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Everything posted by Airk
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Is it feasible to NOT cross up sometimes? Because otherwise, ending without the 22B will be a clear giveaway that 'hey, a crossup is coming'.
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No, you'll have to do something fast for those. When I say "opening" I mean like, 1-2 frames kind of thing. The easiest option is to backdash as Necro mentioned. That said, a lot of the other info in Necro's post doesn't seem to be correct. 5B > 6B is absolutely not gapless without IB - 5B is only 16 frames of blockstun, and 6B is 21 frames of startup. There's a 5 frame gap there even without IB (Though that's still too small for Relius to 5A/2A, either of those will work if you IB it.). Her overhead is a whopping 26 frames of startup, so you can ALWAYS jab her out of that. It actually can come out in more places, but the one place you DON'T have to worry about it is after 2B. (OTOH, she can still do 2BB after 2B, so don't just autopilot standing block after 2B). Uh. Lemme do a chart. 5B > 5BB - No gap even on IB. Do nothing. 5B > 6B (Low) - 5 frames, can backdash or reversal, but must IB to jab. 5B > 6A (High) - 10 frames. Whatever you want, but if you didn't IB the 5B and she picks 6B instead, you'll get CH into quite a lot of damage, so learn to tell the difference. 5B > 2B - No gap except on IB, and then it's only 1 frame. Backdash or reversal only. 5BB > 6B - Like 8 frames game. Jabbable. 5BB > 6A - Like 13 frames, do whatever the hell you want. (Note: Don't just mash jab after 5BB though, she can frame trap with 5C after 5BB, and 5C CH is a big starter) 5BB > 2B - 1 frame gap, I think, can backdash. 2B > 6A - 8ish frames, can jab out the overhead here. 2B > 2BB - Airtight even on IB, I believe. Do nothing. After 2BB/6A/6B, you're basically out of mixup territory and you only need to watch for charge cancels. So basically it comes down to "If you can recognize the overhead, jab, but don't just mash jab, because there are lots of ugly ways for her to punish that." It's mostly safe to mash backdash, but twirl is often not the best option due to followups and the fact that most of her normals will finish before twirl does anyway.
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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
Well, like I said, we had pretty non-terrible turnout at Game Over considering no organizing happened at all. Hopefully folks will be there every week. -
Sure, it's a gamble, but DPing on wakeup is a gamble against anyone, but you need to do it occasionally to keep people honest. And yeah, it beats the 360. Beats the 720 too. DP has outrageous active frames, and by the time the invulnerability wears off, you're airborne and can't be grabbed. Sounds like this matchup hasn't really changed that much except that now we're chucking fireballs to try to create openings instead of trying to space unblockables to create openings.
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Really? This represents a pretty significant departure from how things used to work, where it was really important to represent the DP occasionally. Because in a nutshell, Tager's options after GF are: 5A - stuffs non-invulnerable reversals, puts you right back into an unfortunate situation (i.e. 'getting mixed up') if you choose to block, catches jump outs in startup. Loses to DPs, does not catch backdashes. 5C - catches backdashes, sets you up for mixup/pressure if you choose to block, can be air barriered if you jump out. loses to mashing jab/throw on wakeup and to DPs. Backdash - beats DPs, 'loses' to just about everything else because you get away. Blocking does pretty much the same thing, except the situation afterwards is a little bit different. 360 - clobbers you for blocking, beats jabs, loses to DP and jump outs. A version (and 720) will catch backdashes if held, B version whiffs on backdashes (bad!). Atomic Collider - basically only used to call out a jump out, loses to everything else, so most Tagers will just opt for 5A instead unless they feel like they have a really strong read. Magnatech Wheel - a really strong option that beats just about everything except just blocking. So it breaks down to: Options that beat jump outs. Options that beat the DP. Options that beat backdashes. If you NEVER DP, Tager never has to use the options that beat it, so the guessing game shifts in his favor. It's 'generally' safer to DP if you have multiple charges, even with the changes to j.236D>j.214, and if you have 2 charges AND 50 meter, there's almost no reason not to DP. (Unless he has 50 heat, in which case watch out for MTW. And if he has 100, you basically just need to pray. :P) Overall, even if he has 50 heat, it could be argued that getting hit by MTW is less bad than being hit by 720 (which ruins you for blocking) but far more Tager players will go for GF -> MTW because it beats so much stuff... But anyway, that was a super longwinded way of saying that I think it's still important to represent the DP, ESPECIALLY now that he can't just sledge it for free.
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Heh. Yup. Though I could have sworn at one point some kind of tech option had a section that was "cancellable into barrier" but I can't find any trace of that on any of the older Wiki entries, so maybe I'm just going insane.
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For reference, see the "Ground Rolling" section HERE. Rolls are wacky. Forward roll starts off completely invulnerable, for like, 3 frames, then becomes throw invulnerable (but hittable with strikes) for 14 frames, then you get the 'you can only block' time for 12 or 13 frames after that. It's complicated. x.x
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Because they can't see it while they're playing, and if you're going to wait for their match to end and then do something to try to get the next one, you might as well just try to jump on the cab? Or are you saying send them a PSN message or something? In that case, they probably still won't read it.
