Silius
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Everything posted by Silius
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People are into a lot of things when it comes to fighting game characters. Or to quote Ryoma Nagare: "If there's a hole, it's a guys job to thrust into it!"
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I always thought Sent was a dull design and dull to play and that vid didn't change my opinion on him, but at least Hsien-ko was nice.
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To comment on the complete roster: Passable. Some choices feel a bit wasted and for some of the others I would've prefered other versions of the characters. But there's at least 8-10 characters I'm satisfied with. Also looks like there's room for 2 more charactes (probably DLC). Yes that includes Shuma and Jill.
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If they can make PW into a playable fighting game character then all their excuses they had for other characters that "It would be too difficult or impossible to make character X (that actually fights) for MvC3" would turn into air.
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Um, both Guilty Gear and BlazBlue are on the PSP. But other than that you have Darkstalkers, Samurai Shodown Collection, King of Fighters (preferably 98 or 2002), can't recall if there was a Last Blade 1 & 2 (the creator of Guilty Gear's previous game) collection on PSP. Here's some Last Blade gameplay: http://www.youtube.com/watch?v=iO968Lu-ies
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@ FlyingVe Didn't mean for Collider to be anti jump, but since it only covers a certain part of the screen, has no projectile invul or stuff like that it makes it overall a rather lackluster punish move (that has its own meter). Some characters can also become relatively safe while doing their stuff while they are in the air. Spark Bolt needs a slight buff. And I agree. Slightly faster normals (especially the moves with poor range, like 2B) and maybe even a new normal to help with punishes from 5A or give him better mixup options. Dunno about the mobility part, since he's supposed to be a big fat grappler like Zangief that deals good damage when close. If you increase his mobility his damage needs to be toned down. I honestly don't think they should change his mobility too much, mostly just give him better tools. Example, I would prefer buffs like say make j.C projectile invul over increased mobility. @ Isorropia I didn't mean to nerf his combo damage, I simply meant that you shouldn't buff it. Personally, I don't like the idea of Tager breaking 5-6k without meter (especially without a grab as a starter). So if they buff 623C with for example speed & better hitbox and maybe make it deal more damage if it's the starter you would have good ground and "air" grabs. @ A.X.I.S. Regarding 6A, I know you can use it as a punish a.t.m., just not for all characters (Lamda, Mu, Arakune come to mind). You have limited options against that after a 22D, but again that's only after 22D. And tech rolls wouldn't be too bad if you could punish them better. Not really fond of Spark Bolt w. projectile invul either, but it simply needs to get buffed a bit to serve as a better punish. Heh, well the "eat" part came up when my stomach growled last night from hunger. But generally I feel that magnetism should help Tager keep the opponent in, not bring them in. Yeah, Hammerfall is great, but it just seems kind of lazy to "Eh... we can't fix it so we'll just make it into a Hammerfall". Of course, it would work. But eh, we'll see how they buff Tager in the next game (or patch?). I have a feeling they'll do the direct opposite of what Tager players want though
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@ FlyingVe Regarding the stuff about Tager being the sh*t at close range, that's what I meant with my previous post. He's not the sh*t at close range, he's sh*t at close range (slight exagerration). His mix-up should be strong, but with short reach. He should be better at stopping you from escaping once you're in Tagers range (better options vs backdashes and jumps). Magnetism should help Tager keep them close to him better as well, it should not really be used as a poor attempt at pulling the opponent closer (since it sucks at that, especially vs zoners). People should be afraid when they are close to Tager. I'm tired now and groggy as hell, so these ideas are probably bad... but: ¤ 6A should stop backdashes better (pulls in even when you hold & delay it) [stupid that a bunch of chars can escape Tager so easily w. their backdashes] ¤ 623C needs to be a tad faster and needs a bigger lower hitbox (latter might be fixed in CS2) [better at stopping jumps and if you catch them as they try to jump out with your 5A it should lead into a 623C>236B>22D or something] ¤ Better mix-up / oki up at close range. ¤ You should be able to do a jumping spark bolt and/or the move should have some projectile invul. ¤ Maybe make it so that he can "eat" his spark bolt to temporarily constantly pull the opponent in towards him. Not a strong pull, but enough to help keep the opponent in for a while. ¤ Maaayybe some changes to Sledge, as well. And Tager shouldn't do good combo damage, he's a grappler. The combos should set up situations where he can catch the opponent in a grab. His damage should come from his grabs if you ask me. Alt. copypaste Potemkin over Tager and call it a day
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5F is a bit overkill, maybe 6F. But really, a faster A wouldn't solve Tagers problems. His biggest problems come from certain matchups, mainly vs zoners. Tager is not properly balanced. He has some great stuff like his CS2 magnetism pull, primer breaking stuff, yada yada, but that doesn't really help him if those things weren't really stuff he needed. I mean even after Tager's CS2 buffs it still doesn't help him deal with Arakune. Realistically though, Tager should not have it easy to get in on opponents (he's a grappler), but he should be stronger up close to compensate.
