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Everything posted by pochp
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How to place steins... it's kind of ambiguous, they let you do multiple things, but you also have to be careful when you place them. They can : -Shoot to prevent your opponent from getting close to you. -Shoot your opponent to provide cover for you to get in. -Force the opponent to move in a particular way or take a particular action, anticipate, and counter. After they are placed, there are a few things you can do with them too -If they are well spread out, a 236d could be good (tk if you can). -If there are some where you think your opponent might go, 214d can control space nicely. -If one of them happens to be on your opponent during a blockstring, 214d can be used to extend your pressure. 236d as well if you're feeling a bit greedy. -If your opponent happens to be on one while you were attempting a jump in, you can 214d to beat their anti air. My rule of thumb for the placements is : 5d : fastest recovery and good in all aspects. 2d : Mainly used when to prevent them from getting close imo. Great placement to alternate with 5d for a good 236d, also on the ground so practical for 214d in pressure later. 4d : Mainly used to provide cover, alternating with 5d. Not as effective for 236d. Good at controlling air space with 214d if that's important for the matchup. Also nice when used close to others with 214d in pressure as it'll prevent jumping opponents from escaping. 6d : Very useful as a first laser for 236d, since opponents tend to jump when they see it come out, and it tags them right where they were going. Not as effective as the others in other aspects imo. j.d, j.4d same as 4d. j.2d similar to 2d, depending on height. j.6d kind of like 6d but not as effective. So now that you have all this information, the question remains, how do you place them? Easy answer : depends on the matchup, and what you want to accomplish. Here are some quick examples. -use 2d when running away from valk. one at a time so you aren't forced to block a cannon. He has enough mobility to cross over to the other side of a 5d or 4d which has a good chance of screwing up their aiming completely. The shot itself is unreliable, but since he can't block as a wolf, good awareness of where and when it'll fire can help you block some of his movement options. -use 6d 236d when playing against rachel. If they block, the pumpkin goes away, so when they see the projectile, there's a good chance they'll try to avoid it, and jump straight into it (obv, if you have more than one stein out so even if that misses you'll get more out of it). -against Nu, use 5d from fullscreen (out of 5d range), while looking at them. you can then cancel into a jump if you see their 4d, or into another stein if you see a 6d whiff (or I guess 236a if you see 214d~c but I doubt it). Then, time your approach with the shots. Similar vs izayoi in normal mode, or any character that is throwing fireballs. In any case, your specials' effectiveness is maximized once all your steins are out. A nice 5d 2d 236a 5d 6d tkj.236d pattern, for instance, will cover a lot of the screen for a good period of time, most likely keep your opponent there, and let you get in and start your pressure. However, if they are spaced poorly, it will just be a long startup move that won't give you much in return. Similarly, you don't want to use steins at any given point. First, you want to make sure your opponent is respecting your range, so it comes down to a lot of gauging them and using normals to keep them out (2b 5c j.c mostly). Once they give you a little too much room to breathe, you can use steins to force them into something. Don't forget, if you blocked before the shot got fired, that placement worked against you. Your objective at neutral isn't only to place steins either, I mean, if they just keep getting hit by normals keep at it. As for the specials themselves, I explained some of what they can be used for, but you don't also need to use them because you can. While you're doing a mix of running away and setting steins, it's pretty annoying to your opponent. Once you use a special, the steins are consumed, so they can see it as a chance to do something, as they know that no lasers are coming for the next small period of time. So sometimes, you just want to stick to steins, as to never give up your advantage. If you're getting started, an important step would also be to know the various ways to convert off random individual stein hits. It's kind of useful to know which hits you can actually convert into a combo, and which hits you can't. Trying to convert and whiffing a move through their recovery can actually lead to a loss. I like to try with j.a j.c j.2c and then adjust depending on the height, if I can dash 2b or not, or just go straight for oki. Sometimes, straight j.c if I'm sure of it and they're too far for j.a, but it's risky.
