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Everything posted by kaeru
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Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
Dai Loli, I've noticed a huge improvement in your execution in the past year. I realize you are saying you are still unhappy with it, but from my point of view, and of those who watch from the outside, you're a great fighter. I am not trying to convince you of anything, just want to point that out. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
XD!!!!!! godlike typo -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
I am really glad to hear that you are playing more often, man ! It's the fastest way to get over nervousness, and the easiest way to make more friends. -
really great stuff !
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The Good, the Bad, and Ugly as Hell Baiken Matchups
kaeru replied to THE SERAPHIC 1's topic in Baiken
Just to clarify: Hitstun -> the flinching state a character is in after getting hit Blockstun -> the time locked in blocking state after blocking an attack Hitstop -> the time where the game is completely frozen after an attack connects (block or hit) Baiken's guard cancels are activatable on hitstop, while the game is supposed to be frozen in time. That's the only reason why she ever hit anyone in accent core with Sakura, despite it being ridiculously slow. The lowest level attacks in guilty gear have an 11 frame hitstop, and the hitstop grows as the level of attack increases. 5H is a high level attack, therefore more hitstop. There are some moves that have special, reduced hitstop, especially multi-hit moves. Projectiles are special, and are very risky to guard cancel against, because only the defender is stuck in hitstop. The attacker and the game timer both continue as normal during the hitstop of a projectile. No you can't GC while getting hit, but you can GC while in hitstop from blocking. Edit: qwerty, it's very possible that the reason why you've seen it beat is because it's actually a bit difficult to perform the full guard cancel during hitstop because it requires buffering the input early. If Baiken tries to react and guard cancel, she may already be out of time when the move comes out. -
The Good, the Bad, and Ugly as Hell Baiken Matchups
kaeru replied to THE SERAPHIC 1's topic in Baiken
Thanks for the awesome post qwerty ! I personally don't have enough matches in +R to add much to the discussion, though I do want to add one thing to your breakdown. Baiting Baiken's counters in +R is significantly different now. Sakura especially can be done entirely during hitstop. If you present a high level blocked attack like 5H, even if you intend to cancel it, Baiken will be able to to hit you (assuming you are in range) during the hitstop, before the cancel opportunity arrives. In AC Sakura was very slow, but invincible, so there were ways to cancel out of attacks to make it whiff or to block it in time. One more thing I want to mention is how similar to Johnny's new up coin, Baiken's new guard cancel: Zakuro, makes a lot more matchups easier because it's a lot harder to jump in on her with long range air pokes that would otherwise beat her traditional 6P anti-air. In the few matches I have played against our resident Johnny player, I have felt this has helped me quite a bit. Being able to grab Baiken faster is absolutely invaluable, so this must be a great asset for Johnny indeed !! I hope that's useful ! -
HAAAAHAHAHAHAHAA!!!!!!!! Greenix why are you so godlike!?
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Here's a very small trick that might help timing the microdash 2B after 2C supah crash in the corner. As Bang slides away after the 623B, look for the moment he stops sliding. That is when he can dash again. Look at his feet to see when his momentum slows to a stop and 663B. Do the input as fast as possible. Another visual cue that some people might prefer: there is a subtle yet clear stage shake effect when an opponent hits the ground after super crash. Look for the stage shake to dash in.
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Generally YZS FRC isn't worth the reward of the difficulty of pulling it off. But if you want to play around with it, the guide has a nice shortcut to help make it easier. Also you could consider using j.K after it to go straight into air combo depending on where you are and what you want to accomplish. The shortcut in the guide is to negative edge Youzansen, and then hit the 3 buttons for the FRC. Since you are just letting go of a button to do the move you have more time to hit the buttons for the FRC. Again, this isn't REALLY worth the effort it requires. You would do yourself more good learning to gatling into j.D on standing opponents or hit confirming a crouching 2S into tatami. The macro glitch does not make YZN FRC any easier at all, whoever said that doesn't really understand what makes YZS FRC difficult.
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Special shoutouts to Jourdal: The reason Top 4 was hype !! I'll never forget Kirbster standing up at the end of a round, eyes wide and mouth agape, as if looking at the messiah as he said: "Jourdal is real !!" #JourdalIsReal2013 Special shoutouts to SUPERSCIENCE !!! are we fated to fight each other at every tournament?! This FITE was glorious, and I am sure the next will be even more grand !
