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Everything posted by stickystaines
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
stickystaines replied to Ventus Tatshima's topic in Sin Kiske
What do people thinking about using Sin's DP as an anti DP strategy on oki? The biggest problem with Sin's DP is if it whiffs, but thats much less likely on the opponents wakeup. -
Anyone know whats happening with Elphelt and Hong Kong PSN?
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[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
My view on OS's are that they have to introduce some sort of risk when performed to be considered to not be detrimental to the game. All fighting games are about balancing risk and reward and OS's by their nature skew this ratio in favour of the person who is performing the OS. This can be okay if the OS is used to counter balance an already low risk/high reward strategy from the opponent, but if they don't, then they have to introduce a different kind of risk if performed. For example SF4 crouch throw tech runs the risk of getting CH into more damage than a throw would. Basically if there is no reason not to do the OS, then it's probably not good for the game as a whole. -
[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
Thats just her win pose. -
I always thought the rule about IAD after a normal in GG was that if you jump (9) before you connect, you have to do 66 to actually get an airdash out, but if you jump on the active frames of the moves you can just press one 6 to get an air dash. That's how it's always felt to me anyway, os i always try to jump during hitstop.
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[CP1.1] Taokaka Video Thread - Flying Cats Everywhere
stickystaines replied to Zoular's topic in Taokaka
http://www.nicovideo.jp/watch/sm24748698 http://www.nicovideo.jp/watch/sm24755014 Nyahahaha Yuuto http://www.nicovideo.jp/watch/sm24759125 -
[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
I'm wondering when you people are gonna get over this shit and we can finally stop making GameFAQs tier posts. Acting as if you're superior to the shit you deride. -
Does Katarina remind anyone else of Michiko?
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I don't like this take on it. Someone is rewarded for breaking someones defence by getting damage, regardless if the RISC bar is cranked or not. In a way it is kind of punishing you for blocking too much, since even though you can block indefinitely and requires your opponent to break your guard, if you have your RISC bar cranked by blocking a lot you are going to be in a less favourable position than if you chose to use other defensive options. Which is basically a long winded way of saying blocking too much is more punishing than other options. It's like saying you are not punished from running away from your opponent because negative penalty only drains your meter, so you can still run away indefinitely. On the other side, i like to think of this more from the attackers point of view. RISC bar always allows a favourable outcome from pressuring the opponent, so even if you couldn't open your opponent up, if you at least get in a good block string and crank the bar a bit more than it was, it is still a gain from the attackers point of view even though getting damage is the more preferable option.
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Can someone test that combo when sol is cornered? The one where he does 214K + followup > air dash D > Fafnir where it side switches them back into the corner? Just wanna know the practicality of it.
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[CP1.1] Taokaka Video Thread - Flying Cats Everywhere
stickystaines replied to Zoular's topic in Taokaka
https://www.youtube.com/watch?v=D1gvz1k0STQ Isa Taokaka -
Anyone know if you can still do CH 6B straight into 6C?
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[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
Is anyone able to understand and post up what the deal is with guts and health/defense in general for xrd? Feels much more heavy in Xrd than any other iteration, but i haven't seen any specific numbers for anything -
[CP] Taokaka Gamepyarel Discussion v:3 - Encore Edition
stickystaines replied to XDest's topic in Taokaka
http://ustream.tv/channel/9701465 Taokaka on right now. Kinji i think Throw combo he's going for is Throw j.D~B(whiff) 5B 6A(2) j.236Bx5 66 236C -
To start with, i wouldn't really call myself a beginner and this is probably not a beginner oriented subject, but i feel it represents a significant stepping stone in improving yourself as a player once you get passed learning the game and your character. Also this applies to pretty much any game so i don't see the use of sticking it in a specific sub forum, but i'm hoping for people to provide specific examples from different games to try and emphasize how this concept takes place in different games and what kind of things change when you play other games. I think you can get pretty far in fighting games with just learning how the game works, learning what your character can do (combos, tools, move properties, movement etc) and learning matchups against your specific character. This is especially extenuated in air dasher games at a mid level, since usually you are given the freedom to just play your characters game a lot of the time, whether that game style be a zoning one, a mixup heavy one, one that relies on oki and set play scenarios etc. Eventually, as you play better and better players, you are going to have to break out of a lot of the auto pilot