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I'll start with 3. cause its easier. I like to use blessed mirror after one of those ambiguous neutral situations, where it's not clear who has the advantage, but you know there isn't anything your opponent can do about this, and you might even catch him doing something. Ex : you get hit by a normal hit counter assault, tech in the air, they're pretty far, and you have a stein behind them, plus two more somewhere else. It's also a pretty reliable way to beat certain moves that are kinda hard to beat with other moves, such as Valkenhayn's wolf cannons, taokaka's drive, etc. I'm not sure what you mean by saving meter. Don't use supers in combos unless you're going for the kill? Besides that, I mean I don't hesitate to use meter for mixup (6b RC, 3c RC, j.2c RC), counterassault, dp rc, bait bursts and counterassaults, crush trigger as mixup, and RC combos if the starter is decent, to get some corner carry and a good setup (also, considering super doesn't add that much compared to the ~1.5k min you should get from an RC combo). I'll occasionally use it in a corner combo if I'm at this range where after SoD I'm so far that I'll only get 5c 6c (not 5c 2c nor 2b 5c), and it would give me a considerable damage difference. Mmm I guess about counterassault, I don't get reckless with it either blocking a bit then backdashing or DP gives meter too. I prefer other defensive options, unless my opponent might force me into a 50/50, and I still sometimes use it as a panic button (and get baited and die) ;_; ... Oh I guess another thing you could do is try to have creative and long blockstrings, they'll build you more meter than you'd usually have. I'll write about the other 2 later.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Shoutouts to so much ~new blood~ -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I think he's more about that http://img2.wikia.nocookie.net/__cb20100630200528/logopedia/images/d/db/Dodge_logo_(1994).png -
Recently I've felt like my round openers could be a bit better, so I figured why not discuss that. I feel like the basic Mu stuff would be something between 5c, backdash, or air backdash. So, most opponents would expect one of these and do something that counters them. Lots of other characters have button that could specifically beat our 5c at the beginning (some would whiff if we don't extend our hurtbox with 5c), not having the most recovery, this is kinda safe on their part. Slightly riskier would be to simply dash forward and catch up with our backdash, start some pressure. Safer would be to either do nothing, jump back, or backdash themselves, minimizing the initial risk and trying to find a safer way in eventually. Of course, there are other options, but assuming it's the first time I face someone, I doubt they'd try something else. Also, some characters have some special stuff, obviously. To counter these, here are some of the options I like to use : -walk back, then dash 2b : this has to be done fast enough so you can whiff punish a ragna starting a round with 5b let's say. It also does good against other options, as if they're dashing forward they don't usually expect you to be that close, and if they back off, 2b recovers fast enough that you aren't at much of a risk. If for some reason they try a slightly slower but longer range poke, you'll also block it, which is nice. Off the top of my head, it's also good against litchi 5b, litchi itsuu, tsubaki 5b, tsubaki 22b, probably many others. -jump forward (optional barrier or j.a) : if they whiff a move, you press a button and punish, if they back off, you can start playing neutral but with more space behind you, if they don't do anything, depending on your assertion of them, either airdash back to avoid the anti air, or try to press a button. I like it vs valk 5b, amane 3c. Barrier if they might start the round with a normal that can hit where you are, or j.a if they don't and think they might jump forward, iad forward. -super jump back : then if they ground dash forward, just airdash forward over them. If they stay there, you're at a good distance to start neutral. And other stuff : -if I'm sure they'll airdash back : start the round with iad j.c and start pressure. -if I'm sure they'll jump forward j.a at the start : slightly delay a jump forward into j.a/j.b to punish their whiff. -against relius I like super jump back j.d, hard for him to catch, if you see 214b, airdash forward to avoid it. -against bang I like to start with 2b, if they dash forward they get hit, it's kind of hard for them to specifically beat it at that range, recovers fast on whiff, and if they somehow beat it, I'm crouching so they don't get too much, I think. -against tager I like to IAD back j.d then backdash. places me at the right spot to start zoning them, not much they can do about it, I think? -if they try to get fancy and forget about 5c, I'll throw it out every now and then. -sometimes I just feel like doing j.2c, it just feels right and might work. kinda risky but good reward. Of course, sometimes I go for the other options I listed, like ground dash forward, backdash, iad back, but rather rarely, and mostly when running a long set, just to throw out something "new" and unexpected. What do you guys do? I'm very interested in character specific answers too.
