Jump to content
Dustloop Forums

Lord Knight

Moderators
  • Posts

    1,994
  • Joined

  • Last visited

Everything posted by Lord Knight

  1. Make it a 2 way interaction. Ask for advice, because whatever they tell you is probably what you should try to correct as soon as possible. Then while you're playing (or maybe in between games), try to think about what they are trying to do to you, and if you notice any big or subtle changes to how they react to what you do. This is really hard to do while you're actually playing, so you might want to do it in between matches, or even record your matches if possible. After you play, try to talk with them and ask them what you were doing well and what you were doing badly, and discuss anything you might've been puzzled about (why were they trying to do x, etc). Later on (especially if you recorded), you should think about the matchup/your play and think about how to change it. This last part is probably the most important - most people can't just come up with things on the spot, and if they do, they definitely aren't considering many possible counters. Remember, they aren't perfect either - don't get discouraged and don't think they are reading all your stuff all the time. As far as I know, there's no such thread on DL. People want a grappler that can pull people in to have more movement options? I wouldn't care if he got another move that added to his ground mobility, but outside of that . . . This (as you probably already realized) is a matchup specific case. You have to first see what kind of tools your character has for neutral. If they are good enough that your opponent has to work hard to come in, then you should just play. If they have some tools to get around yours, that's when you need to work some counters. Make sure to try everything your character has! Obviously a simple answer is best, but if it takes something weird that you don't normally use, do it if it works. Test your answer in training mode, but preferably with a friend. It's hard to test neutral stuff with a dummy, and might not always be right. Of course, next time you play against that character, you should try it out too.
  2. There's new stuff. Never ever ever give Tager a double jump, lollll
  3. I don't wanna get into it too much here, but Litchi being able to corner carry almost all hits again makes her stronger. Bang has that sweet airdash combo on standers though.
  4. seriously? this isnt the rachel boards
  5. It's not 50/50, but I think Tager can control options after it somewhat well. . . However, it isn't a totally favorable situation for him. At least, from my perspective, I like being able to control the situation (like with Daisharin, there isn't many reasons to not do it). However with Gadget (outside of some tricks), I feel like there's too much randomness that can happen :/. If you think about tourney format, you only get like max 3 games to enforce your style on them, so first you have to get them to not try to diss Gadget - this is hard enough right? Thinking about single game/single elim, Gadget is fine. His corner knockdown is great, imo. Bang got nerfed, Litchi got changed - if you know what I mean. Anyone who was riding Litchi's power in CS1 is fucked pretty much - she's still a strong character. Bang looks all right to me. Give him more point blank options, and they are doing a good job with it. He's hard to make a fair character imo, so they are treading carefully. BE6A was a good addition.
  6. who lives in new orleans
  7. Easy example - with Hazama, everyone thinks they can easily block his high/low from stance, despite them both being 19F. So, to hit people with the low, people will do 214D. . .C. Slight pauses (usually the cue for an overhead) is an easy way to mess with people's reactions. People like Bang also have this in 6A. As far as learning blockstrings/frame traps for characters you don't play as or against, that's also easy - watch vids. Preferably vids with a lot of views (stuff like Gamechariot always gets a ton of views). See what kind of stuff they are using, and what their opponent is doing to stop it (or notice they are losing to it). Then try to replicate it in training mode and see what they can do. Of course you should handle matches you'll definitely be playing all the time first. Then, even though you haven't played against the character, you'll be ready for what they have, and it'll take you less time to adjust to seeing it.
  8. Thankfully in this game, there are other ways to safely continue pressure outside of knockdown. Of course pretty much anyone can kill the basic stuff in the corner.
  9. Depends. It really helps if you know how the character can go into their highs and lows (everyone knows Litchi 5B > 6A, etc). On netplay if the connection is bad I have to guess a lot, so it helps if you memorized someone's style. Reacting should be the primary way to go, but keep in mind if you only react, you'll lose to stuff that is designed to fuck with your reactions.
