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Kivorav

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Everything posted by Kivorav

  1. Yeah, I learned to play my matchups against Kanji by playing at the mid range after playing a couple of sets with a player at Level Up Series Thrusday Runbacks back on the 20th. Pretty much using pokes like 5B, Sweep, 5C, and 2C. I have to be weary of DPs, but those can be baited and punished like normally. Anyways, first video from me. I do want to say that I am not looking at the match critique as it is an old one and I think I've improved from that point on. What I'm more looking at is the quality of the video. An HD PVR is on my wish lists right now, but for now my phone will have to do. It's a recent phone I got however, a Motorola Atrix HD and looking at the raw video file it looks crisp. The biggest thing I know I need to work on is my placement of lighting as in the video, my source is a lamp on my desk (seen on the left side). I do have a wall lamp directly behind me, but having that on would bring too much light and would glare from my TV. After getting some inputs, I'll take that video down and look at getting recent matches for actual critique. Which brings another question, would you guys suggests recording matches and putting them together (like five matches per video) or seperate each match as one video? http://www.youtube.com/watch?v=NzUzDqFP4iY EDIT: Renewed the link.
  2. Yeah, I like that normal so much, the only problem is that those who catches it on early can punish it as the +8 is if the move is fully charged.
  3. Okay, so after playing P4A during the Super Arcade LevelUp Series Runbacks and getting swamped, I feel the desire to find local players in Riverside to learn to play under tournament. I've talked to Bond about it and he said about possibly a few players in Riverside, one around UCR or so. I'm from the La Sierra portion of the city if that makes a difference.
  4. Alright. Another thing, what do you guys use to bait bursts and punish appropriately?
  5. Dead Angle is pretty much what you described as using 6A+B with 50 meter to push the opponent away. It's a Guilty Gear terminology and works the same way in Blazblue. I've just played a couple of matches with a Yu player who pressures with AAA Raging Lion A, sometimes with Raging Lion B to throw me off with timing, sometimes using Swift Strike once I've been situated with the overheads. Now I managed to pull off sweeps in between the strings but I suppose I got too predictable with that. Last game I managed to EX roll right before the Swift Strike and that gave me the win. What sucks is that people I face online resorts to auto combo pressure rather than Persona pressure which is stronger in my belief. I'd hate to go into a tournament like that. I gotta grind that into my head by tomorrow.
  6. Okay, I have an AoA D SMP combo though it's probably the weakest compared to the other two listed. But here it is: AoA - D follow up > 5B > 5C > iad j.B > j.C > Mudoon > Megiddo C > Megiddo D > [Megiddo C hit] > 236A~D > [Megiddo D hit] > 2[C] > 5C > [236B~D x8] > 236A~D 6.3k I also have a small combo in the corner though it may be impractical due to taking opponent out of corner: 5A > 2A > 5B > 5C > 236B~D > 5AAA > 2A > 236A~D 2.3k : 38 meter
  7. I've been caught in alot of tight/meaty blockstrings that leaves very little room for me to counter or sweep. For meter usage, is it better to resort to Dead Angle or EX roll? In my thoughts, EX roll works better, but I'm not sure if it has good startup to escape pressure.
  8. I don't know if there's a discussion about this, but I'm curious about this question: What is the tournament format stance towards Naoto's SMP combo? I know that online fighters are mad salty about it, it's a given, but what about the thoughts for TOs and players that are consistantly playing in tournaments. I am basing this question off of what happened at Evo 2012 with Ultimate Marvel vs Capcom 3. For those who don't know, there is an infinite possibility based on one of the game systems similarly like how the SMP combo works, but the infinite is situational. They decided to leave it be and not ban it, and then when one player did the infinite on the big screen, the crowd went hype. Whether or not it will be patched out is unknown to me at least. So, in summary, shall the tournament scene pose a ban or some kind of limit to the SMP combo, or will it be left be to see if it's truely broken or something like that?
  9. Yeah, I've tried with pilers and nearly bent the wire that way. Anyhow, my button issue got resolved. The case was that after taking the pieces that makes the button apart, it had a large build up of sweat, which is causing the button to get sticky. Cleaned it up and it works as perfectly as it was when bought. Thanks for the help.
  10. Okay, so how do you remove the wires from the button? Having trouble with that without going through extreme measures.
  11. Okay, so I got a situation in my hands that I'm rather new to. I bought an arcade stick from Amazon eighteen months ago roughly. It's a Hori stick for the Xbox 360 and my A button is wearing out from usage. What I need to know is that if there's someone who can repair it locally from Riverside, CA with a reasonable price especially since it's just one button. If nothing does come up, is there at least purchasable buttons that I can do the fixing myself. More specificall if the details are needed, my Hori stick is a Real Arcade Pro.EX. I do appreaciate the help in advance, just let me know if there's any more questions needed. EDIT:: After looking inside my stick, it doesn't look as bad as I thought it would be to do the repairs by myself. The only thing in question is that the buttons are directly wired to the drive or the motherboard, lack of a proper word to describe. I'd rather not try and experiment with others so if there's something of a button kit where they are directly wired, let me know of a reliable brand.
