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Everything posted by Airk
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This isn't an anime fighter, but I think it shows good technique nonetheless.
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The "concept" of footsies is the same, but the implementation is much more complicated due to the array of movement options available. I don't think it's possible to really condense all the possibilities of airdasher footsies into a convenient forum post. Actually, Maj doesn't even do that with his "footsies handbook" for Street Fighter - he gives a lot of "here are things you want to do in footsies" and a couple of examples, but even in Street Fighter, the ways to accomplish these things with different characters are too diverse to really try to talk about all of them. Concepts like whiff punishing and feints are still entirely legit in airdashers, but obviously things like jumping are different animals entirely.
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Definitely. Unfortunately, there's still a lot of "arcade mentality" in veteran players of these games who seem to advocate for a sort of "Hey, if you can't handle me kicking your ass 147 times in a row and trying out every stupid gimmick I can think of, then you should pack up and go home, wimp." If you want your hobby to grow, you want to be nicer to the new folks.
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Yeah; This is tricky, because on the one hand, you want to change what you're doing, but on the other hand, if they know you want to do that... It depends on how long they've been "in your head" for. If they called you out ONCE, you need to make a judgement about them - was that a smart read, or are they just attacking that same option every time and hoping you fall for it? If it's the former, then they're gonna expect you to do the opposite. If it's the latter, then doing the opposite is exactly what you want. Another way to look at it is to look for tells - if someone is "somehow" DPing you on wakeup ONLY when you go for a meaty, odds are that your movement before you do a meaty is different from your movement before you bait a DP. Examine your own play to see if you're giving away information.
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If you're really that worried about your "record" just delete it at the end of every play session.
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Watch Daedron's CPE basic combo video; It should give you an idea of how it looks.
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Even if 22D isn't faster than 6A, it'll have the following advantages: A) Can come out in different places. B) Longer range C) Moves us forward. FFS, the number of times I've done 5BB > 2B > 6A only to be too far away for 5C to hit and therefore getting punched in the face for it... ugh. Really hope this is useful.
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I would settle for foot invuln, so you can mix up what they need to mash with 214B (body invuln) and 22B (foot invuln). The overhead is gravy there - it's more relevant as a "Yay, I can do an overhead anytime" threat. Mmm. Gauntlet Hades.
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I really want to know what: "--- 236x>blocked>followup 22D whiffs but puts up some distance" means.
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Finding patterns, IMHO, is less than half the battle. It's usually pretty easy to look at a replay and go "crap, I did 5B > 6B practically everytime my opponent blocked"; It's much harder to stay entirely cognizant of what you are doing in order to not do that. I suggest that, after you identify some patterns, you pick ONE to try to break first. And then keep that one pattern in mind. If you do 5B > 6B too much, hold that in your head and tell yourself "I'm only allowed to do that once per round." and then once you've done it, hold onto that idea and DON'T DO IT anymore. This will probably cause you to lose MORE, because you'll be focused on correcting your behavior instead of focusing on winning, but once things become second nature, you can STOP focusing on that one thing, and there's a pretty good chance it will stay 'fixed' and you can move on and try to fix something else, or just relax and play and look for new patterns. It's important to note though that while this will help treat individual problem cases, it probably won't help "loosen you up" mentally so that you can keep track of patterns while you play. I think only lots and lots of playing and conscious effort can do that.
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yeah. Fun first, winning second. The only time winning should even TRY to come first is when there's money on the line.
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He DID say "beginner's guide" folks. This isn't gonna be some crazy advanced tactics thing. Unfortunately, I find most "beginner's guides" don't really teach you much beyond what you get out of the ingame tutorial. But hey, more content about the game is more content. But you'd better get cracking, or you're going to be releasing this guide right around when they announce "Hey, here's the release date for the next version of this game."
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Yeah, unfortunately, I feel like the 22X series has gotten worse and worse since CS2. If they don't step back and rethink it, then maybe removing it is due. Still, it seems a bit foolish.
