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Everything posted by Digital Watches
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To be perfectly accurate, this is where the blockstring ends.
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Fixed that for ya.
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Well, yeah. So I guess what we should really do is look at all those combos, see what the basic cool thing they're trying to show off is, and try to consolidate them by seeing if any of those things can be combined into single combos.
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I actually meant the other one, or at least the principle of "Rensen (FRC) IAD j.D Rensen is a combo" Also: More song suggestions: Peace of Mind - Boston Plug in Baby - Muse
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I like faulty-defense's combo too, as well as the idea of doing maybe some kind of funny offscreen clash thing with eddie.
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Okay: We need to get this off the ground. Here's what we need at the moment: Final composite list of the combos we're going to use. I can probably record them once we have a list, and then I can give a ballpark figure of how long the song we use needs to be. We also still need an editor.
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Oh, and on Akira: That guy IS good player. But what you should NOT take away from those matches is "woah, to be good, I should practice being psychic with counters." What was good about Akira in those matches was that he has good fundamentals. He went for varied mixup, he did safe things, and above all, he knew when to block, when something was punishable, etc. Akira is the kind of player that I should really be watching for examples of how to play a good spacing game, like the one he plays with the May and the Ky with 5K. I'd honestly say that unless you ARE psychic (and by psychic, I mean, like him, you have a very good grasp of what moves are happening at what time), don't really try to replicate the counters thing. It doesn't gain you a lot of payoff anyway. Also, while he's a very strong player, probably a habit of his that's bad to imitate is ending so many blockstrings with 63214S (Very risky and he does it far too much to not be predictable. You'll note it's almost always blocked. Then again, maybe I'm missing something here.)
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Aaaanyway, if you don't like it (I'm not going to say the combos are terribly original or that I suddenly don't mind the music, but at least some dude made an effort.), then we oughta get our asses in gear on this CMV we're allegedly making (That's to all you guys.)
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Definitely, but the blockstring for the guard meter was
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Aaaaaand that's why I'm vetoing j-Pop.
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Okay, you and I might mean different things by "guess." If you're pretty sure they're jumping, then yeah, it's a better idea some times than others. But just stabbing in the dark in the hopes that it works (whether or not you do it predictably or often) is always a bad idea. You should think about what you're doing, and have a reason for doing it. f.S is a dirty, dirty move in this match for Ky. Any Ky who hasn't made you wary of it doesn't have Axl experience under his belt.
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This is some good stuff, but I have some notes: You can actually fix this problem by using safe air normals and occasionally even baiting the 6P with a kokuu or just faultlessing. But yeah. DGE is dangerous and you don't want to directly contest it. Note: Smart Kys will quickly figure out that stunedge won't beat rensen, but f.S will. Ky's f.S has hueg range and will stuff rensen clean, so you can't really rely on it too heavily. 2K is definitely better than Ky though. Again, f.S is a big problem, as it gets really far, really fast, and beats rensen clean. It's also notably harder to slashback. The best way to get out of a throw is still jumping, benten can work, but only if you're 100% sure, and that's not a risk I'm usually willing to take. FDing Ky can also be very bad, as a lot of his pokes have good range and he can lock you down pretty bad if you let him. Just learn to spot a tick-throw, rather than relying on FDing. Note: Other fights where you should not guess with 5P: ABA, Anji, Axl, Bridget, Baiken, Chipp, Dizzy, Eddie, Faust, I-No, Jam, Johnny, May, Millia, HOS, Pot, Robot, Slayer, Sol, Testament, Venom, and Zappa. f.S is a good option against Ky, yes, but it's a good option against most characters, and it's actually slightly less viable here, as Ky's f.S outranges it. 2K and f.S are pretty mainstay in this match. 5H can also be good Yep, that's right.