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9/5/2014 Tachikawa 3on3 https://www.youtube.com/watch?v=8_8apYbHXV4&t=8m33s Serizawa vs 8c (Platinum) https://www.youtube.com/watch?v=C6Lr7NbPcY8&t=5m20s Rusakura vs Akashi (Azrael) https://www.youtube.com/watch?v=C6Lr7NbPcY8&t=7m9s Rusakura vs Satoru (Ragna) https://www.youtube.com/watch?v=2HgCiQej5yM&t=7m01s Serizawa vs Yuuto (Taokaka) https://www.youtube.com/watch?v=Jqc8D1VrUgs&t=4m37s Serizawa vs Gentarou (Nu) 5/4/2014 A-Cho Pre-Arc Revo tesams stuff https://www.youtube.com/watch?v=WidqnTTsHIQ&t=1h26m43s team mu vs team bang https://www.youtube.com/watch?v=yLsOdWQsxsc&t=1h28m team mu vs team kokonoe https://www.youtube.com/watch?v=Mi9eoEFDzAY&t=34m50s team mu vs team carl A-Cho Pre Arc Revolution 2014/05/04 https://www.youtube.com/watch?v=krRm3cXkLxc&t=33m58s Mu vs Noel https://www.youtube.com/watch?v=UyNSGn7MUAM&t=21m59s Lava vs Rachel https://www.youtube.com/watch?v=UyNSGn7MUAM&t=26m02s Lava vs Bang https://www.youtube.com/watch?v=UyNSGn7MUAM&t=38m40s Lava vs Terumi https://www.youtube.com/watch?v=UyNSGn7MUAM&t=40m12s Lava vs Platinum https://www.youtube.com/watch?v=UyNSGn7MUAM&t=59m30s Ekurisu vs Taokaka https://www.youtube.com/watch?v=UyNSGn7MUAM&t=1h2m58s Ekurisu vs Bang https://www.youtube.com/watch?v=Eh9L51Lz75I&t=9m55s Mu vs Terumi https://www.youtube.com/watch?v=Ygl7Xa2g5zw&t=1h25m59s Asagiri vs Guymam (Hazama) https://www.youtube.com/watch?v=Ygl7Xa2g5zw&t=1h29m35s Asagiri vs DsMove (Noel) https://www.youtube.com/watch?v=VC-ju_472cQ&t=26m58s H.H vs Chin (Hakumen) 5/26/2014 Athena https://www.youtube.com/watch?v=wtX6h_KuuRg&t=14m50s Mu vs Dogura (Azrael) 5/16/2014 Tachikawa Singles https://www.youtube.com/watch?v=Vd5ULmenN8U&t=5m54s Serizawa vs ESP (Taokaka) 5/16/2014 Tachikawa Casuals https://www.youtube.com/watch?v=2qZ48cjlVx0&feature=youtu.be Serizawa vs Goro (Kokonoe) https://www.youtube.com/watch?v=Eq1POiZgiwk&t=4m55s Serizawa vs Goro (Kokonoe) https://www.youtube.com/watch?v=dgs4T7tUvAA&t=11m45s Serizawa vs Goro (Kokonoe)
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works on anyone or just those you listed?
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Maybe we should do a small tournament thursday (bbcp 1.1). idk, road to umad or something, single elim cause I'll prob arrive kinda late cause of work. Only 3 thursdays before the event so if it doesn't happen this week, it probably will the next 2. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Kaeru are you sure I owe you 15$ ? I can't figure out what it would be for. I do owe you money for some other things, so expect some money from me anyway, lol. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Yo guys, it's that time of year. Need to start seeing who can bring equipment to UMAD, post about that and find the link for the usual spreadsheet here : http://www.sankishin.com/board/viewtopic.php?f=37&t=280 Yep. text moi ou qqchose -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
mmm idk where I should post this but I feel like doing it the way we used to. Figured I'll just put it here since it's the place ppl check the most. Toryuken Shoutouts : Shoutouts to Russel for organizing this great event, and great selection of venue by the way. No need to drive through Toronto and enough restaurants within walking distance were godlike. Hope events keep happening there! Shoutouts to Mr. Mortified running being really busy, but still finding the time to chill with us and show us some retarded videos. Shoutouts to the DTC guys, helping out with the event and improving a lot since the last time I came, over a year ago. Actually really hype you guys are coming to UMAD. Shoutouts to chachaman probably sandbagging in casuals and then almost sending me to losers, I was pretty damn nervous. Shoutouts to gatchaman with dat bullet. I have no idea how to fight bullet but I'll try and figure it out before we fight next time cause I feel like I got lucky lol. Your valk is still scary even through the patch, confirmed for not a fraud Shoutouts to Essay, damn 2 times is no fluke, I def need to do something about it or I won't get my runback at umad. Good luck learning BB, hope to see a sick litchi next time! Shoutouts to Krakatoa, Dagwood, and Verbal, also representing ottawa! Sorry I didn't get around to doing teams finally Shoutouts to Deadliest... I got lucky in the tournament imo... stay solid. Shoutouts to Roldy, I hear you have a testament now? Scary stuff... Shoutouts to Pui, washed up old man can't get his runback vs justin. Hype the other guys up for umad... worst case scenario they'll still get some great food and beer Shoutouts to Bill, keeping kazuhiro out of top 8. Look forward to seeing your Mu soon. Shoutouts to the other Bill too! Shoutouts to Psykotik, gj on 3rd! sorry for the terrible matchup... might want to look into a sub? tbh i dunno what carl can do except have good patience, defense, and abare (hope I'm using the word right). Shoutouts