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Everything posted by WolfCrimson
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LK's GAMEPLAY RELATED QUESTIONS ONLY CS2 thread
WolfCrimson replied to Lord Knight's topic in Archive
"Game's much more balanced save Tager, everyone has a very decent chance against top-tier, lrn2play nub?" -
Oh come on, we know for sure they won't make Tager into Potemkin-style Tager, his Magnetism aspect just won't allow it. And won't teching away from AUB 5A make the opponent fall into a techtrap? You'd be able to AC afterwards, won't that catch them? And if they don't tech, you can just continue into combo, right? But if it doesn't work like that, then yeah, I can understand what you're saying. I'm sure you know that currently 360B has 6 frames of start-up. Shaving off one frame wouldn't make it even 'dumber', it wasn't dumb to begin with. It's a move that can be easily avoided and punished, and needed you to be very close (less close with mag) to work. And I think you need to be near corner for that 4.8K for most of the cast, and 4.8K only works midscreen with a select few who deserve it (Tao, Haz I think?). Or you need really good execution for micro-walk 2B.
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Funnily enough, I'm no Tager player. I used to Tager (yes, 'Tager' is now a verb) in the beginning month of CT as a sub, but then switched to Haku and that's it. I just like Tager as a character, and I love BB enough to try to find ways to improve its balance and such (in my head, at least). Slidehead CA would only be useful against zoning moves, like ground lobelias, ground swords and ground snakes. And it's not like these characters never come close enough to hit Tager, it's just that they're usually more away than close. Still, a pretty good idea.
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There we go.
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LK's GAMEPLAY RELATED QUESTIONS ONLY CS2 thread
WolfCrimson replied to Lord Knight's topic in Archive
There was a lunar eclipse here last night. Does that count? Guys don't digress too much, otherwise SJ might get mad and lock this thread or something. LK, how come Litchi's The Four Winds (the one where her staff spins alot with Akuma kanji on it and goes in a certain trajectory) isn't used too much? I thought the fact that it covers up character sprites behind it would allow you to do ambiguous hidden mix-up (like when Rachel does lvl 4 Tempest Dahlia) would make it see much more use in matches. -
You know, it'd be great if I could understand what Hima's bug video was talking about... all I see is glitched cornerbounce and that's it, I don't understand what the text says.
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Hey manta, I see you're in England, we should try to play sometime, I have good connection against Europe.
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Really? I didn't know, didn't mean to plagiarize you dude. But still, I hope this gets implemented so that Tager could compete more. Also, I've thought of something else that would greatly help Tager. Increase his character combo rate up to 55%, make his 5A have 6 frame startup (down from 7) and AUB, as well as his 2A to 7 frame startup (down from 8) and also AUB. Also, make his 360 A & B minimum startup a bit quicker. Like 7 frames for 360A, and 4 frames for 360B. And give his 2C a gatling into 4D and 6B. Oh, and XYH should have guard point beginning from frame 4, and up till 5 frames before recovery ends, and can be cancelled into 720C from frame 1-26. There we go, a good Tager. Damn, I should try my hand at toning down Makoto, Noel, Haz, Jin, Ara,Tao and Carl. I've got a few good ideas here. PS. Also, forot the most important thing: improve 2C's horizontal range. I swear I can see the fists of Tager's 2C sprite hitting the opponent sometimes but the 2C doesn't hit. That's just crazy.
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I'd say Hakumen.
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Ouch at 5:05 - till end of first round of this match. The hell. Tager needs something to combat that, seriously. So here's what I would suggest. Give Tager a (Potemkin's) sliding head-like move (different animation, ofc) with a followup that magnetises the opponent. Like maybe a 214C input where Tager slams the ground with both fists (kind of like shortened reverse 2C animation, but way faster in startup and recovery), which untechable knocks down the opponent (like sliding head, no damage if far away) and an additional follow-up input (maybe like 236D) that magnetises the entire floor for a brief moment, and any opponent knocked down or actually standing/crouching gits hit. Standing/crouching opponents just get hit (talking about the follow-up here) with no additional attack effects (i.e. they are in standing hitstun/crouching hitstun, also the move can be blocked low, still gives mag), but knocked down opponents get launched into the air where they can be drawn in by Tager's AC. OFC the initial move 214C can also hit opponents if close enough, and knocks them down on the ground. Ofcourse such a move would be broken without a limiting factor, so I suggest the mag follow-up (236D) use up sparkbolt gauge.