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I'm not objecting to the idea of whiffing to bait something, but what you should really do then is either block, or do something that they really would have a hard time beating. By the time you've convincingly whiffed a 6P, you will NEVER get a TKB to hit a good player, or for that matter, a scrub player trying to DP you. There are lots of baits I'd go for, 6P may even be one of them, but they're not going to set you up for anything like that unless you've got an opponent you've conditioned not to just beat your move (So like, block the DP, instead of doing something). And really, that's just part of the basic mindgames in the game, it's not really flashy combo vid stuff. I guarantee you that the Sensageki RC throw setup isn't all that strong, here's why: First and foremost, 6H is almost never a good tick-throw. I'll admit I've been able to use crazy meaty 6H with momentum for that purpose, but it's just so situational, and will ONLY work on inexperienced people. I don't know who you've been playing, but anyone worth their salt will have seen tickthrows before, and know how to deal with them, especially clunky slow ones like that. Usually, a 6H that hits and isn't meaty is going to be almost no advantage, possibly disadvantage, and it tends to push you out of throw range, meaning bad tick throw. When you're looking for a tickthrow, you want a move where you can be in throw range before they recover, and the best ones let you bob in and out of throw range in some hard-to-predict pattern. 6H does none of this, and honestly, you'll get thrown way more often than any decent player will just by trying this. Secondly, the "WTF factor" only gets you so far. Again, people who are even slightly good at this game are going to try to learn what exactly it is that you're doing to hit them. You're talking about a 23F startup move off an RC. Granted, I could see this being slightly ambiguous if you vary which hit of sensageki you RC, but it's such a risk that it's hardly worth it, since if they do block it right, (Again, they have a lot of time to think here, which is bad in mixup land), you're pretty much screwed. The risk v. reward is extremely high, in that you're opening yourself up to basically take a combo if your opponent is wise to you, and even if your whole plan works, you either catch them with the sensageki (Which is most likely) and get a relatively safe knockdown with miniscule damage; get them with 6H, get an itty-bitty chunk of damage and are at best neutral (At worst you STILL get thrown, even though you hit), or you somehow get your tickthrow off, which brings me to my next point: You should NEVER plan to spend 50% meter on a throw setup. I'm usually the first guy you'll hear telling you to not worry about sitting on meter, but I guarantee you: I can name seven ways to get a throw for 25% or less that is BETTER (Will work more often, opens up more opportunity for ambiguous mixup, and won't get you killed as badly if they're wise to it.) than what you're proposing: Rensen FRC, Benten FRC, 2K, 3P, j.P, Raei (S) FRC, and just plain ol' run up FD throw all are better tickthrows that don't cost you an RC. Now here's what I'm NOT saying: I am not saying that you should never use 50% to get a throw in the heat of the moment. I know damn well that matches happen quick, and sometimes knowing what your opponent won't react to is a snap judgement that doesn't necessarily make sense. I try to think ahead, but I go for shit for no reason other than "I knew it would hit this particular opponent right at that particular moment" all the time. But that's not a gameplan. And if I'm wrong, it's usually not an option that gets me out of the situation safely. In fact, I'd say that's how I end up eating the most combos. I also get random wins from those snap decisions. A little chaos isn't bad, but people who win the most consistently are people who think about what they're doing, and know what's a good option and what isn't. These setups are a great example of that chaotic play: I'm sure you've gotten this stuff off all the time. Honestly, it's a tick-throw that not many experienced players would fall for consistently, but I'm betting you've gotten it off in a lot of matches, or you wouldn't be saying it works so well. But what I'm saying is this: Don't mistake a heat-of-the-moment snap decision that got you a win for something you should plan to do against strong players on a consistent basis. I've made that mistake a lot, and it's hard to tell when you're doing it, but when in doubt, Occam's Razor that shit. Woah, long post.
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Is there any reason to RC the followup the first time? It seems like you could make it work out so that the explosion only happens once you're done with the move (I could be wrong though). And Nameless, I just can't see that being... viable. Maybe I'm wrong though. Who does it work against?
