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Everything posted by pochp
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Hype! Too bad I can't house anyone this time. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Arent there at least going to be busses on the Jacques-Cartier bridge or something. I don't think they would just interrupt public transit like that. Sunday! -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
omg airmaster stfu... Cool, I'll be back in town on the 4th. Coming by yourself? Guess we could run an event and/or go eat somewhere as a group... kazu, kbbq, pho, burger de ville, schwartz's come to mind. Anyone have another idea? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
My bet : His landlord had a sacred child and is very comfortable. Feliz Navidad. -
Even without considering the steins, I feel like Mu's OD combo potential is already pretty situational. Might have to do with the playstyle though, at first I wasn't using the 214d nor 236d a lot due to the changes, but I'm slowly integrating them to my options, and that opens up these OD combos. However I don't think it has to do as much with being a new mechanic, I tend to do OD combos a lot more on the other characters I play. I was looking for some corner OD combos initially, because that's one place where I usually use 214d to extend pressure and then go into a mixup, and its where I'll want to seal their burst and boost my damage. I haven't found practical combos that make good use of the resources, but if anyone does, I'd really like see some OD combos off throw and 6b in the corner, that actually do good damage. Like, I found these (corner) : 6b 6c ODC dash 5c 2c sj.2c j.5d 2b 5c 2c sj.2c j.5d 2b 5c 2c sj.2c 3c Omohikane (4723) but it requires really low HP, I mean you can cut it short 6b 6c ODC dash 5c 2c sj.2c j.5d 2b 5c 2c sj.2c 3c Omohikane (4352) where you need like half hp to keep the whole thing in OD. I just don't feel like there could be something much better... or like (corner) : throw 5c ODC 5c SoD 6a 6b 5d Omohikane (4540) which works at like 70% hp. These combos still do more than their non-od 50% meter versions. Maybe I'm just expecting too much lol. I did find a nice setup to punish rolls : corner j.2c knockdown j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d 6b 2d SoD 6a 2c j.2c (3.9k)
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overdrive stuff, ]od[ meaning when you lose OD, ODomo is for Overdrive Omohikane, ODC is overdrive cancel Was looking for alternative, more stable/easier combos than the ones I had previously listed. 2b 3c ODC 2c 5c 5d 2d SoD max dash ODomo (4206) requires like <40% hp 2b 3c ODC 2c 5c 5d 2d SoD max 214d dash ]od[ 6a 6b 5d Omo (4721) requires like <30% hp compared to I was looking for something for when you're too far for 3c ODC 2c etc. 2b 3c ODC dash 6a 6b 6c 5d 2d SoD max dash ODomo (4225) when further away, at 30% hp 2b 3c ODC dash 6a 6b 6c 5d 2d SoD max 214d dash ]od[ omo (4254) and requires like 20% hp so just do above one 2b 3c ODC dash 6a 6b 6c 5d 2d SoD max 214d dash ODomo (4805) requires like 10% hp Looking at other starters... midscreen throw 5c ODC 5c 6c 2d 7jc airdash j.b ]d[ j.2c j.214d dash ]od[ omo 4155, needs 67% hp midscreen throw 5c ODC 5c 6c 2d 7jc airdash j.b ]d[ j.2c j.214d dash ODomo 4715, you get od super from 53% hp and lower
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Je vais probablement arriver un peu tard si je viens ce soir. Invitation dernière minute à un party de noel de job... d'un de mes anciens stages, lol. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Le monthly est bien en fds, mais y'est entre les mains de greenix cette fois-ci! (inquietez vous pas jpense pas que ça va être à Sherbrooke, quand même) -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Mini meetup at foonzo tonight -
zeromus already did ...though I did kinda forget about it, should try to find a version for lower health. 6C FC > 2D > jcOD > dash 2C > j2C > j214D > dash 2D > j.B > j.2C > j.214D > ??? > Omoi or something like that should work...
