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Everything posted by Airk
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Thanks! I've already started working on the first one, since it's actually a challenge mode combo. It's simple enough except for the fact that I need to do the 236C way earlier than I'm used to doing 236D. I'd suspected that the 6CC > 236C >5C bit was going to prove crucial, so I'll run with those for now. These seem pretty manageable! Huzzah!
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Seems believable. Had I been aware of this phenomenon when I was shopping for a TV, I likely would have chosen otherwise, but then, I wasn't even playing fighting games at the time. Fortunately for me (Sortof) I have an old CRT TV in the other room for use with older game systems, so I can hook into that if I can tolerate the ugliness. But holy crap it makes this game easier. @_@ Speaking of which and keeping vaguely on topic, someone want to suggest three crucial Extend combos for me to start learning? CS2 stuff at my lowish level of execution all still works, but I might as well improve. :P
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One of the earlier Samsung LED TVs. Not sure of the model off the top of my head. Maybe it's not 8, but it's enough that it's stupid visible to me in comparison now. @_@
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Crazy stuff we discover: I am a LOT better at this game when I'm not playing on a TV with like 8 frames of lag. :P
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In which case, screw the unblockable setups. Pretend like you're going to do one, let them DP thin air, and then hit them with whatever as they come down. No need for unblockables if your opponent isn't gonna block.
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What about etokki? Any experience with them?
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Hori Real Arcade Pro V3 SA vs Mad Catz TE vs Qanba Empire Arcadia
Airk replied to Option89's topic in Beginner Mode
Even tech talk has a pretty bad signal/noise ratio unless you know which threads to skip over. -
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
Roger that. -
Hori Real Arcade Pro V3 SA vs Mad Catz TE vs Qanba Empire Arcadia
Airk replied to Option89's topic in Beginner Mode
Pretty much this, but to clarify - square gates have larger areas in the diagonals. If you look at this: vs You can see that a square gate gives you more space in the corners. There's an interesting sort of discussion of gates here -
Hori Real Arcade Pro V3 SA vs Mad Catz TE vs Qanba Empire Arcadia
Airk replied to Option89's topic in Beginner Mode
Yes, it matters what game you're playing in the sense that you probably want a Plus gate or something if you're playing Pacman, but for 2D fighting games, you probably want something with clear diagonals (Preferably square, but you can get away with Octagonal). It's not hard to do QCF motions on a square gate. In fact, from what I understand, it breeds good habits about not "riding the gate". It's also noticably easier to find your diagonals for, say, DP motions. So unless you're playing MK, it doesn't really matter which 2D fighter you are playing - they all have QCF motions, and it's probably wisest to just learn on square. -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Airk replied to Lord Knight's topic in Archive
More than "might" - for a lot of characters, this is basically how you win. -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Airk replied to Lord Knight's topic in Archive
I agree with this - Tsubaki isn't comparable either, because she can't get better WHILE BLOCKING. Hakumen's passive meter gain means that even if you spend the first 15 seconds of the match HITTING him, he's still more threatening than he was at the beginning. -
Clearly we need to persuade Konan to switch to Ragna. :P
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BJ is smart. I endorse his ideas. Though I also miss 2A being good.
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The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
Bluh, sorry to have missed it. I really need advance warning for this sort of stuff though. =/ I'll be following this thread and will make it to the next gathering as long as it isn't PAX East weekend. :P -
Actually, no it would not - that's not how charge cancel works. The plusness or minusness of a move has no real bearing on it once you charge cancel. A move could be -100 and if it's a level 4 attack, charge cancelling it would make it even in block, because charge cancelling replaces the recovery of the move with a charge. The only way to change how plus we are on charge cancelling 5C© is to either: A) Improve charge cancelling overall by reducing the minimum charge duration (Dangerous, because it improves everything that you charge cancel) or B) Increase the attack level of those moves - this is why 5C is actually WORSE on charge cancel than it was in CS2, because they made it a level 3 attack instead of level 4. Increasing the attack level of the moves also changes their blockstun under non-charge cancel circumstances (reducing the gap between it and followup specials or 6B, for example) and also the amount of hitstun it inflicts. This is a less radical change, but still not without consequences. All changing the recovery of 5C© does is make those moves a little bit less bad if you whiff them, or if you for some reason decide to end a blockstring with them without charge cancelling. Sure, but at that point you talking about a much wider sweep of changes, that's all. If you're trying to give us an idea of what you actually want for the character, you can't propose a far-reaching change and then not address the consequences. Then you must be better than Konan. Feel free to elaborate on this, because I don't even know what you mean by "5B's SD". o.o
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This should be like the first line in every matchup thread, just to get it out of the way. :P Uh, TECHNICALLY I guess this is possible, but it's almost impossibly hard - you'd basically have to hit throw almost before they hit 6B, because 6B makes Tao airborne after frame 12 and you can't throw her after that. Oh, and it's plus on block, so don't hit buttons afterwards. Though it is actually just as slow as Tsubaki's overhead. Yay.
