
I would like to know too. It's a bit sad how misguided some people can be. Poor chap probably just needed help and doesn't know where to turn. Then again, how many more fish in the sea have this problem. Can't help them all.
-
Should post in the psn match finder thread, you're likely to get more replies there than here.
-
What makes a character good? CPE discussion and help needed
TD replied to liquidrain's topic in Beginner Mode
Gimmicks and character ineptitude/lack of knowledge shouldn't really be factors in why a character is actually good. That's more of a personal player thing. Matchups always assume the players playing said matchup are at 100% efficiency. It's more of a, "I do x, y beats x, but z beats y". Not to be confused with the concept of yomi, exactly, which is also a player thing. Ultimately a matchup is deemed bad when the opponent has a considerable disadvantage in one or more areas. Considerable, not just slight, which usually means that he completely has to respect one or more options in that given situation and eat whatever comes next. The more considerable disadvantages, the worse the matchup. -
Joined a room called "be gentle please" (some people should know where this is going...) First match, picks amane. I do one teeny 46-hit combo and the guys immediately gives up. I say teeny because amane hits like a pansy without resources - I believe the combo only did 1.7k No tech, no button mashing... Idle for 10 seconds at a time each time he got comboed. Guess it's my fault for joining a room like this, but... Why? We are suppose to be beating each other's faces in, not being nice and gentle. Want gentle, fight the cpu? I was so confused and a little angry even though it's not so serious. Just never seen this mentality before.
-
Hmm.. How is the 236a hitting? Immediately? If so, the foe needs more height before using it. For needs to be juggled right on it or a little lower. If it hits them in. The first few active frames it is hard continue a combo without more wind. Ch 6b iAd jb jc dash 6a ct dash 5b 6a 4b dash 6a 236a dash 5cc Without 25 heat replace ct with 4b, 5b 6a 236a dash 3c 214c dash 5cc If you need to, use 2d after jc to continue the combo. Not as needed with ct
-
[CP1~2] Litchi Faye Ling - Mini Beginner Guide [New Players!]
TD replied to EXonestar's topic in Litchi Faye Ling
its up your butt. Have you looked there recently? That is actually a good question.... -
Chrono Phantasma Speculations/Theories [rules updated 10/14]
TD replied to Chaoschao222's topic in Zepp Museum
I know it is t confirmed yet, but really hoping hibiki plays like a ninja version of Servbot. Stacking plates and eating spicy dishes suddenly become very deadly. -
Little combos... Corner Throw 236d slight delay a dash [2d] 623c dash 5b 5[d]nto 236d oki: 75 drill gain any level, more if you do hold the stance at the end. Level 2 and 3 pops them higher and requires a different, better combo Midscreen corner carry Throw 236b delay jb(1) dash 5b(1) 5c(1) 236a jb(1) Djb(1) j2c 236b/214b j2c 236c. Carries amane from back to corner to midscreen
-
What makes a character good? CPE discussion and help needed
TD replied to liquidrain's topic in Beginner Mode
Hmm, i think the tools that are good which in turn make the character good is actually determined by matchups, and the opposite goes as well. They work in harmony to create the characters. Good tools are only effective in the people they are used on. If a character has a great poke that is beaten by just one character that only slightly diminishes the effectiveness of the poke and only against that particular character. A good hammer is only useful against the nail it's used on. No nail, no need for the hammer and vice versa. This is more of an open ended question but it can be answered. Essentially it is each tool measured individually against every other tool a character has. This is the absolute longest way but provides the most clarity to determine who is good. I call this the development of the game, and such clear results are truly achieved only after years and years of dedicated monsters playing the game they love. Preliminary tier lists show the progress of developement, but a really solid tier list can take upward of ten years or more to create because the game still has some exploring to do (not just finding treasures or ways to exploit the game, but really understanding each tool and how your character can get over them). So, along with development and time spent with the game as the glue that takes forever to hold, a character's particular tools (this means everything from running to attacking to supers to taunting: never know what has hidden properties), carefully tested against the entire cast, And matchups. I do believe though that tools come first before anything else, as they create the matchups, and then as time goes on, matchups are potentially strengthened or weakened. This is a general perspective that I hope makes sense because I typed this without really ironing my thoughts. -
Warning: Troll bait.
-
If he knows than he is indeed frustrated like myoro said and he just needs to learn how to beat it. It's not that hard.
-
Clearly your friend is a scrub. That is ok, though. He is still interested in playing. Why don't you training mode with him and show him when you like to go for the particular overhead and low, and exposing to him why you do such strategy. It might out you out in the open, but his better defensive skills could end up strengthening your offensive skills, and then you are both developing. He just needs to see the D enough times. Are you ready for that commitment? Make sure he is, too. Do try to help him understand. God forbid he fights a Rachel.
-
Not many places. 2a 6b can be mashed out if you ib 2a. Anything into 6d, at the proper range you can 5b or even 6b if you in the prior move and act immediately. Can probably backdash 6c if you ib prior attack... Pretty much every other option has the ability to go into a safe frame trap. Need counter assault, OD raid, or if you get knocked down wind tech is decent against him, not much he can do outside the corner. Pretty much have to wait for 236a, or a jump-in (6a sort of preemptively against jumpins), or something unsafe for the sake of mixing it up. Barrier higher level moves like 2b, 5c and 2c and 6c, be careful of 5b TRM setups (try not to OS barrier 5b), watch his meter for the overhead... More or less create enough space to quickly escape or wait for him to mess up. Definitely try not to be pressured in this match whenever you can avoid it but be careful in the neutral as well.