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Was anyone planning on going to Foonzo this Sunday? I'm cutting sleep to study for an exam so I might not even go depending on how tired I am, but there were so few of us last Thursday that I just want to make sure so I don't show up and no one's there. can't wait to hear all the nec stories btw. nice run guys, good luck in singles. -
all her combos have varying degrees of difficulty... these aren't all optimal, but they're practical, and I'd say try in this order 1. 2a 6a 2b 5c SoD (standing midscreen) 2. 2a 2b 5c SoD dash 5c 6c 2d 623c (standing, corner) 3. throw dash 6a 6b 5c 6c 5d (midscreen) 4. throw 6a 6b 2d SoD dash 6a 2c j.2c (corner) 5. 2b 5c SoD dash 5c 2c j.c j.2c dash 2b 6a 6b 5d j.a j.b j.c dj.c j.2c (corner) 6. 6b 6c tachi j.2d airdash back cancel j.c j.2c dash 3c neutral jump airdash j.b j.c j.2c (midscreen) 7. 6b 6c SoD dash 6a 2c sj.2c j.5d 2b 5c 2c j.c j.2c (corner) If you learn these, after a while you'll understand how to go from various starters into them. Good luck!
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Ok, might as well compare and discuss. Sorry I haven't replied earlier, I dunno why I keep missing the new posts here... Very easy : easy : medium : :KY: hard : very hard : can't say : As for why... most of these are based off personal experience, and not necessarily having trouble fighting the players, but just lots of feelings of "man if these tools were in the hands of an even stronger player I'd be in a lot of trouble". Sol : I just feel like Sol has to play differently against Kliff. Neither character can approach the other easily, and even in pokes... Kliff has the longer range, but it comes with hurtboxes, so smart use of Gunflame and VV shuts down a lot of poking, because those counterhits are scary. Sol's 2d is also good at this, I think. Sol's mixup is also part command grab, so 214p is that much riskier. Order Sol : Very hard to get him off you once he's there, that's normal, but he doesn't have much to worry about from Kliff. Gunblaze ruins a lot of things, and makes it very hard to approach him with our slow air movement. Rock It is just hard to fight, it's risky to call out, you miss and get CH, or you just block it and he's plus and you're in trouble. He has a lot of other good tools, maybe I'm just approaching this matchup wrong. Anji : Fuujin and guard points... pretty risky to fight this character from far. If I'm not mistaken, Anji has good matchups against Potemkin and Faust, who are somewhat similar to Kliff in their neutral plan (oh god please no one quote me on this), in the sense that they use long range pokes. Jam : Her 2s is hard to fight. It's also hard to keep her out because puffball can ruin your day. One CH and you're probably dizzy. Her parry also makes offense really annoying because safejump into mixup is nowhere near as reliable. Axl : I'd mostly put him as Hard because he requires a lot of patience to fight, you need to alter your gameplan a lot, and there are also a lot of situations he can put you in that are very hard to escape. For example, when your back is near the corner, and he's outside of f.s range, doing Rensengeki. Eventually you get chipped out, but you still need to be really patient. Potemkin : Not as bad as I initially thought. I feel like you fight him evenly at neutral, maybe even having a little advantage, but the risk reward on everything is rigged. It's hard to take advantage of a knockdown because he has so many good defensive options, and once he gets in it can be over. Anyways, just keep him out, contest his space, don't get pushed to the corner. If he jumps he has a hard time dealing with 623H (look out for clash with his j.d and do it again), and he has a hard time getting in on the ground because f.s 2h gatling kills hammerfall and has a lot of range. Justice : Really feels like Justice wins at neutral. Once you get in, her counter makes your safejump no longer safe. She also has a reversal super that can be frc'd, and a forcebreak to get out if you give her space. Assuming once you get to her she has a lot of meter. It's not a one sided matchup, 2H is really good here, but I can't put this one on the same level as the other medium matchups. Ino : Air pokes are good against her, dodge is very useful to beat stroke the big tree and dives. Fast jump startup means you can use airthrow defensively here. She also dies very fast.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I'll come in a bit, maybe around 7. Gotta work on this paper for at least a little while. It's due tomorrow night, so whatever. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
You guys know the deal, top 3 or don't bother coming back. Oh btw, since it's teams that means you have to win. -
Make him respect you ground to ground with 5c, air to air with j.c, 236a used to work great I think it's still useful but I can't say for sure, j.2c is okay too. Then set up steins and eventually you'll control the match. Good movement is a must, try putting yourself in situations where your normals still have the advantage, and avoid those where it's risky to press buttons. If you set up steins and he's dangerously close, you can cancel into DP, works in the air too. Once I have steins out, I like to dash in, then jump out, barrier, and set steins, to bait DP, as well as making your movement harder to predict. tldr : back to basics.
