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Airk

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Everything posted by Airk

  1. Okay, since apparently there is no matchup thread for this matchup (Bah), does anyone have a good punish for Kokonoe's super-ball super in this version of the game?
  2. I'm pretty sure Jin can just do Throw->Astral. Hazama can combo into his as well, but I forget how. Litchi...not so sure.
  3. Well, these forums aren't actually for official game support. You might have better luck contacting Aksys directly.
  4. Or people could like, mention it here. :P But you don't want me anyway, I don't play Xrd, nor do I intend to start.
  5. Welp, I'm out, no facebook for me.
  6. It's deliberate design choice by the team, and one that I approve of. Basically, a game that requires you to reach the corner to do "big combos" has more strategy and decision making than a game where what combo you can do is only based on what attack you hit with and how much meter you have. Because if corners are important, corner carry (aka, how far your midscreen combo pushes your opponent towards the corner), control of the stage, and keeping your opponent in the corner become relevant concerns, whereas if corners aren't important, screen position becomes much less relevant. Also, I wouldn't really recommend "combo videos" as a source of combos, because those inevitably want to show off the fanciest weirdness they can. Consider reading the BBCSE Ragna Wiki Page and examining some of the combos there. Even the midscreen stuff is none too shabby.
  7. That's pretty close. Basically: The first hit always does full damage (Exception: If the opponent is guard crushed, I think the first move gets the guard crush modifier just like all the other moves in the combo.)The second hit does it's damage times the P1 of the first move, times the P2 of the first move (times the character combo rate, because complicated)The third hit does it's damage, times the P1 of the first move, times the P2 of the first move, times the P2 of the second move (times the character combo rate)And so on, you just keep multiplying in more P2s.I've never been a lot of good at making up my own combos, but when I have, I've been working with practical knowledge gained from doing other combos, rather than by trying to work things out with proration values and hitstun decay "on paper"; So I suggest you learn a few combos other people have created and work on modifying them instead.
  8. Tentative interest, but too much depends on the details. Also, holidays are coming up, which tends to make a mess of plans.
  9. Sorry, I thought that P1 and P2 were explained on the page. They're 'proration' values - i.e. 'how much the damage of subsequent hits is reduced ' - which also factors into combo time, as per the chart. P1 is applied only if a move is the first move in a combo, P2 is applied all the time. Also, you don't necessarily need to avoid using the same move repeatedly - most moves don't actually HAVE SMP.
  10. It's beneficial to watch them if you know how to watch and what to watch for. If you just kinda kick back and let the video wash over you, then you might be entertained, but it contains no learning value. If you give the video your full attention, watching and trying to understand why the player did each thing (which will probably involve lots of pausing and rewinding) - which, I should point out, is probably a lot less 'entertaining' - then you can learn a lot.
  11. This is a mild revision of a post I did for BB a while ago, genericized to cover Arc Sys games in general. Behold, my super beginner guide to getting started with Arc Sys Fighting games: #0: Choose a character. It doesn't matter who, just pick one you like. All characters are good choices at this point. #1: Pay a visit to the game's tutorial mode; Play through all the 'general' stuff - it'll teach you how the 'game mechanics' work. Then play through the character specific tutorial for the character you've chosen. That'll give you some basics about how to approach your character. #2: Drop into training mode and practice your character's moves - just stuff like 236A+Button, 214+button, etc. (If you don't read numeric notation, here is a guide). You really need to be able to do all of your character's specials at least 75% of the time or you're just going to frustrate yourself. #3: Play against the CPU for a while. Learn how your normal moves and special moves WORK. Don't worry about what combos into what, just worry about stuff like "If the opponent is a ways away from me, use move X. If they are jumping in, use move Y, I can do mixup with move A and move B." #4: NOW learn one combo. This should be a short (no more than maybe 4-5 moves) combo off a move you'll be using a lot. Do it in training mode until you can hit it at LEAST 50% of the time. #5: Play against the CPU some more. Practice actually doing your combo when you hit the appropriate move. You will fail a lot. Get used to it. #6: Get in there and play some real people. You'll lose a lot, but you'll learn. #7: Watch your replays and try to figure out what you're doing wrong. Also, try to identify a situation in which you don't "have a combo" (i.e. "I hit with an anti air, but didn't know what to do next"). Go back to step 4 and learn a combo for that situation. Repeat steps 4-7 until infinity, pretty much. At any time in this process, you should feel free to play against real people, but you probably want to get to at least step 3 first.