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Oh; Another thing that nobody mentioned, but which might be a problem if you're new. If you are in the corner, for the love of Bob, DO NOT roll backwards. It gets you nothing, and it costs you a ton of invulnerability and means that your opponent can pick you up into a new combo basically for free. In the corner, let the stick go back to neutral when ground teching, and only pull it back into block position AFTER you see the tech animation start. Exception: If you're feeling gutsy, you can try quick wakeup -> 5A as your tech option if you think the opponent isn't expecting it. To do this, hold down while teching on the ground. This will cause you to get up faster and without the white flash that signals a tech, so you can catch an unwary opponent offguard and hit them with a 5A, or at least, make them block and turn the momentum around. Be extremely careful with this, however, because if your opponent is ready, they can combo you for free here too. What character do you play anyway?
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Really? I thought they had cleaned up a lot of the extraneous attributes - Inferno Divider doesn't have foot (Or head!) anymore! Though it seems like all projectiles now have ALL properties, so only moves that specifically beat projectiles work against them now. (WTB CS1 22B back.) OTOH, WTF is up with Agito? It's an AIR MOVE with FOOT properties? Presumably because it's a 'projectile', and I cannot make the air quotes around that emphatic enough. Someone F-d up on that, as far as I am concerned, because there is NO reason that move should be what it is.
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While it's generally a good idea to forward air tech when you can, I can't really recommend forward rolls; Yes, they do sometimes work, but they're extremely risky and better left for once you have a better idea of how the game works. The best way to get out of the corner, of course, is not to get put in it in the first place. The most important part of THAT is to move forward when the opportunity presents itself; You can, as someone mentioned, dash under your opponent when they jump, especially when they superjump. This can be useful if you feel the corner drawing nearer or if you just want to mix it up. Better still, of course, is successfully anti-airing your opponent when they jump at you. Most of the cast has a go-to option here, that will turn momentum your way. And really, anti-airing is just an extension of the main way to stay out of the corner - winning at neutral. And an important part of THATfor many characters is, again, moving forward. This is actually one of my greatest weaknesses as a player, is I tend to be scared to move forward on the ground. But learning how to approach an opponent with a dash-in poke is very important both for controlling your space and for getting hits in, so practice it!
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If it's 'spontaneous' then it's not a "set". It's just a bunch of games. I dunno. Perhaps those of us who have experience playing in arcades feel differently about this stuff, because you know, if you wanted to do "sets" back in the day, you bloody well did them when no one else was around.
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Sorry, but no. If you're having a set, why the heck are you in a public lobby to begin with? This is like creating a six man player room for your "set" and then kicking people because they're "butting in".
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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
It takes me about 15 minutes to get to Harvard, so it's easy enough for me to do a couple of hours every week; I won't ever be able to stay especially late or anything though. -
Because in Arcade Ettiquette, if you lose, you go to the back of the line. You get your rematch when others have had a chance to play. There might not be a shortage of "cabs" but there's a shortage of opponents with decent connections. Bitching them out in chat won't do anything, because they won't even see it. Really, they need to add an ability to 'queue' for cabs, so that the game automatically manages the 'line'.
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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
Well, things were pretty lively at Game Over last night; Had half a dozen or so people, anyway. Thanks to 8088 for bringing CP. -
So I got a chance to mess around with CP yesterday evening, and while it's going to take some adjusting to, it doesn't actually seem as different as I was afraid it was going to. Sure, I'm going to have to practice pretty much all my combos again (seriously, WTF, how am I dropping 5BB > 5CC > 6BB on a croucher?) but the pace of the game didn't feel unpleasantly different like I was afraid it was going to.
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Because at the end of the day, all versions of Tsubaki need to be underpowered and have bad normals. :P
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That was an epic video.
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We'd have better luck recommending how to get your hands on a stick for low shipping if you told us what country you live in. :P Are you actually in Argentina as that link suggests?
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Are you sure that this isn't sortof a hitstop issue? Because you've basically got Growler 'absorbing' all those 'projectile' hits, each of which causes a short pause as it is absorbed...
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Last link is broken.
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Strings have changed in terms of what is airtight and what is not, but there's an opening after 5BB if she goes for either a low or a high (2B or 6A). If she just goes for 5C there's no gap though. Her overhead is actually one of the slowest in the game. It can come in at three places (excluding 5A/2A): After 5B After 5BB After 2B 2B is only -1, so Tsubaki may want to reset pressure after it with a jab or throw. Be mindful. Barrier is your friend; All her normals have crap range and pushing her back will rapidly limit her options.
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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
Okay; In that case, I'll come by as well. -
Well, step in the right direction anyway. I would think that overall you'd want to be able to have others control it too, so that someone can say "So right here! This is when..."