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Hey tao mains, could someone explain to me how j.8D x N works? As in mechanics wise. AFAIK, Tao has 3 jump/airdash 'stocks', and she uses 'em up when j8Ding and A/B/C cancelling of drive moves, so how can she do reps of j8D more than 2-3 times?
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LK's GAMEPLAY RELATED QUESTIONS ONLY CS2 thread
WolfCrimson replied to Lord Knight's topic in Archive
Sorry, I should've been more specific, when I said 'Japan-level play' I meant Satoshi (since LK and co. just played him recently). Or any other Japanese players he (or any other tourney player) has played BB against previously before Revelations. I was just wondering how someone who has first-hand experience against a good Japanese player, feels about the Japanese play. Not how they did against them. I'd like to think that the opinion of someone who experiences something (LK, Zong and Co.) differs from someone who just observes it (me). So I wanna know what's the former's opinion about it. How do you know what my execution/yomi/hit-confirming/spacing/match-up knowledge is like? I've never disclosed what I do and don't do when I play, where did you get your info on me? Not saying that it isn't true, but I'm not saying it isn't false either, I haven't played a Japanese player myself to gauge how well I'd do. And I'm not American nor do I live in the Americas, so you can't just blame it on me being American. And could you just chill? I wasn't patronizing you with my question before, nor did I mean to. -
LK's GAMEPLAY RELATED QUESTIONS ONLY CS2 thread
WolfCrimson replied to Lord Knight's topic in Archive
Wait, you were there too? Or did you experience Japan-level gameplay yourself before? -
REVELATIONS 2011 Results and Shoutouts!
WolfCrimson replied to Sanoshi's topic in Tournament Results
More troll than Ono. -
LK's GAMEPLAY RELATED QUESTIONS ONLY CS2 thread
WolfCrimson replied to Lord Knight's topic in Archive
Oh cool, thread is back up. LK, do you feel you learned something new when it comes to game-play, now that you've been to the Revelations tournament and competed in it? Or maybe like we need to give more importance to a certain facet of game-play? Also, what do you think of Japan-level gameplay? Edit: Actually, other tourney participants are free to answer the questions, not just LK. -
Yeah, burning 4 magatama to do 800 damage must've been a huge threat to the balance of the universe. Wait, it was also like this in CS1, according to frame data, only difference was that because of better character combo rate, combo into shippu wasn't prorated that much, so it seemed like it did more damage and we felt satisfied. But now since Haku does less damage per mag due to his proration, we're forced to manage our mags more carefully, and 4 mags for 800 damage is very poor return for investment.
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I hate shippu's low damage so much. That move needs 50% minimum damage (4000/2 = 2000) for it to be good. The amount of damage it does now just doesn;t make sense: it does the second highest damage for a super that doesn't have any requirements, yet it's minimum damage is among the lowest. is THE lowest, at 800 damage only.
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Q&A about Joystick Building, Parts, and Purchasing
WolfCrimson replied to mr.mortified's topic in Hardware
Well I haven't started even planning it yet, I just know I wanna do it in the summer. If it does seem too difficult or costly after I take everything needed into account when I start planning, I might contact you. Do you ship to outside of North America? -
Q&A about Joystick Building, Parts, and Purchasing
WolfCrimson replied to mr.mortified's topic in Hardware
I see. Well, thanks for the offer, mortified, but I wanna try doing it myself, make a summer project out of it. -
Q&A about Joystick Building, Parts, and Purchasing
WolfCrimson replied to mr.mortified's topic in Hardware
buy one from you? What do you have? -
Q&A about Joystick Building, Parts, and Purchasing
WolfCrimson replied to mr.mortified's topic in Hardware
Hey, need some info about sticks. I want to start using stick because I wanna start playing GGAC+ on the PS2 (and the PS2 pad doesn't cut it, goddamn Mist Finer Cancelling is HARD), but I also want to use it with BB. Are there any sticks that can play on both PS2 and PS3? -
Well... Hazama is skinny enough...
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Nah, us Hakubros are respectable bros, we know how to share
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Best Hakumen I've ever seen. You should continue your work on it and fine tune it and colour it so I can use it as a desktop background forever and ever and evr.
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Hey guys, don't know if this was discovered before or not, but here's yet another gimmick: You can do another GF after your initial GF after a combo and it will catch opponents trying to jump or backdash, and it resets the combo counter. However, it only works once after a combo, because since the new combo didn't have any knockdown in it, you wouldn't be able to GF. SO in summary: Combo > B/Egadget > opponent backdashes or jumps > Gadget finger.