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Rhiya

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Everything posted by Rhiya

  1. It's a question of how much you trust your read, of course. And there's no shame in being wrong with your reads. It happens all the damn time. You stopped making a good argument when you stopped counting the variables. What if I have a lot of life? I can afford to make that ballsy read. Or what if I'm going to lose unless I take back the advantage as soon as possible with a really bold move, because there's not much time on the clock? Good decision-making revolves around those variables.
  2. If you have a good read, though, wouldn't it be logical to take the option with a higher reward?
  3. You need to recognize that there are always different "solutions" to a situation. Some of them are safer and less awe-inspiring than others. Throwing your opponent's DP-bait blocking is pretty ballsy and gives a good reward, but pressing 2A or even just blocking yourself are safer answers that're also acceptable. The throw nets the most reward, but also has the most cost, so it has a serious WOW factor. But just blocking is a good answer too, especially if you're not 100% sure your opponent is gonna DP bait. That's where the whole judgment deal that SKD is talking about comes in. Which most effectively answers your assessment of the situation? How good do you feel your read on the opponent is? You check against those sorts of things, choose an answer, and act accordingly.
  4. You change the punishing move (moving from a 5-frame move to a 6-frame move to a 7-frame move and so on) until it can't punish anymore. Neither 22C nor 6B are plus, then?
  5. ... You fucking serious
  6. Oh dear. Looks like we're all gonna be hitting training mode hard tomorrow = /
  7. The thing is, the set of all of the actions you can make in a fighting game is the set of all the actions allowed by the game. There isn't anything to "made up," per se -- it's more like things are discovered. Even the most ingenious moves performed inside a game were always moves available to be performed. That's why I see playing fighters more as choosing one of the right actions for a situation, and less as creative acts of making strategies, tricks, and deceptions.
  8. Well, you started off with a really sunshiny, happy OP that was too optimistic about the level of variety in what you can do in a fighting game. That, in itself, wasn't bad. I'd argue a little misguided, but not bad. Then Akira-Shiro threadjacked hard with the worst post of the year.
  9. If my nah ass could ever make it out to a tourney, I'd
  10. Point is, you got fourth when you probably could've gotten at least top three no sweat because you didn't take it seriously enough to keep playing your main. I can't respect that, or anyone who would do that.
  11. I remember watching Akira-Shiro on tourney stream. He was in semi-finals or loser's finals or some shit like that, iirc, and he was doing great with Carl -- then he got the cool idea to PLAY CHARACTERS HE COULDN'T PLAY IN THE MIDDLE OF A TOURNAMENT. Zero respect for his opponent, zero care for his chances of winning, zero care for the difference between tourney and netplay. Instead of getting top 3 or better, he lost, because he didn't take it seriously. I was watching, and I was pissed.
  12. Oh god, someone needs to sig that shit
  13. That just falls under "my opponent does x>y>z, so I do a;" say, "my opponent blocks jump>aerial twice, so I do empty jump>throw instead." I don't consider that creative, I just consider that trying to just fucking hit your opponent since your other shit wasn't working. Is it mindgames? Sure, but nearly /everything/ is mindgames in one way or another. I can't help but think that your view of "good play" is really restricted. I also think you're wrong in encouraging people to play however they want with whatever character. If you want to turtle, you don't play a rushdown character, because a rushdown character won't have the tools to make that strategy successful. Play characters that let you do what you want. Fighting your character's design while fighting your opponent is not something you want to be doing.
  14. Except, fighting games are about hitting the other person and winning, not being cool. (Unless you find winning to be cool, which I personally do too~) Ultimately, you always want to do what's most effective against your current opponent and maximize your chances of winning. Fighting games are about learning how to figure out what's most effective and making sure you have the knowledge to apply it, then applying it. It's not "this is my style, this is how I play my character!" It's "my opponent is doing x, y, and z, so I need to play in this style to counter that and win!"
  15. Hey, they were informative. Don't hate on those godlike diagrams.
  16. Bat's diagram is about right. Had my DP jumped so many times I could cry.
  17. All I expect from air mugen is xx j.c> j.cc> j.214214D> j.236D>j.214D> 2CC> (236D?)> stuff.
  18. I could get behind this.
  19. I think, at least in CS2, she's alright. One charge, changes Tsubaki because she suddenly has 236D -- and players are scared of 236D. There is a palpable difference between Tsubaki with a charge and without a charge. I don't think it's optimal; I would be much happier if install weren't essentially useless outside of showboating, for example. But it's not bad as of CS2. Can't speak for EX yet.
  20. The thing is, it's /never/ free. In neutral, you charge at the expense of footsies, or, you might argue, as part of them; but, either way, doing so makes you more vulnerable in neutral. Charging after knockdown reduces setup potential, and choosing to charge after knockdown also means you can't use 3CC ender at all -- and you had to score a hit to be rewarded with that charge time to begin with. You get the idea. You are sacrificing something to charge every time you do so, or it's a "reward."
  21. Netplay is rage incarnate sometimes. Trying to deal with some of the shit bad netplayers do in delay is like trying to punch Goku in the face while he's using instant transmission
  22. I would cry if it's not. Seriously, why would you nerf that, of all things?
  23. Hitbox buff, maybe?
  24. 22C>22A only punishes them -at range-, and even then, you're left at diadvantage and can't continue a blockstring without rapid. 22a is -9. It's a spacing trap, because if the opponent is in range they /will/ beat you by hitting buttons. There's a nine frame gap between 22C ending and 22A becoming active. Every single character can mash that.
  25. Frame trapping also tells people -not- to hit buttons. If I see a Ragna player doing 2A>2C a lot, I know he's looking for my mashing, so I don't mash. It's part of conditioning.
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