to DerQ, bringing all that beer, and that really close match in top 8. you had me lol. Shoutouts to Brice, exposing more people every time to ~anime~. Scared that your result in GG will motivate you to stomp us all even harder at meetups :< Shoutouts to Level5, glad you're enjoying 1.1 tsubaki. Let's keep practicing and give everyone a godlike grand finals at umad k? Shoutouts to Shakir, your first major with capcom games and everything, hope you enjoyed everything and get that hunger! Shoutouts to Amazon (if you read this), hope you enjoyed ~anime~. Shoutouts to Kazuhiro, still getting denied top 8. Now that it's not cold outside anymore you just lost a big reason to dodge, see you at meetups. Shoutouts to Jimmy Bones, you are a fucking legend. Now get back into BB! Shoutouts to Thelo, you're so damn good at games, feel like only lack of knowledge or character choice are holding you back. Also, thanks for helping with the driving lol. And well I probably forgot someone... but shoutouts to you too! Oh and sorry for making you guys riding with me listen to all that metal... I should probably add more variety to the music on my phone lol. Really glad I managed to stay calm on Sunday... even though I could have played better -
Oh that's good to hear, I'll try it out more. There are a lot of times when double super ender wouldn't do enough damage and astral wouldn't connect. DP untechable nerf is kind of sad. On normal hit you can't set up anything before they tech and on CH I don't think you can even meaty. I'll have to test out the oki setups involving DP to see if they're still kind of viable or not yet, might have some reset potential though. You can really feel the guard point nerf on the DP too, lol.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I'll be there around 7pm with my stuff, I imagine brice has his laptop, so if you guys want to wait that long it can happen. edit : oh yeah ppl riding with me friday, eat before heading out. just making sure. -
Input priority change is annoying. When I do dash 2d 236d, I get super a lot. Tested it out in training mode, used to do 663D1236D which triggers the new shortcut. Instead, doing 661D236D is ok.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Im dodging tonight, a few things to take care of. I'll be there prob tomorrow and thursday. -
No, 5c sod at the end.
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Yeah, nerfs to bad matchups is pretty good news. At this point, not being top tier mostly means we're dodging a lot of potential hate, character should still be strong even with the DP nerf. One upcoming change I kinda wonder about is how this combo : 6b 6c tachi j.2d abdc j.c j.2c dash 3c airdash j.c j.2c dash 2b 5c SoD works in 1.1, but not in 1.0. Maybe the translation on the Ikutachi change was wrong?
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
@Pui : much appreciated, sir. @Nedel : jveux rien savoir #fuckrachel @Thelo : !! hope it works out, let me know what happens. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Haha just pre-reg'd, today is actually the last day? Lucky... @Nedel : lol ya juste toi qui reste 2 semaines, ça devrait etre ok, on avait des couch surfers souvent les étés passés. -
Mmm imo the most important thing is adapting to the opponent. Obviously, if you place a stein and block an opponent's attack before it fires, that placement worked against you. At the beginning of a match, I'll usually try to stick to normals and movement, and then once I get a better impression of the opponent, I'll start placing when I feel like they're at a safe distance. From then, of course the opponent will adapt to your style as well, so you have to be ready for that, and so forth. The part about going in is pretty similar, if you exclusively wait for steins you'll miss a lot of chances, especially against other long range characters. You just have to try to do what your opponent isn't ready for, and steins and specials just help you out (a lot). It isn't exclusively linear between placing vs going in, you just play neutral, adjust your movement to go towards positions where you have the advantage, and moving in closer when you see (or feel) an opportunity.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
ben oui lol. avec toi, dw+1, et genre 6 colocs... safe to say y reste pu de place. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
!!! in sadder news seems like I wasn't able to upload matches from the monthly and they're gone now... I tried an other method and uploaded a test from thursday with the commentary and webcams but the quality is horrible. https://www.youtube.com/watch?v=3_jg3jDnkZk the bb casuals I recorded after are ok http://youtu.be/9Tit9LvmhPw but the gg file got corrupted :\ -