tendencies that players tend to pick up since a lot of the time, the standard play works against most people you fight. Now if you play a friend, or someone else that you play a lot with, you might - consciously or subconsciously - build up a mental map on how this person likes to play this character. This results in what seems like a lot of hard call outs against them that you otherwise wouldn't really do against someone that you haven't played before. With this thread I would like to try and abstract what goes on in the process of learning to play against a specific player and try to learn some techniques for exploiting player tendencies and generally how to adjust your style to match your opponent - and how to do this as quickly as possible since you may only play the opponent once, or if you are in a tournament setting, possibly only 2/3 games; so learning how to adjust as quickly as possible becomes crucially important. I feel like this topic is talked about a lot when describing efforts to improving your game, but never goes into any real depth. "Adapting to your opponent" seems like a common phrase, but how to systematically approach how to do such a thing is rarely explored. I'm hoping some high level players could provide some insight into their attitude when they fight someone new. The easiest place to start with this i feel is, funnily enough, the start of the round. The reason because: 1) You are both in a fixed position every time this occurs 2) Generally limited options at the start of the round, making analysis easier 3) You have a lot of time to think about what your opponent is going to do. Before the hectic nature of being in a middle of a match, you can focus in on what exactly your opponent is doing and store it away for future rounds. However since it's limited to the start of the round, it doesn't come around too often, but if you play larger sets against people then this is a common hole to exploit. What's more interesting i think though (and much harder) is to start analysing and adjusting mid match. I would like to know what kind of things top players do when playing their character to try to draw some information out of their opponent. So a simple example for me might be with Jin: you could dash about and do 2AA and see how he reacts. Whether he will try to up back out of pressure, or try for a pre-emptive throw since 2AA is a common tick, or will try to press a button to start some counter pressure, or try to dp/backdash through gaps. Simple example but illustrates how to try to go about getting some info out of your opponent. Are there other techniques that people like to use in a similar fashion? That Jin example was about your opponents defensive tendencies, but what about their offensive tendencies? Rather than tailor to a specific opponent, is it easier to assume that groups of player traits naturally occur together? i.e. if a player likes to dp on wakeup, they are more likely to X, or if a player likes to barrier jump out of pressure, they are more likely to Y and then try to fit players into groups that way? It's a rather open discussion, but concrete examples from people's most comfortable game is welcome.
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[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
http://ustream.tv/channel/9701465 a-cho 3on3 -
[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
With the whole PS+ thing, it might have something to do with Sony as they usually control PS+ content. Probably why it isn't on PS3 either. -
[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
http://live.nicovideo.jp/watch/ch2588272 Jonio streaming from his nico channel but not his twitch. Casuals. 310 Venom currently playing. -
[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
Jonio streaming the tournament in ~10 mins -
https://www.youtube.com/watch?v=H6OxU9go_C0 Nakamura and Karinchu both on the same team playing Millia. Check out the whole tournament.
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[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
What happens when you RC a move that touches another characters super armour (Hammerfall). Seems like it wouldn't really count as the character being in hitstun, so logically you should be able to YRC assuming you can YRC on active frames. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
stickystaines replied to Ventus Tatshima's topic in Elphelt Valentine
http://youtu.be/J3A9eUr7Ky4?t=2m31s Standing overhead. Looks quite slow though, but you can cancel it into specials. Staggers on hit too. -
[Xrd] News & (Theoretical) Gameplay Discussion
stickystaines replied to Shinjin's topic in Guilty Gear General
Some things in the Elph vid. - She has an overhead - After throwing the grenade out, Elph can get hit and the grenade can still hit them - Some sort of dive bouquet? -
The only problem i had with transitioning to a stick is that i would always neutral jump instead of a directional jump, because i would hit the up microswitch before the right one for like 1 frame. I've mostly got rid of the problem, now though in games with air dashes where an up direction will cancel the air dash command i am fucking up on. So instead of doing 956, i'm doing 9856. I know VSAV is like this and i think GG is the same way as well. Same sort of problem as before except where i would hit up a frame earlier than right/left, i am now leaving the right/left microswitch a frame earlier than the up one when going back to neutral. I know there is probably not much to do to help except to just practice it over and over again; i'm just kinda venting at this point.