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I like using it after an opponent bursts/couterassaults/something similar, if I have a lot of steins out on the screen. Allows you to retake control of the match. I think I use it more than omohikane, now that the minimum damage is lower.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Teams was hype enough that I think we'll do it again. Come prepared with your teammates and team names next time, or if you can't find anyone we'll pair you up. Results : 1. Team NEC (Brice Kirbster ) 2. S-Tier (SamTheGreat pochp ) 3. Team Braindead (Mashuu Neanis ) 4. Charging Star! (Level5 Kaeru ) 5. Team LATE (Varatnar Jimmy Bones ) 5. Wasn't going to enter (Rhannmah Dai Loli ) 7. L'equipe Song & oDHAOSo (oDHAOSo Song ) 7. Speedrun DQ (Kr3wman Sophisticat ) also, bracket this time :O http://challonge.com/mtl28novteams -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I dunno, never really fought the matchup, but only thing I can say, and it's kind of a crutch, but as Mu you rarely need to beat things. You just have to avoid them and set up steins. Worst case DP should work because of the guard point. So I can't say much about graviton and fireball super, but I'll assume the answers to deal with them are similar between characters, and hope someone else will answer -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Miss you guys, haven't been to Toronto in too long lol... -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I think the main issue here is rather that we're not taking full advantage of what Foonzo has to offer. As the situation currently stands, if you want long sets, arrive at opening hours or plan on leaving late, like Heartless said. I feel like most people are there from 6pm to 11pm, so from 4 to 6 and 11 to whenever we get kicked out, you can generally 1v1 for a really long period of time. I know the reason why less people show up is kind of tied to the fact that these hours are less convenient, but on the other hand, if you don't like sharing your game time with others, don't expect others to make the sacrifices for you. About the fact that we could use another station... I'll see if we can figure something out. There is some misinformation going around that I would like to clear up though. 0) I'm getting a lot of vibes that the time spent between games is time lost, but instead you should put this time to use. One of the things I've mentioned a couple times and I'm going to repeat, is just talk about your matches. Even if the other guy doesn't play your character, he can still probably spot some mistakes and help you improve. The way you could do this around a casuals station would be maybe to ask the others in the rotation if each one could give feedback on the matches before playing. Sometimes, when I'm waiting, I won't really pay that much attention to the matches, mostly thinking about my own things, looking around foonzo, etc. But if you ask "Hey, could you look at the next match and give me some feedback after?", then with an objective, it makes it a lot more entertaining to watch. It also improves you as a player, because it's good practice to recognize people's mistakes and bad habits. Doing it without having to think about controlling your character makes it a lot easier, and gradually you'll start doing it in matches. 0.5) It doesn't always have to be about the game, you can talk about a lot of other things. I mean, we all play this pretty niche game, we all have a lot of common interests. Talk about anime, music, school, work, vns, doujins, fgc drama, stm, whatever lol. Drink a beer, a coke, a bubble tea, read some manga, play some marvel, eat some onion rings, talk shit to brice, drink more alcohol, etc. The other venues where I've been, thinking MTLSFHQ, Lovegety, A&C, Next Level... didn't offer as many things to do between matches. You can even just have supper without leaving the venue, that's a lot of time gained compared to everywhere else. 1) King of the hill is NOT a circlejerk thing between the better players, maybe it doesn't look like it, but it's the complete opposite. When you're strong, you want to fight the one who is stronger than you to improve, so most of the stronger players all gather on the same station because they want to fight each other, and it's usually the station with the biggest line (6+). Ideally it creates a situation where as a player who wants to improve but isn't quite at the level, you can fight opponents closer to your range on the other stations, but you can still challenge the best on the main station, where they'll give you no mercy because they don't want to lose that streak. The problem is when one player who should be playing on the stronger station is just going undefeated on the side. I mean it's okay to sweep once or twice, but unless the matches were kind of close or the players specifically ask you stay, please get up. 2) There is almost always a station at meetups where the lineup is NOT very long. I don't know why, but I almost always see a station with either two or three players. Nothing against them, but if you're someone else who's complaining about waiting too long between matches, maybe look around if there's another station with a shorter lineup. Maybe you don't want to interrupt their little moment, because if you were at their place, you'd prefer