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Absolutely Epic NEC this year. I didn't think it could get any more hype than last year but somehow it's on a whole new level.. The sheer numbers, the level of competition, the team hype, the upsets and the energy.. Just wow. Thank you St1ckbug, thank you BigE, thank you C0R, thank you Dai and everyone who ran brackets and helped organize this event. Shoutouts !!!!! To St1ckbug for being glorious. You often say how you didn't want to become an icon of the anime fighting game community, and it's that humility and selflessness that makes you the light in our eyes. We fight and train and stress and cheer and travel - THANKS TO YOU. I love you man. To my teammates, Roldy and Bill !! We had such a blast this weekend. Thank you so much for taking me on, i couldn't ask for better than you guys. I don't even have words to express how much fun I had thanks to you two !! So much tamashii in Ikaruga !! C0R, it was a real honor and a pleasure to meet you. We didn't get to FITE, but I am burning with anxiousness for the day we can be locked in battle !! Let me buy you a drink when you come to Montreal. You inspire confidence to the people around you. I know everything is going smoothly when you're taking care of it, and we are lucky to have had you help running this event ! DaiAndOHHHHH !!! My friend, it's always such a pleasure to see you again. We didn't FITE either, it will just have to wait for MAD !!! We can rock some gundam and BB and GG and everything you want to play. I wish i could've been there more days so we could hang out !! Digital Watches ! Thanks so much for hanging out with me at the tournament ! It was great to talk shit and cheer on matches with you. I will not forget that set with MarlinPie and yourself. You bring the hype with you. You've got that smooth personality and sharp dress and confident smile that shows you can take on anything. LET'S FITE !!!!! Shtkn !!! Everytime I see you on the east coast I am impressed ! It mustn't be easy for you to travel so far, but This event is a better one because you're there !! I truly mean that. Circuitous ! It was so good to see you, my friend. You're looking better than ever !!! Your positive attitude and positive spirit would be right at home in Montreal, you should consider moving up here so we can hang out all the time !!! I wish we could've had some matches, but honestly i regret nothing. Seeing you always makes me happy ! Amadeous ! We barely saw each other !! UNACCEPTABLE !!! I demand some old fashioned FITE next time we have a chance !! And let's go hang out afterwards, too !! The Jam cosplayer with us was super cool, very pleasantly surprised !! SKD !! east coast USA is DAMN lucky to have you. Such a strong caliber player and personality, alike. I am not in the least afraid to admit that i admire you. I hope we can have time to shoot the breeze and mash some more buttons next time ! We only fought once, but it meant everything to me. Thank you. da HUEY !! The one man i actually got to sit down and play. I treasure every opportunity and I'll hold on to your advice. I look forward to our next FITE. Lord Knight, thanks for the good times we had drinking and talking shit !! I was kinda sad we barely hung out last year, but man did we have fun this time !!! Expect lots of good times at MAD this year !!! Kid Viper ! I dunno if you read the forums much, but stay godlike !!! It's an honor for me to say that I've met you. You have a strong spirit, I can tell just from the look in your eyes. It makes me want to FITE !!! Let's have a good one next time !! DC, thanks for being such a brother. I finally got to meet you for real this time and I'm really grateful. You don't seem like the type to check the forum very often, but that's OK, you don't need shoutouts to know how great a time we had ! Say hi to Theo for me if you read this. Peace ! Lich !! Hang out with me at every tournament, man ! I want you to count me as a friend. I admire your courage. Kirbster. Thanks for sharing the ride back with me. It was a pleasure to drive with you to talk to all the way home. The time just flew by. You're a true friend and I love you. Brice !! Bwhaha godlike player who belongs to Montreal ! Thanks for the drink, it came from far away and cost so much and you shared it with me, how do i say thank you to that? Thanks is not enough for your time, your energy, your spirit and all the good you bring to us everyday. Goodluck with your exams ! Life and FITE are both damn good when you're around. If you ever need anything, I'm there for you. DerQ, I wish so I coudl've seen that reverse OCV into top 16. You are AMAZING !!! Airmaster, that cool guy attitude, did you have fun my friend? Dhaos, I hope you took the time to really enjoy yourself and meet new people !! Shoutouts to those who enjoyed my commentary in stream chat. It was a lot more fun than i thought it would be ! To everybody who came to NEC, KEEP THAT SPIRIT BURNING !! It's because of each person who made it out that it was a gdlk event !!