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Uh, whaaa? First off, I'm pretty sure j.6P doesn't have to be FD'd, and neither does FB bomber. If you want to fuck them up with an air guard string, do something into Kokuugeki, which you actually do have to faultless. Secondly, what "have to faultless everything" area are you talking about? People IB air moves to the ground. Third, if they're in the air, I would SELDOM encourage jumping up to meet them. Stand your ground and AA like a man.
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Um. This does not work. You can't frc with dust.
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Also note that the PKS macro: -Will have a slight delay -Cannot FRC Johnny's KJ transport or DB transport -May be banned in some tournaments. I've heard numerous solutions to FRCing on pad, including: -Just learn to thumb three buttons consistently. Practice makes... well, not perfect, you're still trying to jam your thumb over 3 buttons, which will inevitably always be hard unless you have weirdly shaped and unusually large thumbs, but better, certainly. -Map FD (PK) instead and FRC with 1 button plus FD macro (Probably still has a delay, but solves the IK problem and the JO problem) -Map your HS or some other button to a shoulder button, so you only have to hit two buttons with your thumb. -Play with dust and maybe respect mapped to L triggers rather than R, and play on the pad stick-style (IE with one hand flipped over and hitting buttons with your fingers. My solution? Get a stick. I used to play on pad, and actually adamantly defended it, but I'll admit that I was a complete idiot for doing so. Seriously, while it takes a bit to get used to a stick, it's just better in every conceivable way (Well, except ease of transportation).
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I definitely disagree with that one. Not only do people get their guardbar built up all the time, but it's definitely NOT smart to just FD everything.
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Aye. I've been fucking up even the timing needed to meaty through his DP lately. I really need to play Ky more.
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I see eien from good slayers more than RTL from good kys... HOWEVER. Punishing a DP is actually much harder.
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I actually have a few random combos posted in the combo thread that we could use... Like, for example: Meaty 6H-->Benten (FRC), j.H, j.D, Bomber, (j.D, Bomber) x2, 2S, j.D, Bomber, rensen, 2 (238 damage) c.S, 5H, Rensen (FRC), 5P (1), Rensen (--> FRC, Combo?) Any TKB RC combo 6K Counterhit combos (The first hit makes them go flying, raei will connect, fun stuff etc.) Something demonstrating that awesome Shiranami kills RC thing. Non-standard ID: IE something like... 5D-->j.D, FB, falling j.H or j.D, continue combo from ground. Maybe oldschool Bloops with 2S (1) 6K (1) TKFB? And the BIG FAT POTEMKIN ONLY COMBO: c.S, 5P (2), 2S (1), 6K (2), Rensen (FRC), run, 2K, 2S (2), 6K (1), 2S (2), j.D, Bomber, 5P (2), Rensen (FRC), run, 5P (2), (2S (2), 6K (2)) x N until you're at about 36-37 hits, 2S (2), Rensen (FRC), 5P, rensen, 2. I think you can do 5P, rensen (FRC), Rensen, 2 (you build enough meter for it) but I'm not sure, as I was personally unable to do it. You can get the up to 37 hits part with other characters, but the beginning of the combo changes to: 2K, c.S, 5H, 2D, Rensen (FRC), IAD j.H, 5K, 2S, j.D, Bomber, run, 5K, 2S, j.D, Bomber, Rensen (FRC) --> Start the 6K-2S madness until 37-39 hits (It varies from character to character,) enact tech trap when you're tired of it/at 37 or whatever hits.
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I like it! Although the Dizzy one is still less damage than just one j.H, j.D rep (315 or so if you get the rensen--2)
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Digital Watches replied to Kairi's topic in Archive
That's a very good question! My first instinct is to say no, landing recovery only happens if it was the last move (In my experience, that's how it seems to work with Axl's moves that have landing recovery.), but it could differ from move to move or situation to situation. -
I'd say jazz it up a bit and do the DI one (The finisher should be something either cooler or unburstable from the getgo (IE just do the super, or rashousen, or something).
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Is that dizzy guaranteed? Like, does it happen right when you boot up training mode?