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I don't really know why, but it makes me super happy to see her in a WHITE outfit like the one that was shown in the CPE opener. This is Tsubaki's FINAL FORM!
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Well, if they want to make it JUST a followup, they can do WTFever motion they want. If it's a standalone move, things get kinda complicated. I like the new character portraits way more than CP ones. I am simultaneously hyped and chagrinned. I may end up skipping CPE entirely. But I'll probably stick to the plan and buy it used and cheap eventually. This can only help with that.
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Insults seem a little silly when you appear to agree with me on the fundamental point. :P
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What makes a character good? CPE discussion and help needed
Airk replied to liquidrain's topic in Beginner Mode
It's not "just semantics" because if you say "A character is good because they have good matchups" that prevents conversation from addressing what actually makes them good. It's "You're fat because you weigh 300 lbs" vs "You're fat because you eat three buckets of KFC every day." To determine what makes a character good, you have to look at WHY they have good matchups. I laid out three things in my post. Mac asked a good question. Crossfire gave an intelligent analysis of Nu and Lambda. Everyone else seems to want to say "Nuh uh! Matchups are the ultimate cause of goodness!" -
What makes a character good? CPE discussion and help needed
Airk replied to liquidrain's topic in Beginner Mode
Scales are an excellent way of determining if you are overweight, but they don't make you overweight. Similarly, I don't think matchups influence whether you are good - though other characters certainly do. No one is good or bad in a vacuum. -
What makes a character good? CPE discussion and help needed
Airk replied to liquidrain's topic in Beginner Mode
I went over this already. It depends on how bad their neutral and mixup are. A character, for example with no overheads at all and super slow normals is never going to get a hit in to land that instakill, and they will be a bad character even though all their attacks do one MIIIIILLION damage. A character with Tsubaki-level normals and mixup who does one MIIIILLION damage per hit is really good because it's pretty much guaranteed that even though normals and mixup are pretty meh, they're good enough that you can count on getting that one hit that will kill your opponent. Three parts. You need some measure of all of them. -
What makes a character good? CPE discussion and help needed
Airk replied to liquidrain's topic in Beginner Mode
Noooo. You are backwards still. Tager is NOT a good character because he has a good matchup. Good matchups can indicate goodness, but they don't make a character good. That's what I SAID EARLIER. I really have NO IDEA where you got the idea that I said having a single good matchup makes a character good. In fact, I said that matchups NEVER make a character good. They just show whether a character is good. And in any event, a SINGLE matchup is always irrelevant by itself, and I'd expect that to go without saying, so I don't know why you're harping on it. Again: A character with awesome tools will have good matchups. The matchups flow from the tools, not the other way around. Matchups are the EFFECT, not the CAUSE of a good character. Saying that matchups make a character good is like saying "Having a big number show up on the scale is what makes a person fat." -
What makes a character good? CPE discussion and help needed
Airk replied to liquidrain's topic in Beginner Mode
Actually, he spent a lot of time talking about what makes a fighting game balanced (not the same at all as what makes a character good) and about how if the game is balanced enough then it's all about the players. He had one sentence in all that about what makes a character good. Not sure what post you were reading. -
Because most people getting into these don't think about their monitors. And what does your friend have? He's the one who's complaining. Even just having like 8 frames of lag is enough to move most stuff into the "I'm never going to block that" range because that's the difference between a godawful slow overhead and a godly fast overhead.
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Too much serious discussion that they will never be able to utilize in laggy netplay... They probably have laggy monitors too. Everything is cheap when you are playing in 15 frames of delay. :P
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What makes a character good? CPE discussion and help needed
Airk replied to liquidrain's topic in Beginner Mode
Matchups don't matter to who is better. End of argument. Matchups ARE a good way to INDICATE who is better. If that distinction is lost on you, you should probably bow out of this chat. :P Nice post, but barely has anything to do with the OP. :P