to keep playing? I don't know about you guys, but sometimes when you play 10+ matches in a row against the same person, some variety would be appreciated. If they've been playing a while, you can even ask more matches in a row. 3) The winner is NOT the one who takes advantage of a king of the hill style rotation, especially when the winner is a much stronger player. Sure, he probably gets the most fun or satisfaction, but you learn a lot more from your mistakes than you do from your victories. The time spent between games after a loss is a great moment to reflect on how to fix the problems you encountered, and like I said earlier, you can even discuss it with the others. However, I think I've come to realize that this doesn't apply to everyone. It's true that when you get utterly destroyed it's hard to figure it out by yourself... but that's why there are other people, especially if the guy destroyed you, it's usually because he saw a very obvious flaw in your play and exploited it. For instance : "This guy can't anti-air well, I'll just jump in all day" or "this guy can't do big combos, I'll just reversal because there's like no risk" or "this guy's spacing is terrible I'll just run up and bully him". On that same note, when one player just destroys the other, he didn't learn much, it's just "oh what I did worked out great, there's not much to change", and it's often on autopilot, so it's not one of those really rewarding victories. 4) Playing king of the hill exclusively is NOT the best rotation format for improving. The reason we use it is because it's just the most convenient, and it's good enough for our needs. It's a good format to improve only if the players are at least at a certain level of comfort with their character, and even then, the best format is just a combination of all the different formats. At higher level you won't get to see all the subtle details in a matchup if you just play KotH. At lower level, it punishes bad habits a bit too harshly, and sometimes you misunderstand your mistakes. Good thing other people are there to help EH tldr : the actual solution is just talk more. please. oh and talk doesn't mean complain during your match, complaining is just refusing to look for answers (unless you're just letting out the salt which is ok every now and then) You know, just playing each other and sharing tech at evo. Borrowed a lot from your playstyle, it fits nicely in bbcp, since I used to rely on habaya and totsuka a lot more. Heavy stein use was something I had tried before, but I was missing a few pieces to make it work as well. If ever you have time to check some of the matches from our recent tournament you'll see. (might disappoint a bit though, I still stick to my style a lot, and my anti air game is still kinda weak) -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Well, I know you're not the only one who dislikes rotations, Heartless. I can think of a few others I know for sure, but maybe there are more than I thought? There's no "rule" we have to follow, the way we do casuals is just what we feel is the most convenient and preferred by us. If a lot of people would like this to change, don't hesitate about voicing your opinions... What tends to happen a lot, is there's one station that has a big rotation of like 6+ player (and when you sweep it you feel great), then there's another station with a rotation of like 4 people, where there's usually someone dominating the others, and he should really consider switching to the other station, and then on the third station there's usually 2, maybe 3 people, while everyone else is either eating, drinking, playing marvel, etc. Enforcing one station to be sets would then not be that different than what we currently have, but I doubt we could find a format that would satisfy everyone. I think something like A-Cho's 11 matches, no matter who wins or loses both get off and the next two get in, would be ok, but what do you guys think? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Videos are up on YT. Review your matches, see your mistakes, listen to the commentary, whatever. gg part 1 https://www.youtube.com/watch?v=fAQ1HPdC_3Y gg part 2 https://www.youtube.com/watch?v=VeeFaLszL4w bb part 1 https://www.youtube.com/watch?v=lW8Se_3svCM bb top 4 https://www.youtube.com/watch?v=ErId4g-Ojs0 bb casuals https://www.youtube.com/watch?v=fHSacGehJp8 partly thanks to you lol... -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
Results for tonight's tournament. BBCP 1. pochp 2. Kirbster 3. Level5-Chan 4. Psykotik 5. Fakku | Brice 5. Tofu Warrior 7. DerQ 7. SamTheGreat 9. Steb 9. D4rkwolf 9. NType 9. Varatnar 13. Greenix 13. Bibiquadium 13. Neanis 13. Airmaster 17. RuroniLonewolf 17. Jimmy Bones 17. CCG Chi-Rithy 17. Song 17. Kr3wman 17. LeDom 17. Kaeru 17. oDHAOSo 25. Reyntime 25. Marti 25. Kazuhiro Guilty Gear 1. Fakku | Brice 2. Steb 3. Theolo 4. SamTheGreat 5. Kirbster 5. pochp :KY: 7. DerQ 7. Psykotik 9. Sophisticat 9. Airmaster 9. Level5-Chan 9. Greenix 13. oDHAOSo 13. Kr3wman 13. Ruroni 13. Kaeru Thanks for coming, hope you guys enjoyed it! Shoutouts to Psykotik coming all the way from Ottawa. Gotta remember how to play GG lol. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
5:30 ish... check the thread http://www.dustloop.com/forums/showthread.php?18474-Nov-24-2013-November-Monthly-Mashfest-Montreal-Canada