DJ_Blactricity
Members-
Posts
339 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by DJ_Blactricity
-
So I was going through SKD's analysis of fenrich vs yutta again while reproducing the stuff as I followed along, but I have a question about the OS used by yutta at the time in the following link:https://www.twitch.tv/superkawaiidesu/v/5988024?t=40m38s I'm trying to break down the inputs for the OS, and find what options it covers. From watching I know he barrier blocked low a few frames, stepped forward to put fenrich in the corner, and reversed dp. After playing around in training I came up with 1AB621C, but I rarely get dp. A lot of the time I get 3C j.2C whiffs with jin in the corner or I get 2C and get hit by j.2C. Are my inputs right and my timing off? Also, how could I use this to cover throw?
-
I don't know if this was already known, but hazama can do ...236A>214D~66C>etc. on crouching.
-
How do you fight this character?
-
Don't expect players to go out of their way to help you. Take the initiative. Send a message, and add them as a friend. It's a good chance they'll continue to play if you ask. Avoid ranked. No one really plays ranked. Stick to the lobbies. Take note of the names of good players, and if you see their room open join. They may kick you if they do ask them to let you play. You can't really avoid players going out of their way for an astral finish. As much as I hate it, you have to deal with it sometimes.
-
Before you call it a non-helping community, have you ever actually asked players for help? From my personal experience over the years, players will help you if you ask. You should seek answers yourself through training mode and watch/analyze videos of top players and yourself. Trust me, it will help you in the long run. I am a player who went the route of asking players/being mentored, and it hurts you in the long run. It helps, but you will never truly understand some things without analyzing videos and finding answers yourself. Ask when you've tried everything, and can't come up with an answer.
-
I don't even think that mixup is reactable. It might be faster than the instant overheads in BB depending on how long it takes to dash through because growler became 5 frames in CPEX when they removed the invul.
-
Don't mean to be a killjoy, but you should record your last two posts as p2 and try to escape yourself. These are gimmicks that can put you in bad situations and/or lose you the match.
-
Would anyone want a movement guide?
DJ_Blactricity replied to ViolaSorel's topic in Guilty Gear General
Did you even read my post? Your goal is to get them to understand the risk of jumping/ADing, and stop jumping at the opponent. I'm guessing you want to teach them to stay grounded and use their normals so now they have to space and play footsies/neutral. Then, you want to go back and tell them what situations it's useful to jump/AD. Your going to end up teaching spacing/footsies, and giving them answers to situations that come up in neutral. -
Would anyone want a movement guide?
DJ_Blactricity replied to ViolaSorel's topic in Guilty Gear General
In my opinion, a movement guide is pointless. I feel learning to move well is a byproduct of understanding spacing/footsies, risk/reward and developing your neutral game. You can't make use of movement if you don't understand the former. It would be better to make an airdasher footsies handbook which includes all of that. -
I saw the following video, and wondered how you all would classify the best players from the us, japan, and uk based on the criteria in the video. Also, who do you feel best embodies each individual criteria?
-
The combo counter was red. He couldn't emergency tech.
-
Read these articles http://shoryuken.com/tag/lordknight-explains/
-
I love this idea, but I think you should change it up just a little bit. First, lay the ground work. Explain the concepts that will go over people's head first. It doesn't have to be an in-depth explanation because video analysis will show it in practice. If you want to facilitate discussion, don't post your analysis immediately. Instead, post the videos you will be analyzing early, and let the players try their hand at analysis. This lets you see common things players miss or don't give enough attention too. You can use it as a teaching method by picking videos where different parts of the game were emphasized or demonstrated well. This would work great for the critique thread as well. Any player that posts a vid would have to give their own self-analysis first. Others could tackle it as well. I think low level/mid level/high level videos would be needed. Maybe pick out a specific matchup, and have videos from each level. That way you can compare/contrast the things that go on at different levels.
-
In what situations, would fuzzy backdash, mash, and dp be used, and what are the inputs? What strings do I record to practice them?
