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Everything posted by MashThat5A
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What impact has GG, BB, or P4A had on you in real life?
MashThat5A replied to Dark Ranger88's topic in Zepp Museum
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What impact has GG, BB, or P4A had on you in real life?
MashThat5A replied to Dark Ranger88's topic in Zepp Museum
Blazblue made me despise 90% of people that play my old character. -
Let's get Haven vs Lost so Haven can get that runback.
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(CSEX) (XBL) FT10 interest thread
MashThat5A replied to Young Navigator's topic in BlazBlue Online Play
Just because he happens to block some moves doesn't mean he's blocking. -
Operational Definitions for Gameplay Terms: The Project
MashThat5A replied to Digital Watches's topic in Guilty Gear General
Lambda applies full-screen pressure with swords. The point isn't to create mixup. Moy, I'm not saying that. I'm saying you would not be threatened by a player that ONLY uses 2A. -
Damn it Omni that's my thing.
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Man, watching my matches in that is super depressing. Every time I got close *poof* curse. ;-;
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I don't understand your argument about Jin's overhead. Yes, once he has 50 meter he can RC it, but once you have 50 meter, you have Tsubaki...again, saying characters get better with 50% but Haku gets better with 3 stars isn't a valid argument since 3 stars is less than 50 meter... Also, since you build meter for free having to spend it to do mixup isn't a problem. Also, 2C>whiff 5B doesn't work against anyone good.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
MashThat5A replied to Yuushiro's topic in Archive
I hope Fenrich doesn't get mashed out by tager. One of my favorite players has to lose to a tager. So I'm making Kogatan the sacrifice ;; ffff-yoooooou. -
No, what conditions them is patterns in play. Infact, I'd argue it's the opposite of distress. They are confident that you are going to do A in x situation. So confident, that they calm themselves and don't even think about the possibility of B or C.
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Conditioning is not pressure. Pressure is putting your opponent under psychological distress. Conditioning is training them to react to a situation in a certain way. Both involve making your opponent make mistakes, however, they go about it differently (although you seem to address the former afterwards by "keeping them on their toes?" conditioning tries to make your opponent go "off their toes" if that makes sense). Also, if you have read the last 5-10 pages of "discussion" I have a good reason to be short tempered.
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Just because you don't get a combo from it doesn't mean it's useless. You said it yourself, it's a pressure tool. It makes your opponent unable to just sit and block all day since it's hard to react to, which means they are more likely to make mistakes.
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Operational Definitions for Gameplay Terms: The Project
MashThat5A replied to Digital Watches's topic in Guilty Gear General
I think the best definition of pressure is somehow related to the first Merriam-Webster definition: 1 a : the burden of physical or mental distress After all, only keeping your opponent in blockstun doesn't really seem to be a good definition. How pressured do you feel by a player that only does block strings using 2A? I'd argue that applying pressure to your opponent is the act of making them feel as if they need to commit to something to stop your options. It might also help to discuss why we use pressure in our definition as well? i.e. Pressure is used for force the other player to make a mistake. -
Oh god, I figured it out. You all think pressure = strictly blockstun. I'm done here.
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Star-Demon seeks THE BlazBlue weekly Podcast
MashThat5A replied to Star-Demon's topic in BlazBlue Online Play
At the risk of sounding rude, this is a terrible idea -
Star-Demon seeks THE BlazBlue weekly Podcast
MashThat5A replied to Star-Demon's topic in BlazBlue Online Play
I hope I didn't say anything dumb either ;-; -
Being gimmicky means they have good pressure right? Hakus trm setups suck right? React to the grab 18 frame overhead is easy to react to right? Haku not having meter is a problem even though he gets it by standing still right? Ragna gets gimmicky when he has 50 meter, Hakumen gets legitimately scarier when he has 37.5% meter. Ragna is better.
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Not rushdown != bad pressure
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As much as I would love to continue arguing about I character I never mained, I'd look pretty stupid in doing so.
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My experience in the Ragna vs Kune matchup is Souji bodying all of my 6As with j.4B when I tried to react mash him out of his pressure reset. Unless you're telling me to react to the jump startup. Oh, and if you're telling me to DP that, then the fact that DP is my only option against that means that his pressure is good.
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I'd argue that anyone with a jump cancel-able normal that gattlings into non-pressure ending moves, hits crouching opponents, and can be staggered has better pressure than Ragna.
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Called that shit.
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Operational Definitions for Gameplay Terms: The Project
MashThat5A replied to Digital Watches's topic in Guilty Gear General
Hmm, I'm not sure if I agree with the frame trap definition, since not all frame traps come from strict frame advantage since you can also create frame traps by delaying gattlings. However, if we were to rework frame advantage to include gattlings, then it would work. I guess gattlings are an indirect frame advantage as opposed to the static frame advantage we're used to seeing in frame data. -
Okay, I'm getting tired of this. I'm going to go through both of those options and explain why they're bad ideas. 5B>5D: 5D recovery is faster, so you're not going to get punished easily if at all when they block this in the air, especially since they will need to use barrier on the 5D in the air which will push them very far away. But guess what, either way, jump or no jump, you lost pressure if they block. And to make things worse, if they block 5B and the air barrier block pushed them far enough away so that 5D whiffs, then...yeah. 5B>6A: This is even worse. If they block at all you just did 6A on block. No jump cancel. That's not even considering that the air barriered 5B didn't push them out of 6A range in the first place. 6A in CP is -11. Anything you do to keep it "safe" after that is a risk. And you need to do something. Again, this is why I think his pressure is bad. Sure, his pressure is "good" when the opponent is just sitting there, but what character doesn't have good pressure in that situation? Ragna's problem is that limiting your opponents options in pressure while keeping it diverse involves taking a risk, where as characters with actual good pressure (Tao, Litchi), can limit options while staying safe. And, being wrong with them doesn't end pressure.
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Exactly. And 5B is used a lot in pressure resets.