^you forgot the bullet matches. Also, reposting with names so it'll be easier when I update the OP. 5/2/2014 Tachikawa https://www.youtube.com/watch?v=JAbJcykSo1I&t=2m42s Serizawa vs Satoru (Ragna) https://www.youtube.com/watch?v=jUWrd3g2KXs&t=4m48s Serizawa vs Spinoza (Tsubaki) 5/4/2014 Tachikawa Same Character 3v3 https://www.youtube.com/watch?v=pabjH15HBTc Mu (Kotsubu, Keba, Serizawa) vs Bullet (Tatsuya, Kurenai, Uido) https://www.youtube.com/watch?v=MFnvuxGPcv8 Mu (Kotsubu, Keba, Serizawa) vs Terumi (Sekido, Genjitsu, Shirushi) https://www.youtube.com/watch?v=Xo2QypHiwes Mu (Kotsubu, Keba, Serizawa) vs Azrael (Pet, Roriotto, Akashi) https://www.youtube.com/watch?v=krxlZ8YhCk0 Mu (Kotsubu, Keba, Serizawa) vs Tsubaki (Shino, Spinoza, Kuresu)
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Hmm, on ground hit I like to use lots of 2a until laser hits, if I know one is coming but unsure on the timing, just to make sure it doesn't break the combo. If I know exactly when it's coming I'll try to do 3c stein hit j.2c or something like that, to get an extended combo instead. The only advice I can give you in this regard, is just try to come up with various stein setups (a simple one being ending a combo in j.2c j.5d, then meaty 2b 5b 3c, laser hits, j.2c, etc.), and then recognizing when a similar situation happens outside of that setup (ex: you did j.d into airdash, opponent whiffed some long recovery move, and so you go in, 2a 5b delay 3c to feint the overhead, and get a full combo. After SoD, I used to use 5d 4d 236a because it was good, but I've been trying out new stuff recently. (reason being I want to try 236d more, it seems better than I initially thought) About setting up steins at neutral... in addition to the obvious advice of one at a time, wait and react to what they do, I'll add a few more things : -sometimes super jump back stein is good, because if you see them trying to dash forward to catch you with an anti air or another normal, you might be high enough to airdash cancel over them. -2d and 6d are good against high mobility characters, because they tend to move forward, which will screw up the aiming on 5d and 4d. -a simple zoning pattern would be... hmmm these have never really been discussed here so I'm kind of hesitant to post up an example. It's one of the things about this character that I really don't like and find detrimental to the game. It's too easy to do for the situation it creates, and it's one of the things other players really dislike about this character. So, I really don't think newer players who see this post just try it out and learn how to improve at it, instead of the other fundamental aspects of the game. There's no telling if you'll still be able to do this in future versions of the game, and you can't do it in any other game I know of... anyway, just do 5d 4d j.5d j.4d delay airdash back j.5d j.4d, and repeat. You can't generally just go into it from SoD or whatever, you need to set it up somehow, but once you start, it's pretty hard for most characters to do something about it. First answer I tell people is that the lasers come in a pattern of a wave of 4 shots, then 2 shots, then 4 shots, then 2, etc. So, you block the first 4, superjump forward and land (no airdash), which will make the following 2 whiff, and then you might be close enough to try something. Now the thing about it is, the lasers don't do any chip damage, so if you don't have a life lead, your opponent doesn't need to do anything about it. On the other side, if you do have a life lead, and you start, you never really have to go in. I don't personally like doing it unless I have a life lead, and the difference is bigger than what my opponent can get from a BnB. The reason here is that I feel like the setup, while locking down the opponent, doesn't accomplish anything besides giving both players meter. Assuming the opponent is patient and has full meter, I feel like in the last few seconds of the match, they could try something, and they might succeed. After that, you wouldn't have enough time for a comeback, and they'd feel pretty good about themselves. Now, the odds of that happening are somewhat low in theory, but factor in that you might get nervous, bait something, screw up, I dunno. It also doesn't work against high mobility characters like valk, tao, haz, and you need to keep in mind that some characters have supers that answer this, ex: nu, rachel, relius, bang, jin... Oh yeah and if ever they get too close, cancel the last stein into a DP. Um, also, you don't want to use specials, as they'll break the pattern, and although it shouldn't be an issue, try to be careful not to input 214d by accident. hmmm so, since I don't think we've discussed those kinds of setups before, I don't really know if they're common knowledge or not, but if anyone has something to add, please do so. I don't use this a lot, so I might have some misconceptions or be missing important information.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
No idea... All I know is I'm housing some people, and brice is housing some people. I dont think anyone's booked a hotel yet.