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Eh; I'm okay with the 5C/5CC frame disadvantage; I don't think there's really any value in changing it - if they change it to be neutral or plus, it would be crazy strong, and if they change it to be "just slightly negative" or worse, nothing really changes because that's what we have now with charge cancel. I don't think you'd want to do this without giving us some new source of actual damage, because removing this proration tears the guts out of our most damaging non-mugen combos. (22D > 3CC > RC > stuff) I guess you could nerf the P1 values, but repurposing this from what it is now to a CS1 style "low poke" sort of move is a lateral change IMHO - some good things come of it, but you lose some stuff. I don't think sacrificing our best damage for a neutral tool is a good way forward, no matter how badly we need another tool at neutral. Right, sorry. Stupid J-name attacks. x.x I've yet to be convinced that there was anything that needed changing from CS2 to EX other than the proration changes that lowered our damage. It's not like our pressure was stupid back then.
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I would be okay with keeping the CH state on charging IFF (Formal logic!) they give us a charge method that doesn't have any recovery on it. It can still be 18 frame minimum duration, so that charge cancels don't get better (though I think it would be nice if they WERE A little better, because right now I feel they're pretty iffy and only "good" because our pressure is otherwise not very good.) but it should end as soon as you let go of the dang button, or at least, no more than like 2 frames afterwards. 2D seems like the natural choice for this, but I don't really care, they can give us a special 4D or something if they feel they have to. I think 3C© being jump cancellable on block would make Tsubaki stupid, because it would basically be a very safe, long ranged, brutal starter and we'd have very little disincentive to spam it all over the place. This would make CS2 236C look gimp by comparison, IMHO. If you make it jump cancellable on hit only, it would be a nice change, but not really a big balance boost. I'm still impossibly vexed about our lack of plus frames moves; Heck, Hazama has like 5 moves with plus frames (5B, 2A, 6B, Jakou, Ressenga) that even have built in mixup, and he's not just a short range pressure character, nor is he dependent on a special gauge for any of it. Us having one option for extending pressure (aside from hoping our opponent doesn't jab us out of a charge cancel, because at best we are even on that) forces us to play our newly nerfed neutral game a LOT. There need to be ways to spend charge safely for pressure and neutral. Bring back CS2 level frame advantage on D moves, (Or if you want to be silly, bring back CS1 level frame advantage on 214D :P) return 5B or 2A to CS2 frame advantage, and I'd say we're good.
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The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
Apparently we are bad at coordinating. :P I will not be there this weekend; I have other committments for Saturday. Nor will I be there next week, because I will be at PAX. -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Airk replied to Lord Knight's topic in Archive
You've explained why Hakumen is too good (aka "top tier") but not why he is "dumb" IMHO. The only person who can really answer why LK thinks Hakumen is dumb is LK. Speculation is meaningless. Characters CAN be "dumb" and low tier, but people are much less likely to whine about it. Most people tend to use dumb to mean "I don't like how I have to play against character X; I want to play the game like A but if I do that against character X, I lose." Which is, when viewed objectively, a really stupid statement in fighting games, where the whole point is to adapt to your opponent's stuff. I like C0R's definition better - a "dumb" character is one that encourages the person playing them to take tons of high risk actions, because the rewards they get are sufficient to override that risk. Hakumen, however, definitely does not fit in this category. In fact, pretty much the only character I can think of that met this criteria was CS2 Noel, though apparently EX Mu is bad like that too. -
Hori Real Arcade Pro V3 SA vs Mad Catz TE vs Qanba Empire Arcadia
Airk replied to Option89's topic in Beginner Mode
To answer the actual question, you are "allowed" to modify the stick, but doing so will generally void your warranty. That said, these are durable devices made of generally interchangable parts, so unless you manage to damage the actual circuitboard somehow, there's not that much you can do that would require you to need a warranty. I agree with Heidi, however, that you'd be better off getting used to a square gate. -
Huh. Interesting list, though it clearly does not correlate directly to power. Maybe correlates closer to "how much work is it to be good with this character", which is not the same thing. After all, I don't think anyone is going to argue that Tao is low tier or that Tager is top. Certainly if I were Arcsys (which clearly I am not) I would be extremely hesitant to use this sort of data in anything resembling a balancing discussion. It's fun to look at though. What WOULD be really interesting though, would be to track this kind of data between iterations - for example, correlate this chart with a CS1 and CS2 "players over 200 PSR" or something similar (whatever 'roughly equal to 700 PSR' is).
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This is my shocked face! :P But more seriously, it seems like using Mugen in the 1st round is to your advantage, because most people don't like to burst then, so if they do, you can uh...at least go into the next round(s) with a burst advantage. :P And if they don't burst, you actually get to do your combo!
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Wellllll, you know what this means.... Tsubaki Mirrors!