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She's not getting banned. Dustloop's position on it right now is heading towards keeping her viable in tournament. However, future Team Tournaments will likely be limited to no same character in the team. Play the game so we can punch each other in the face, and then enjoy homemade ramen !! Edit: C0R I'm really happy to have met you. Shoutouts in the NEC thread.
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I'm calling you out, Zeero. You can't feign being washed up forever, you godlike son of a #%&$.
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How do you guys feel about a MTL visit to TO for casuals? Would it be worth it? where could we go to play? Just kicking around the idea.
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Yes it is, this only puts them in an order of optimization. It's nothing that isn't already on the wiki. This is exactly what I meant by "most people will not find this useful". Combos only work because of the hitstun that makes them flow, that's normal. 2C is an integral part of most combos. All this list does is say "if you can find some weird way to skip 2C, you will save a ton of proration". Will that produce a better combo? That depends how good the moves that come after are. Swapping 2C for 3C rapid cancel adds damage. It's not useful because it's not worth the meter. Knowing that it does, however, is useful. Adding 6A before 2C in a combo, again, is just informative. Going for a combo that does more damage is something you decide to do or not to do. If it's going to whiff, don't do it. If it's going to work, why not do it? As i mentioned in the first post, I don't expect this to aid anyone in terms of what they should be doing. It's only a tool for those who want to come up with creative combos. Perhaps the title is misleading. This is as far as we know until someone figures out something new. This is to help in that. Consider the combo: 5B > 2B > 6C > iad, j.B > j.C, dash, 5C > CT > etc this is an excellent combo that makes good use of crush trigger before any really bad moves rob the combo of it's proration.
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Hey guys! This is a little something I do for myself every game. I decided to share it with you guys this time around. It might spark some interesting discussion. I actually don't think most of you will find this interesting at all, but it might be worth it anyway. This is an objective-as-possible list of Bang's normals and some specials, and how to prioritize them when combo building. I will also give a brief example of how to use it. Crush Trigger, 1000, P2 100 j.623B, 1300, P2 92 3C, 880, P2 94 j.4B, 840, P2 94 6B, 780, P2 92 5C, 760, P2 92 j.C, 600, P2 92 (w/4seal) 2D or 6D, 1065, P2 87 j.2C, 650, P2 89 5B, 640, P2 89 2B, 620, P2 89 6A, 540, P2 89 2D or 6D, 710, P2 87 (w/4seal) j.D, 945, P2 84 (w/4seal) 5D, 840, P2 84 6C, 820, P2 84 623B, 1300, P2 72 j.B, 560, P2 85 j.236A or j.236B or j.236D, 300, P2 90 2C, 750, P2 79 5A or j.A, 300, P2 77 2A, 300, P2 75 j.236C, 300. P2 75 This list doesn't need to be taken too seriously, but it can help when deciding which move to prioritize over another. For example when you have the choice between 5B or 2B or both in a combo, it can help in making that decision. How it works: When you have the choice between two moves, always use the one higher on the list. The earlier and more often you use moves from the top of the list, the better and more optimal your combo will be. Example: You can see from the list that 2C is a horrible move that sucks the very life out of your combo. Naturally if you can fit more higher-up moves fin BEFORE the 2C in your combo, you can tack on some nice additional damage. Consider the combo: 5C > 2C > 623B > etc.. Many moves are higher-up on the list compared to 2C. If we can fit any of them in before the 2C, we can add damage to the combo. That means that: 5C > 6A > 2C > 623B will always get you more damage. This might seem useless to a lot of people because most of us tend to just learn a combo that we are told is good or that Japanese players use and we're done with it. For anyone trying to experiment this list will probably be really useful (and I know many of us are in the lab experimenting with the weird stuff). Notes: Crush Trigger is the ultimate combo damage tool. It has a P2 of 100 and adds 1000 damage. Finding a way to use crush trigger as early as possible in a combo is definitely worthwhile. 2C is really bad... REALLY bad. Using 3C Rapid Cancel in a combo that will kill and you have meter to burn is an option. The list is not 100% perfect because there are times when the raw damage of a move outweighs the poor P2, like ground super crash. I've tried to rank these moves appropriately. Poison nail is low on the list only because of it's effect on the entire combo. It does 800 damage and that does need to be taken into account. Speaking of raw potential only, though, whether you poison at the beginning or at the end doesn't change that 800 damage. This list has absolutely nothing to do with choosing a good starter for your combo. That is something else entirely. I do not expect this list to be a revelation to anyone, it's just something i do every game and I am sharing it this time around to see if it's worthwhile. Feel free to discuss !