  10. The important thing is that you use your characters movement options in a meaningful way. I don't know what character you're playing now, but a big problem I see across the board is that most people don't move around with meaning - they sorta just flail around until they get close enough. If you aren't playing a zoning character, you want to avoid this. You probably realize this already, but because whatever character you're playing has more movement options, they have more lines/angles that they can cover. Depending on what matchup you're playing and what tools your character has for neutral, you'll want to position yourself optimally (and you have more than just SJ, backstep, walk, and a couple of moves). Of course, not playing Tager at all will help you adapt to your new character. Just playing will get you used to dash timing and stuff like that. You can cancel landing recovery into barrier block. I thought this was common knowledge? Do deep j2C > barrier, and you should block it. It's both, but teaching only goes so far for most people (especially new players). It's a learning process, learned through playing. Eventually (unless you're playing completely braindead) you learn to judge risks, evaluate space, and how to rushdown and defend well. At least in Litchi's case, if you late tech it resets the combo and she can relaunch, if you roll you get caught, and if you just neutral tech, she gets the meaty. If you do a reversal, land FD. I cry with you, lol. This was my problem when I was learning fg's and playing V Akiha. After playing for a while I reached this conclusion: You gotta split your matches up into the ones where you win or lose in neutral. When you lose in neutral, these are the matches where you should play a bit defensively. If its your normals that lose, you can fall back on zoning. If its zoning they beat you in (doubt it), then you have to play REALLY safe and try to get your one hit in so you can start your turn and try to win as fast as possible.
  11. who won the alpha station tourney? it looked like a 3 way tie, inuo beat blacky, blacky beat muto, and muto beat inuo.
  12. Play whoever you want. You might want to consider that you aren't actively taking advantage of all of Tager's options (they do exist!). Troll question? But this one should be obvious, right? I watched that dogface episode (that's where you heard it from, right?), and I thought it was a pretty interesting statement. I do think a game's top tier is a reflection of what's the game is "about", and it's never just a single thing. Myself, when trying to pick a character, I go for strong neutral, strong mixup, strong pressure, high damage, good looking characters. These are (minus the good looking part ) the components that make a strong, top 5 character, for sure. The most dominant characters reflect what the strongest tactics are if the game is fair, or how retarded the game is if it's unfair. Take MBAA. MBAA vanilla god tier was H-Aoko, H-Tohno, H-Akiha, C-Mech, C-Koha, C-Ciel. The H characters had unfair damage, instant health regen when they got max heat, and retarded mixup. C-Koha showed why MB needs to have crossup protection forever, C-Ciel broke the game (literally had to restart the cabinet) and C-Mech had a 17-rep death loop. MBAA ver A top tier was H-Koha, H-Vshi, H-Tohno, C-Mech. H mechanics were still too strong and damage output was too high. Mech doesn't belong in an MB game, and it shows by her dominating the cast. This top tier stayed in console. What this shows is how strong rushdown and zoning can be in MB (A+ tier including Nero and Ciel supplement this). Of course if we used BBCT as an example, the top 3 were high damage, high mobility zoners that controlled the full screen, followed by a character that abused a system to kill you (Carl). Though I think it's a bit harder for other games, SF is probably the easiest to "describe" just based on the top characters. Start by picking a moon and heading over to mbaa.mizuumi.net. The wiki is extremely indepth. Gimmicks will not help you in MB.
  13. Keep in mind Tager's vulnerable to instant overheads, so you aren't totally at fault. But really, blocking doesn't change when you switch to a different character. It's all about focus. If you play Tager more than Jin, you may also just recognize more when you get hit. Of course, just playing more will get your defense up.
  14. I'm not talking about j2C. I'm talking about when they do jCC preemptively - this will always beat 2A, and this is how they primarily use it in pressure/neutral.
  15. Impossible. Supplement and update what you have now.
  16. Tokido played Arakune. He won a big Arcsys sponsored tournament in CT under the name "dark13".
  17. Were you thinking of something else?
  18. This isn't a question I can answer. This is an answer you need to reach by reflecting on your own play. At least at this point, it's not going to be stuff like execution and stuff like that, but probably answers in matchups. If you felt like you were lacking in your play last time we played, did you feel like it was because I was outplaying you, or was it because of something else. These are the kinds of questions I ask myself as I try to progress. It becomes very grey area as you continue to get better. Rachel will always be either outright good or bad. I think she's strong this time. I'm not sure of her positioning this time, but it will be in the upper group. Litchi does well against her. There are characters like Carl who thrive on resets. Overall though, a gimmicky player won't win, especially against an experienced player who's seen them all. Good mixup is much stronger. Especially stuff that's real 50/50 and hard to see, leads to big damage and you can repeat it - why would you need a gimmick if you have that? I'm not writing out gimmicks though. A good gimmick can be great for tourney play, but running that shit all the time in casuals is not so good. Thanks, I'll fix it.
  19. 2A won't beat magic JC for sure. Magic jC also beats backstep AND dp.
×
×
  • Create New...