-
There is no 100% way to figure out the opponent's next action, the only thing one can do is deduce what the next thing will be. It's why even the best have to leave room for error in their play, because even the best planned strategy doesn't go right 100%. Be optimistic as you want, but if that 1% chance of losing a strategy can be quite obnoxious. This is why I answered the question this way. None of us are psychics, we just use our skills and a bit of luck to manuever around the battlefield. That's why the best players tend to be well-rounded, to cover up their mistakes as best and as much as possible. Your best bet is to you history and the present to shape the future of the match and not trying to peer into the future to shape the present.
-
But he asked for help, not someone to hold his hand the way through too. That would be patronizing to assume he doesn't know what to do for pressure at all with his character just because he asked this, in my honest opinion. He has the Jin forums if he wants a more educated answer on what Jin personally can do vs each character's options, and because of that, I don't think I need to add that in as well. They would be better suited on telling him exactly what to do each second of the match, not me or anyone else that isn't an educated Jin player. However, we are kind of going into that topic soon, even if it is sort of off-topic here, for the sake of helping. Even still, this list does actually give insight on both basic and advanced degrees of what you should be doing. I mean... It's every defensive option with a way to beat each option. I really do not know what else could be said outside of a general strategy, but strategy always shifts. Defensive options, while they vary, will not shift. It is imperative to build a house from the foundation up and not start from the roof down. Edit: I also talked a little about strategy anyway, in the first post I made. I know my posts tend to be a little on the long side, but I really try to give the best answer I possibly can when asked. It is important to read everything through just in case there is something you haven't known before, or even if I need correcting.
-
I'm not often confused but I feel like I need to say this: What? You're telling me that teaching the very fundamentals of something will not help in the bigger picture? I don't even. That's not even a great analogy. A car is a car, and if I'm reading your post correctly and going by what most people use cars for, it's for basic transportation. We're not drag racing here, we're not NASCAR, this isn't even bumper cars. My point being, there IS not advanced psychology in driving. You learn how to drive and be done with it, and if you stagnate, so what? Get where you're going and try not to crash: the game. It isn't a competition like fighting games. Though I do get what you mean I find the concept of cars irrelevant. But to say that doesn't answer the question... You must be tired. This fully answers the question. Each option a person has on defense is listed here with nothing left out minus each individual's frame data, which I am leaving to the masses to figure out on their own. The whole point of structuring pressure in an efficient manner is to BREAK the opponent's defense. What is incorrect about that? I really do not understand your point, and I apologize if I sound harsher than normal, but that has definitely taken me by surprise. doesnt answer the question? I really would like if you elaborate for clarity. At dark ranger, I agree, maybe a more full blockstring would help directly, but with this list and his brains I'm sure at this point he can figure out what he is doing to affect his pressure negatively. Though out of curiously, I would like to know too. From what I played, pressure doesn't seem to bad. He mixed it up often enough in our matches and I was appropriately frazzled. And I have to hold everyone's pressure because Rachel. Maybe a particular player gave him trouble, maybe dp's or fuzzy jumps which I have yet to implement, has given him trouble elsewhere. Black would you mind explaining?
-
People love to hate and/or talk about randomness. This was a recipe for success. Just like choosing a main, your favorite movie, or anything not pertaining to the main concept of dustloop lol
-
Found it I would have done a double post but the original is already long enough. It's his entire post put out since not only was the list useful, but what else he had to say was also useful. This emphasizes safety until you can get a proper read on your opponent. Be advised that as this is an old list it is slightly outdated: jumps, for example, are more of the same in terms of startup across the board than it used to be.
-
Yes, it can. This is a game of math. As such, it can be exactly answered. What is more abstract is the strategy itself. Structuring pressure to be every possible answer though, is possible, even if a particular character cannot do this. Jin can beat pretty much everyone's options with a little effort on top of making people play his game once he is in. Black I do feel like you ask this question or something similar every three months or maybe there is some other stimulant that provoked you to ask, but the answers will never change really because they are already right. Pressure is structured based on what you think your foe is going to do, and if you don't know what that is, you take educated guesses based off what past foes have done, all the while using your safest bets. The goal in the beginning of fighting someone new or someone you have t played in awhile is to gather information on their offense and defense. You need to start treating matches like real life-or-death street fights. You wouldn't rush in on someone if you didn't know what they were going to do, they might pull out a shank at the last minute, then again they might just try to dodge. But the point is, whatever they do you need to be carefully observing every minute detail. Call it out loud. They backdash, say it. They jump, say it. Counter assault, say it. Get used to doing this as it will sharpen your observational skills and help you predict what the foe will do, and counter. This is called "leading", as in, you are setting the pace, forcing the foe to ride in your turbulence until you say stop. Pressure becomes less of a guess the more information you have on the character and player, and the more potent you are and using the information to your advantage. As for what exactly you should be doing once you get pressure started, whether you know what they are doing or not: an old, retired member named dragontamer, whom I still hold on high regard, made an effective list a few years ago, detailing what exact options each character has at any given point defending. This is a universal list, but of course, some things vary such as back dash timings, dp timings, and poke timings. This is a general skeleton, and it is up to you to do the testing and see what works. I challenge you to find these things in top players like fenrich's matches: you may learn more after reading this and seeing videos than you have before. --- Hmm, looks like it was deleted when this forum upgraded some time ago. No matter, I will just have to make it myself if I cannot discover it again here. It may take awhile, maybe 24 hours. More or less. You can look forward to this post being edited.
-
Lol. Well, just as winning is a choice, I guess losing is, too. I won't judge. If you ever change your mind, we are here for you.