  12. If you're looking to make your own combos, you'll probably want to get an understanding for how combos work. Here's the page for CSE (which I should point out is no longer the current version of the game) - but basically, hitstun decays over time with hits in the combo, so the longer the combo has gone on, the less hitstun the opponent will have and the harder it will be to connect more moves.
  13. Learning any fighting game is a long involved process, so you'll need to relax and enjoy the journey. Set goals for yourself: "Anti air my opponent when they jump in" "Watch for an overhead on wakeup" "Remember to do my new combo" Don't focus on winning, because you're going to be losing a LOT against experienced players. Start with basic combos - for a real beginner, I suggest trying to learn: A combo off 5A (That you can also use as your combo off 5B for now)A combo off throwA combo off one particular specific starter that your character might have - if you're playing Noel, I suggest 4D or 2D.From there, you can expand your repertoire as you encounter situations where you realize you are "missing" a combo. ("I hit with an anti-air...but what do I do next?" or "I blocked a DP, I wish I had a punish that did more damage.") There's no trick to learning to play neutral - save your recordings (BB actually does this by default, I believe now) and REVIEW THEM. Try to see past all the "Oh, I dropped my combo there" and "Dangit, that was supposed to be <MoveX>" (Though those are good observations too and can give you ideas of what to practice) and watch how you are moving, and how your opponent is moving and what you and they do at what distance. That can help inform your decisions going forward. And, because it's another thing lots of people have problems with - if you need to remember to do something during a match, seriously focus on ONE thing. "This match, I'm going to use my 2B more" and try to hold that ONE thing in your mind for the match. Maybe write it down, stick it on a post-it next to your monitor. Cling to that one idea. Remember you're not here to win, you're here to IMPROVE, and that means remembering to do your One Thing, even if it's not necessarily the RIGHT One Thing for a given situation. Work on remembering to use your tools, and you'll naturally start to incorporate them in ways that work.
  14. I hate people who just won't stand on the bloody ground for 2 freaking seconds.
  15. I don't think anyone is still trying to make this happen at Game Over.
  16. Huh. Okay. I'll try that!
  17. This sounds promising, since I am still struggling with the dash 2A pickup after normal j.214D stuff.
  18. Videos please. @_@
  19. Oh, boo, I missed that with sound off. =/ I don't think there'd be anything too wrong with allowing a couple more specials to charge cancel on hit. :P And of course the matches 'look rigged'. It's a loketest. Everyone is trying to get as much playtime as possible. I'm honestly surprised they didn't deliberately go to the 3rd round.
  20. Actually, there is something interesting there - at about 8:30 you see Tsubaki charge cancel 214B mid combo, and then follow up (though she drops the combo immediately thereafter). That's intriguing. Also, it's hard to tell, but maybe they reduced j.D landing recovery? (8:45 or so) and you get to Tsubaki get 2A'd by Noel after a non-instant-blocked 22B, so that move doesn't seem real useful. :P
  21. Dunno, your gut feeling aside, it seems like we are trading a move that is slightly slow and plus on block with mild forward movement for a move that is REALLY slow, equal on block, and has significant forward movement. That seems like a wash to me, even with 22B being usable at more places in a string. 30 frames is just too slow.
  22. Except that +0 moves are only useful for pressure resets if you have options off them that will beat just mashing jab the instant you see the move. A +0 move that gatlings into something is useful for pressure reset, because if your opponent mashes, you can just (delay) gatling to hit them. A +0 move where the only options afterwards are to hit jab or do nothing is not actually very useful for pressure resets, ESPECIALLY if it has a long animation during which the opponent can remember that they want to mash jab now. To usefully replace losing + on block 6B, 22B should also be +1, making it a move that you want to mash DURING rather than a move you want to mash AFTER. Right now, it's both, and that kinda sucks.
  23. Makoto going into overdrive: "Sucks to be YOOOU!"
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