  12. I just got the game recently, but I've been..."Gunning" to main Naoto for quite a while. Excuse the bad pun. Kivorav XBL: NeonDestroyer GMT: PST -8 Location: Riverside, CA, USA
  13. I'm actually replacing this account with a new one for dustloop.. I got DynastyK listed on this username's title in reference of who to go to for now on, but my gamertag will still be the same until I get the points to change it if I want to later.
  14. Will probably be making a new account with a new name of DynastyK unless I can get a name change to that. I would prefer the latter to save the hassle of multiple accounts.
  15. Just curious, are there any tutorials into doing this with Gimp?
  16. Pro players has played more and more hours of the game just to get where they're at. Playing more is just as important as practicing and repetition. I remembered going to a tournament, UMvC3, for the first time. I only got as to 1/2 before being eliminated due to playing players outside of CPU and netplay, and then there's the tournament jitters I got. That's just something that will be cured by just playing more under the enviroment. If you're looking to play the game on a competitive level, time is one of the things to dedicate to that goal. Anyhow, as to the regards of blocking, it's alot easier to block low, and then react to overheads and air attacks by shifting the direction over to high blocking as they are slow by nature.
  17. To warn you right now that going from a pad to a stick isn't necessarily better. The only real difference is, depending on your button scheme, that you can have four fingers on all four buttons at the same time. I remembered that from March 2011 back to July 2010 (release of Continuum Shift in states I believe), I was playing on a pad. On release of Marvel vs Capcom 3 in February 2011 I was playing on pad also until a month later I decided to get a stick. Once I got it, I had to relearn how to play both games and that took me a while. So once you go to a stick, be prepared to taking some time to play with it. Anyhow, to comment on your two recent matches. For your Rachel match, you've been holding on to the barrier guard a little too much than needed. The barrier guard is there to give a little push your opponent away. When used correctly a little at a time, it gives you some breathing room. This is especially important to be mindful of how you use it as you will be finding yourself in block time. It's fine to use it, but once you confirm you are blocking, release the guard and block as normal, react to overheads and lows by blocking correctly. Another thing is that you used your burst way too late when you're at a crumb of life. It is okay to burst if you're in a clutch. This is good as alot of players are basing their playstyle on momentum. A burst is a common way to break their momentum and shift it off a bit. Be aware though that players will sometimes drop a combo or blockstring to bait you on a burst, which if you take it, they will block or it will whiff and you will get punished. Same case on the barrier guard during the Relius match. However, you did good in going to the offensive when the Relius player lost Ignis. with Relius, you will have to be patient and block while Ignis is active. Last match however, it seemed you panicked a bit shortly after the Astral was blocked but Ignis is still active. Other than that, play more just to be comfortable with the game. You also have other tools in your arsenal. Such as if you have 50% meter and you're just stuck in an endless blocking phase, you can counter assualt to break momentum about the same way as bursts, and there's very rare cases that a counter assualt will be punished, much less than bursts. You also have Lambda's 236A as a quick way to get away and gain distance. Don't go using it so much though as you will most likely get punished the same way as them baiting a burst.
  18. Ah, thank you so much. That's just my favorite color pallete for Tsubaki when I play her. I suppose I have Gimp program, though I'll have to learn how to do this kind of stuff with Gimp.
  19. Hello, can I make a request for Tsubaki's CS art with her color pallete #10 in the normal batch? I would normally do this on my own, but I don't have the programs to do it.
  20. Yeah, things got funky for me. I can't do it currently midscreen and corner it's like 50/50 chance of being able to. It will probably help me alot if I get someone to play with me and help me with this. So if you're willing to help out, send me a PM and we can arrange something. Do note that I'm an XBL player only, sorry PSN players.
  21. No problem luher. The timing for what? 623C->j.214A? The dash into 2CC? I doubt this matters but I'll say it anyways, I have only been trying to do this on CPU and haven't played on netplay so if that does make any differences, then I guess that makes more sense.
  22. Okay, well I got working with the 623C->j.214A technique, almost consistantly though I have problems dashing in for 2CC because either I whiff (midscreen), or the opponent recovers before then. I'm guessing it's the hitstun deteriation, but I've been using 5BB->5CC for the startup.
  23. Okay. I'll practice it when I can. The DP I can do constantly, I just haven't worked onmaking a very quick motion to j.214A, my speed always goes to doing j.214A mid height of 623C. Another question came to mind. Is there any worth for j.236B? I see that j.236A does the job when the opponent is above Tsubaki in height, while j.236C does the job for same/below level of Tsubaki.
  24. Okay, the way I'm looking at it is: 5BB->5CC->623C->j.236D->j.214C->6CC->j.C->j.CC->j.236A->j.214C. By further details looking into it, j.236D causes the opponent to go down to the ground which causes 214C to whiff as a way to get down to the ground faster. Since 6C lets Tsubaki step forward so a dash isn't necessary.
  25. I looked back and edited with the correct notations. I was getting a bit too hasty for my good lol. Anyhow, I do have a question of my own. When using the 623x -> j.214x technique, is there an exact input? Or is it something that it doesn't matter/situational?
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