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Everything posted by Andarel
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Hitconfirms people jumping out, and catches people being dumb and airdashing low for good damage. 'Tis a good change.
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Yeah, King's Games is decent sized but pretty much is all card games all the way. Went to a few FNM there back in the day.
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Arakune vs Lambda - Block like your life depended slightly more on it than it actually does. Don't get hit by random 6D swords. Can't say if I ever got proficient with Lambda. Never gonna live up to my own standards.
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Unlikely. More problematically, they straight up won't work / will randomly drop inputs. The latter is worse because you won't know as easily that you messed up. Putting a crapton of inefficient solder may do something, and crappy cabling may do something, but realistically slowdown won't happen.
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According to BC on SRK, the owners are moving to Florida or something like that. They're trying to sell the place, but yeah - it's a video game store and idk how successful it is, so it's possible that it'll be bought for real estate and close down. Though it's also possible that it'll just have new owners. No solid info yet.
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MTA for god tier. 100:0 vs your schedule. Always.
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GamePAD closing? Shit, that sucks. Wonder what'll happen to the scene, especially if CTF doesn't get BBCSII due to NESICA being classy...anywhere else that could host anything? Blah. A real shame.
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Gorou only does it for the kill, I've seen him burn 100 meter doing 214D RC 5DD 2DD 214D RC 5DD 2DD 214D more than once. Calamity Saber is fine and good, but its minimum damage is what, 800? Off 5DD this probably does more damage. Dunno. Calamity Saber ender is just -> 2DD jDD dj2DD 632146D?
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The fundamental problem with that is simple - is poking more important in a game where abare is much stronger? Sure, BB has long combos. But it's the footsies, poking, and good blocking that will get you there rather than just knowing fancy tricks. In the end, it's fundamentals that matter: knowing when to attack and when not to attack, making good use of backdash/IAD, anti-airs, and knowing how to outspace the opponent. Once you've gotten to the point where you can deal with what people throw at you either by countering, blocking (IBing) and punishing, or evading, then you get to land combo after combo to win...assuming they can't deal with the gaps in between combos. As in all fighting games, a solid defense and knowing how to control your character and work the game's engine is more important than anything else: if you're getting hit by combo after combo, you can't fix that by learning how to combo better, you fix it by getting hit less. I could say "Street fighter is about landing attacks before the opponent lands attacks" and it would be similar in definition, since moves do comparatively much more damage in that game. Learning to combo is what gets you good damage, but it's one the least important part of playing most characters (except the ones that really need combo damage to function, e.g. Taokaka/Arakune/Noel) compared to knowing how to use the character's individual moves at neutral/while pressuring/while being pressured.
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So, guys, quick question. I often find myself with some meter after landing say a 6A or 5B midscreen. I see Gorou do 5DD (if it happens to hit grounded) 236B RC 5DD 236C 2DD j/sj DD 214D~C DD dj 2DD 214D RC 5DD 2DD 214D or something close to that. What's the timing on Crescent RC? I'm trying to figure out how to edge out that little bit of extra damage midscreen... In general, though, practical but meter-heavy kill combos? That's one of the things I've never quite gotten working.
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10 5 minutes in Photoshop yo. EDIT: So, is there going to be something going down on Friday? I'll bring my TE with from college if so, but that thing's kind of a pain in the ass to carry most of the time, if people playing at CTF might not bother.
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Considering beginner mode is generally soft-banned, it's not really a big deal. Good players won't use it, bad players who wouldn't win anyways can use it as a crutch to do flashy stuff and add free money to the pot. Considering the massive disadvantages Beginner Mode gives (even like beginner Tager with 1-button 720 and no AC combos), why should we stop people from lowering their chances of winning?
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I...actually might be able to make it on Friday. Probably'll need some time to adjust to the CTF setup again after playing on console/TE for so long but bah, who cares. What time would this be?
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So, I'll be back in the city for the winter in mid-December, which is something. Got a small BBCS playgroup here (Cornell Univ.) but not enough real competition or time to get past the main skill walls. Blah. Looking more for casuals against good people to get better rather than giving some free money and not playing much in tourneys (not that I mind giving money to people who deserve it, but usually not enough setups to really get good practice in). Are there people who play in CTF (if so, good time to play?), or a good place to get solid practice games in? Lambda main, here. Don't think I'm bad, but certainly not good. Went to the Guard Crush that first hosted BBCS (mid-August) when it crashed and burned, was kinda fun and good learning experience but that whole fiasco kinda left a bad taste in my mouth. Eh.
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JoJo's did it best, anyways. Regardless, hm. Let's see if there are any changes to rolls...
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Still a balance patch. Just some pretty hardcore balance changes. We didn't know what to expect anyways, they had talked a lot about a (originally presumably free) patch, and they can't make the game different from the arcade version. So...
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Can't Arakune still combo a followup after 236236c (I may be misremembering)? Throw -> Super Spider was silly anyways.
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- Does that cut 20% off Tager's GETB after guard crush? Hm. - Gravity mattering more is <3. Does that speed up jump arcs for most characters in general, or is it only for freefall/hitstun? - I guess I'm okay with stricter throw proration. Did the throw reject window change at all like it did from CT -> CS, or did throws speed up at all? - Gold burst as combo extender = sure? Does Lambda's forward throw look the same? With the new changes, I picture it looking hilariously off-balance (she picks you straight up...but you fly further up/forwards ). Dunno.
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So this is true wallbounce, not wallstick (sorry, the translation sounded like that) a la FB puffball? If so, I can get behind that. No way for Tao to combo from CH5c 6c outside the corner though. Jin doesn't really need it, he already has his corner-specific DP combos. Arakune doesn't need fancy combo buffs either. All in all, looks like a pretty solid change.
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Lambda's 4B has much more hitlag (miss the first hit if you want it to connect -_-), and gravity seed is weird, forces some sort of long crouch state? I'm not sure off the top of my head. Bang looks like he's still pretty legit.
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I don't think we know enough about Lambda, Noel, Makoto, Tsubaki's changes to say much of anything. Information is rather lacking, especially regarding how they're supposed to combo now (drives, normals/haida chains, corner stuff got changed around, ijdk). Tao probably has new combos? Hopefully? Most of the cast just seems overall more solid. The loketest seems pretty balanced, from what people are saying, with a few chars lagging and a few chars coming out ahead. We'll have to see what gets discovered. Like how the hell Haz 6C works now.
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Considering how easy it is to stuff Act C, I don't see that happening very often.
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How fast does volt charge come out? Don't remember.
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Secretly, CSII is just Tager: the Game. I think basically every system change helps him significantly, and it's all-around a good thing. Does he have any way to get mediocre damage off 5A yet, though?
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I know, Zong. I was wondering if Henaki knew something we didn't (read the post I quoted a page or two ago from him). Can't wait to try a few characters in CS2 now. It's like Tager gets comparatively good damage again, with bonus blockstrings and no CT god tier.