-
Random find in training. Jin can do a fuzzy instant overhead j.2C using the stagger from ending a combo with crush trigger. It's similar to Ragna's old 22C stagger 669j.A fuzzy instant overhead. It's not an immediate j.2C it requires a delay. Doing 668j.2C helps with the timing. Not really practical though. Someone can put in a combo video.Only ways to set it up is off throw(sacrifices too much damage for a mixup that can be avoided by choosing not to recover), corner crouching 6C 6B loops into 6C 6D CT(May be useful here if you can figure out a way to punish them for not recovering), and midscreen ending a 214B w C combo with 2B 5C tk 214D 1 hit 66 CT( Costs way too much meter).
-
Airk, What you stated is what I want to know, but after making this thread I see I need to go back to the basics. Mac's posts along with TD's posts is the answer to that question. Right now I just pressure hope I get a hit and then confirm it, and repeat the cycle. What I should be doing is limiting my opponent's defensive options. I can't limit them all, but I can limit a few. Which gives them less options to choose from plus by knowing my and my opponents options in a situation I can kinda guess the route they'll go based on the risk/reward of each option. Through playing them more I can learn their tendencies which will help me make the correct decision. It's still a guess though, and it'll probably devolve from a chess match to rps.
-
What type of knockdown? If sekkajin or dp c safejump to catch rolls/quick getup. If they delayed their tech. I'll block. Hizansen ender I'll just step back outside dp and 5B range and poke with 5D or 2D. Icecar knockdown Try to catch roll/quick getup with 2B if it whiffs 94ABj.2C hopefully they dped and I block instead of them antiairing me with 5A. I'm not going to go for a mixup most likely. I'd rather keep them in the corner, and avoid situations where they could dp or escape.
-
Its not that I'm unaware of what I'm doing. I go with the flow until the opponent breaks it. Then I make a mental note of what happened. I don't think about specific things that much. I will occasionally, but that's when I can't crack their defence or keep them under pressure. I was never looking for blockstrings. I wanted to understand the decision-making process during pressure, and how risk/reward influenced those decisions. It's no point of opening him up when he's not serious. Edit: edollarports add me.
-
My problem is I struggle opening up players like SKD, Nineball, Hanzo, Hoshi, LostSoul, etc., and I've been told multiple times I need to learn pressure structure. I haven't been getting anywhere on my own though. I went back and read SKD's post that I linked, and it hit me that I completely disregard risk/reward and I don't implement things well so I decided to make this thread to gain a better understanding on pressuring and reading my opponent by making good decisions based on risk/reward. So far, It's made me realize I lack a focused purpose when pressuring. My only goal is to get a hit anyway I can, and confirm it. I don't setup mixups either I just go for them. Also, I cant really tell you all what blockstrings I use. They just happen. You would have to play a set with me to see.
-
Im not looking for blockstrings. Read SKD's post I linked. Im trying to learn good implementation cause I just do stuff. Risk/reward and the like just goes over my head. I want to grasp the basic theory on these things, and apply it to my game.
-
I play jin, and I mean structuring pressure with regards to good decision-making and risk/reward. Pretty much what SKD was getting at in this post: http://www.dustloop.com/forums/index.php/topic/9540-cp-news-and-gameplay-discussion-20/?p=905971
-
I'm completely lost on this, and need help. I've played blazblue for a while, but my pressure has always been weak. How should one go about structuring pressure? What are the key things I need to know?
-
Its because they were probably expecting throw earlier. Ex. If you condition someone to expect throw after 2A, you can take advantage of that by going after how they deal with throws. If they input BC to tech throw, you can ch them with 6B. If they os throw you can just change the timing of your throw, and trm them which 5B purple throw does. It looks like 2A(they attempt to tech throw)5B throw(they get thrown during the time they can't break the throw,trm.) Edit: The technical info is on the wiki.
-
Just play who you like. You can learn the game with any character. Being simple or complex doesnt matter as long as you have fun. No matter who you decide to play your going to run into walls you have to climb or breakthrough. Try out multiple characters. It'll help you find out what you like in a character whether that be space control, good pressure/mixup, freedom of movement, varied toolset, damage, etc. Figure out who has the tools that meshes with your style of play.