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Everything posted by Rhiya
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Not stable = prone to dropping in practice, whether that's because of starter differences, juggle height, or any other of a myriad number of things.
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623C> walk through> 214aad or even one web, if you want abuse the long knockdown time to safely run involved and ambiguous mixups or do safejumps or something the big benefit is the length of the kd, moreso than the setup time (though that matters)
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you can't be predictable and hit people in this game watch matchvids, xcopy pressure until you understand and can make it up yourself
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what Gord wants to do/needs to play like is matchup dependent against someone like linne, he can zone fine, but I -believe- he get zoned by, say, hilda, which means he has to play more rushdown-style in that matchup (i.e., work to get in, then stay in) once he's in your face, he'll play kind of like a grappler, because his mixup and okizeme game is v strong with command throw gord does everything pretty well -- it's a matter of understanding how you need to play based on mu/who has life lead
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unseeable mixup (orie), cmd grabs, etc.
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Whiffing atomic collider pulls them back towards you, allowing you to continue your combo.
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2b is fast and has good range for what it is i think it's 9f
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yuzu v. linne is a game of patience
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This is huge. At the end of the day, fighting games are mostly RPS. You don't beat yourself up over throwing paper when someone else threw scissors. It happens. Move on, think about what you want to do next.
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EDIT HERP You need to make it whiff then punish mb is also range specific
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214a~b definitely isn't -bad- fuse is one of the highest ranked linnes, period, and he spams it in pressure like a madman I'm not sure how I feel about it, but I think I'll make a point of trying it some more today/tomorrow
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easier to confirm hit or block with 2a; range difference not that significant; in case of block, leaves 5a open to rebeat, and mashing 2a opens up more ambiguous pressure options on block than leading with 5a; 1f difference is pretty big for what can/can't mash you out like, if you're choosing to 5a over throwing out 2b, you're probably at a range where 2a will hit anyways also, 5b whiffs after 5a at max range
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you use 2a because it's a better poke and you get better adv from whiff 5a than whiff 2a i'm not gonna even bother with the rest of the post it's like you didn't read anything in the topic before posting
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this might sound stupid, but use the one that you think they'll run into, or the one that better covers the space you want covered at the time. that could be any version of it also, your question matters a lot. this game is neutral heavy, and your question is primarily about neutral in neutral, you can do 412369A/B/C to make the tk easier. it's just something to do with how the game handles inputs
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if you watch katou, the basic blockstring is going to be a bunch of spacing traps using rebeat pressure (2b 5c whiff 5a immediate 2c 5c whiff 5a 6c, that kind of thing), tk kuugas, and then mixup when they respect fuse likes using 214a/b a ton, though I don't know if I agree there's also 236b>236c, etc.
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you should just grim reaper first and then cs regardless of outcome if you think you should grim reaper and have cs, hold the cs to convert grim reaper
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it's more like 200 if you don't finish with grab and instead try to go for the kill with ex grim, at least off the lazy bnb you'll get a lot more mileage if you can cs the grab because you're in vorpal, though -- a lot more. it's like a 600 dmg difference
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The damage difference between dead and not dead is always pretty significant. EDIT: Most of the time, you'll also want to just blow some meter if you're sitting at 200%, since any meter gain you would get is totally wasted (most notably, using chain shift isn't half as good when you're sitting at 200%). EX combo enders/EX midcombo is one of the safest ways to blow your meter, and the return on your meter is guaranteed.
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do 5a and 2a have identical recovery? whiffing into 2a is extremely unlikely because it's a better poke/tool, so I'd rather know the advantage on whiffing into 5a also, I've had people tell me tk a kuuga is +8, and tk b is +5
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If you want Carmine exp, try to get to play Tonberry imo
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I just had someone confirm for me that wakeup throw protection is indeed in this game, ala Melty (meaty throws will whiff) If your opponent doesn't have command throws, blocking on wakeup is always going to be your safest option
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I don't mean bars I mean the amount of literal frame delay introduced to compensate for ping between the people playing (the game delays itself by a certain amount of frames depending on ping -- better explanation here http://mauve.mizuumi.net/2012/07/05/understanding-fighting-game-networking/ ) like, in training mode, you can actually artificially introduce frame delay, if you want to see what each amount of frame delay feels like. I think it's the last option on the last page also, smooth =/= playable. you can have a smooth connection but 7 frames of delay, and it feels like you're underwater
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Specifically, I think 3 bar connections encompass both 3f delay and 4f delay connections, and 3f is kind of playable, but 4f is not at all imo
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Don't play below 3 bars in this game unless you want neutral to be based on frauding the other person constantly. Even some 3 bars aren't really that good because of the neutral-heavy nature of the game
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@anyone who messaged me: am in a skype DnD session in the moment, and grinding exec while I wait on the other players during combat. Offense in this game doesn't work like in BB -- it's easier to understand if you watch matchvids, etc. As per your first complaint, I have no idea what you could be talking about at all, tbh. Sounds like either input delay from netplay, an issue with the controller, or something else weird, unless you're just making spacing errors or something.