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Arcana Heart 3 - Out Now, Best Fighter Ever
Silius replied to MouseWonder's topic in Misc Fighter Central
Apparentely, sometime this summer. http://www.siliconera.com/2011/01/24/arcana-heart-3-sweetens-up-for-european-release/ -
Most vids involve the same combos, basically. There's a few exceptions with character specific combos and the like vs Tager, ...623D>dash>5C>j.c>j.C(x5)>land>... With CS2 right around the corner you don't really need to dedicate time on learning character specific combos for CS1. Apart from the ...6D>4D>623D>j.6D>... combo it is (in my opinion) the most annoying thing to learn with Hazama. Rule of thumb is to try and catch the opponent with the 623D from as far away as possible for the combo to work, since it makes the timing easier (basically, the farther away the opponent is from Hazama when they're hit with the 623D, the more time you have for a follow-up). For example, if you do grab>6D>623D you will have less time (or might even be impossible) to land a dash>3C, if you instead do grab>6D~A>(wait for a few frames)>623D you will find it much easier to do the followup
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Looks like it. (click to enlarge) But the video being poor quality doesn't help in these comparisons. But generally I prefer to keep hitboxes realistic, not extending beyond the sprites by a great amount, so I hope what my image shows doesn't end up being true.
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From fighters generation
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That's probably why it worked. Sometimes more reckless play works, especially if your opponent is only used to more safe and controlled play. It won't hold up in the long run though.
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He's better, but most matchups are generally the same. And he still has problems vs Arakune & Co.
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Yes, Eclipse is right, the 4D~A shouldn't be there. I was tired when I typed that and I always do combos with chain reps in them, so it kinda naturally flowed in there. Sorry about that.
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j.214B# = j.Cx5 > jump cancel > j.Cx5 > j.214B Since it's repeated so often in many of CS1 Haz's combos people they decided to shorten it into j.214B# so as not having to type j.Cx5 > jump cancel > j.Cx5 > j.214B out every single time. And as you can see above you do 5 jumping C's, then double jump and perform another 5 jumping C's, after that you finish it off with a jumping 214B. If you do it correctly, it should look like this. 5C hits 2 times, but you can cancel the 5C after the first hit. 5C(2) simply means you let both hits hit your opponent before you continue with the combo. You dash 5C in certain combos to make sure you don't drop certain combos. Sometimes if you hit the enemy at around max reach of your 3C and scoop them in with 214D~C the 5C might miss entirely. This can also happen if you start a combo with 5C and let both hits hit the opponent at around 5C's max reach, which might lead to 3C hitting at max reach and you dropping the combo unless you dash in and then perform your 5C. The dash 5C is a bit tricky, so if you want to reduce the amount of times you need to dash 5C you can let the initial 5C only hit once (lessening the pushback) or you can perform this combo instead (usually): 5C(2) > 3C > 214D~C > 5C(2) > jump forward > j.Cx5 > land > 2C > 4D~A > 4D~D > j.214B#
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When CS2 has been released in japanese arcades and it's right around the corner for consoles (probably around March or something), I'd say it's not really needed at all. To echo Dusk Thanatos, this thread will be closed soon.
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Or you could do: 63214>5A (during the following motion) 789 > 360° > C In other words, lower half circle > 5A (to prevent you from jumping) > upper half circle + 360C Both are almost identical, but have some pros and cons. But do whatever works best for you. Either way it's fairly simple after a little practice, it looks more difficult than it is.
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Might be a bit confusing, but in this thread you basically ask others for tips on how to play Hazama or feedback on one (or several) of your matches. The thread you're looking for is here.
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Who cares? If people know what you're talking about then it doesn't matter. Try to stay on topic.
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Work on hit-confirms and combos (so you don't drop them). You tended to auto-pilot a bit with 3C>214D~C, even on block. Don't throw out 236236B randomly like you did at 6:00, you'll get punished hard if you keep doing it. Use it to punish moves with a lot or recovery like dragonpunches, whiffed enemy attacks, to extend combos, after a grab, after an Instant Block during enemy pressure. 632146C is a pretty bad DD. It's too slow to be used as a proper punish for most things and in combos your Heat is better spend on RC and 236236B. The 632146C ones you landed was because the opponent was inexperienced/sloppy or just luck. The chance of landing it once your opponents grows more experienced is very slim. You overuse 3C a bit, don't be afraid to use your other normals like 2A, 5A, 5B, 5C, j.B, j.2C
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Hitboxes are most likely the same as in CS1, and if you compare them: http://imagefrog.net/show.php/134239_cc.jpg Thing is you're not stuck in that single hitbox as Tager in CS1 for long and Hazama was pretty far away. The Hazama player probably wasn't aware of the deceptive hitbox Tager has on his charged 6A.
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Easier for Tager (and thus tougher for Ragna), but overall I'd say about even, so far. All the little changes add up, even system changes. Might tip a bit in Tagers favour in the future, but I honestly can't say just yet. Preferably I would rather have seen changes done so the vs. zoner matchups got easier. But maybe next time.
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Have limited time to spare, but here goes Only Sledge if it's an obvious punish, otherwise never Sledge. It is too easily baited and countered. 2D is more useful (albeit situational) if she's mangetised. Don't waste Spark Bolt on block, she can just dash away until magnetism runs out and you have no safe ways to abuse the magnetism (she can punish your D moves, 6A, etc.). Save Spark for punish or combos. Learn what you can IB and normal block punish, her 6B overhead kick can be 360/720 on block. And this is one of the most annoying matchups for Tager if you ask me. It's difficult to get in and stay in, she's difficult to punish, she controls almost the entire screen, etc.