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Everything posted by Mike Z
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Quoting this typo so it is around for all of history.
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Always enter, finding a stick isn't so hard. Also, bring your 360 stick so I can use it for SG. :^)
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So I realize this is a bit late asking, but...since I'm flying and everything, I can't bring a TV. Will there be one available for Skullgirls? (There's always the laptop monitor but eeehhh.)
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You're bitter? We all had to watch those Bang mirror finals, and we didn't get paid anything!
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I wouldn't be so sure. }:^) Also, can I borrow your awesome jacket again?
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He's MAKOTO Camaro now. It lets him have an excuse for not winning. (^.^)
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Dacid - Soniti's right, I meant vs Ragna not as Ragna...although you can switch that to Bang if you prefer. Or just forfeit. ;^) Coopa - sure, but only if we can get Spirit Juice commentating, I believe he's been the vocal hatred behind every mirror match of mine that's been taped in any game. (^.^) Though I'm quite sure nobody wants to see a FT5 Tager mirror. :^P Also JEEZ Rin, that was hella good! I am the terror that walks in the night; I am the rhinestones on the jumpsuit of justice; I AM...GADGET FINGER!
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Dacid, I'll do a MM vs your Ragna. :^P
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Hey, so I can go, which means Skullgirls! I probably can't be there by 10, but I can be there earlier than noon. It's "whopping" btw.
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Sev - gotta make sure to use that hand sanitizer. ;^)
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QF100%T. You don't know you won't win, just like even good people don't know they will - that's why they hold the tournament. Otherwise we'd just collect money, distribute it to 3 predetermined people at 70-20-10, then play casuals the rest of the day. As well, there is a certain influence the tournament atmosphere has, and until you can get past that and not get the shakes just because you're playing someone new "for real", you should enter as many tournaments/put as much importance into each match as you can. Like he said, if you don't enter this tourney because you 'won't win', then you won't win the next one either. Also - yes, soon as I get plane tickets there will be Skullgirls. Calling people willing to donate X360 sticks for use on it, though...the two I have are functional-but-not-awesome.
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If Dustloop had some way to electronically high-five, I would do so for that. Settle for a real one at the event? Also, what's this about a SoCal team thing? :^D
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Now that is a match I would pay to see. In other news, it looks like I can go to this if I can find HOUSING, who wants a lovely Mike Z on their floor for a night? Also, closest airport? I don't even know where Berkeley is (but I'm sure the pilot will. :^)
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This is not a Tager video...well, it has Tager in it...but it's worth the laugh: http://www.youtube.com/watch?v=kEp7tjhzBAU&hd=1 [edit] Also I'm a mod so I can do whatever I want. Nyaaah~!
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QFT. Fun fact - I first learned to play fighting games just so I could land Hawk's super. Also, I guess I'll let this thread stand...
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> 10. (NT) 6A, 2C xx Collider, Collider (whiff), 6B>2C xx B-Sledge 720 2 things: - People who tech immediately end up facing to the side you were on before the BSledge, meaning a lot of air attacks won't hit you even if they attack. - If they tech Fwd or Back you can AC them instead of 720ing. You react to the tech with the proper punish, it's not just a 720 setup... That 2nd part is why I am not sure I agree with your definition of a tech trap. :^) You aren't forcing your opponent to tech any specific way. I'd say a tech trap is more of a way to create a situation where you have specific, reliable ways to punish some/all of an opponent's recovery options...and a good tech trap is one in which the recovery options that seem most appealing are in fact the worst choices. For example, #10 there tends to work on people who have Tager experience, because they "know" that neutral tech is the best option in the air since fwd/back techs are easily punishable by AC. (Another example is: any tech trap involving a 360/720 can be beaten by simply not teching, which is so bad it is usually not even on the list of things to consider.) Also, you (and everyone else) should know that you can link to specific times in YouTube videos by adding #t=_m_s to the URL. You need both m and s, so if you want to link to 30 sec you have to have #t=0m30s. Like: http://www.youtube.com/watch?v=3us6pAYhJWg&playnext=1&videos=k78uZ-DdQPE&feature=sub#t=0m59s
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And Litchi's staff, but this is nitpicking. Axis is right, timing is the hardest part. But GF RC AC is easiest for me by doing 623, keep holding the 3 and hit [ABC]x2. Kinda like Pot Buster FRC 2S was hold 2 and hit [PKS]x2. It depends on button priority to work, but both work.
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In case people want horribad American Tager, vids from Sunday's FFA tournament: Some Guy (TG) vs. Severin (LA), Winner's Finals Some Guy (TG) vs. Severin (LA), Grand Finals @AXIS - 5D, 360B because I knew it would work. The key is to make it look like you screwed up. It helps to actually screw up a few times beforehand. ;^) Honestly I was half asleep from chaperoning Skullgirls all day.
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2nd GF RC to combo can get you around 2K without blowing the other 50%. Best damage seems to be GF RC AC, etc, EGadget. Starting with other hits (like 5C->6A->2C xx AC, or 6A->2C) lowers the damage. Due to GF's proration points, lot of the time you don't get to followup a 2nd AC with another Gadget, and you want to make sure you can do that.
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Non-held = 22D, held = 22[D]. Keeps the move out, and active, longer. Non-held only has 3(ish) active frames, but the pull is extremely strong, so if the opponent backdashes they will end up right next to you again. Held is active so that if they do something the GF can grab (jump, backdash, etc) it will do so. And yes, you can only do it once - combo to GF, another GF. The 2nd GF is a new "combo", and they weren't in OTG state during it, so you can't do a 3rd. Aside from being more magnetism, it means that opponents who know what they're doing can't do a lot of the easy escapes from the 1st GF, and if they get caught by the 2nd one they are much more likely to attempt a risky escape afterward, since they know they can. It'll also force people to do riskier escapes from the first GF. Basically another option, except this one shuts down a lot of the mindless things that beat his former options. Making your opponent think is always a good thing.
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Okay, so iOryan just posted a video of GF, then another GF. I didn't know that, so I did some testing, and this completely changes some matchups! - A non-held GF will catch most character's jumps (not Lambda, aww) before they can attack you. It eliminates Hakumen using tk.Firefly to beat your mixup, and it eliminates Arakune jumping out, forcing him to backdash. - Held slightly it will catch any airborne backdashes (notably Jin, Litchi before she can do the 2nd part, and Carl back and fwd dash before he can Allegretto). It also catches lots of special moves, like Gauntlet Hades, but he's just going to DP you anyway. - Non-held, it will bring other backdashes close enough that you can punish them with held 360B (Lambda, Bang, Arakune). This is big news: it stops Lambda from reflexively mashing backdash because you can recover in time to block her Gravity Well if she did that instead, and since you just got rid of Arakune's jump it forces him to actually think. - Non-held, it also allows you to buffer a 720 and recover quickly enough to grab people who decided to block for that split second, or anybody who backdashed, but it also allows you to confirm that you want to 720 and not waste it. (O.o)