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Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
I don't really like these sorts of discussions because people are very set in what they expect and what they want and it rarely ends in convincing either side they are right. This leads to compromise for better and often for worse. One thing is absolutely certain, when you have a firm grasp of your character and all your matchups, you must play in an Arcade format to improve. If you need to develop your character more, or learn specific matchups, a 2Player format is probably best. Basically if you want to do long sets with someone you have to find someone who also wants to do long sets or needs long sets against your character. I think everyone at Foonzo enjoys competition to a certain degree. If you say no you are lying to yourself. There is a thrill and enjoyment to be had among comrades competing in the FITE and if you really didn't feel it you wouldn't go through the trouble of coming downtown to play ! We all want to improve and it's at the heart of the discussion. I'm OK with having 2Player Format, and i will play on them if someone invites me to a set on one. My personal goal is to play in Arcade format. And I don't want the dominating player to leave either, I want to beat them and kick them off myself. I will root for the dominating player so they stay on top until it is my turn. That is the thrill for me, and I don't think I'm the only one. We want our community to improve. In order to achieve this, we NEED to help those who are developing their character and matchup experience to get the knowledge they seek. This should be a priority for Monreal. In fact, our ability to help each other is the reason why we have produced so many wonderful fighters and consequently why we are on the FGC map, in North America, right now. We also need those who are confident enough to be able to test themselves in an Arcade format. There is no compromise possible here. I realize I am talking much more than usual and not really offering much in terms of solutions. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
I think you've forgotten the thrill of the FITE. It's only a matter of time, you'll get hungry again. I will MAKE SURE OF IT. RAR! -
Montreal: Le Thread Generale Pour Weeaboo Fighters
kaeru replied to BladeOfJustice7's topic in International
NEEDDDEEERRRRRRRRRRRRRRRRRRRRRRRRRRRRUUUUUUUUUU !!! -
These moments are all in the Kuni vs Teresa match vid: Interesting variation of the meterless B&B for light characters, 6P early and first hit whiffs on purpose. http://www.youtube.com/watch?feature=player_detailpage&v=b6IuGRwrJoA#t=881 Earlier in the same vid, a corner version that is very interesting: http://www.youtube.com/watch?feature=player_detailpage&v=b6IuGRwrJoA#t=82 It seems similar to the "heavy character" yoshijin loop from earlier, but this might work on lighter characters. It dropped but since he went for it, it is probably possible. It might be corner only. Grab into Baku~Unblockable Unburstable setup http://www.youtube.com/watch?feature=player_detailpage&v=b6IuGRwrJoA#t=50 Arguably, the meter would've been better spent on a Youzansen mixup, but this is still interesting and I wanted others to take a look and see it for what it is. It didn't score Kuni a combo, but it allowed Kuni to meaty with his best starter, 6HS, and use the head invulnerable frames to escape Jam's poor reversal (though, Jam could've parried). Then Kuni punishes the whiffed reversal, but the curse was over and Burst became an option once more. Gekirin counter http://www.youtube.com/watch?feature=player_detailpage&v=b6IuGRwrJoA#t=107 This is really interesting and Kuni does it MANY times in the fight, leading me to believe this is something useful that can be applied against Jam in general. It seems half option selected because he is holding 4 and taps HS to either get a late meaty on wakeup, or a 6HS cross up Gekirin punish. 6HS Startup and head invulnerable frames seem to match perfectly with this. If the Gekirin doesn't come, You'd get a 5HS poke on okizeme, which isn't totally bad, but maybe a little late. Not a big deal considering 5HS's speed. Another example here: http://www.youtube.com/watch?feature=player_detailpage&v=b6IuGRwrJoA#t=188 This is a bit strange, and I'm not sure if it's worth mentioning, but tagging a tiny bit of damage after Zakuro and maintaining Oki: http://www.youtube.com/watch?feature=player_detailpage&v=b6IuGRwrJoA#t=433 It seems to work well, and timed for the Tatami to still give arguable Okizeme. Falling tatami is better, but it might catch someone off guard? Keeping setups ambiguous and fresh has a certain value. It seems to be directly aimed at fishing for a counter hit from a mashy opponent, who sees the tech as an opportunity to punish.
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Thank you, Solid ! The makers of guilty bits did a LOT of work crunching all the information into something informative and fun. They definitely deserve most of the credit. A pleasant side effect of that video though: The pages and pages of basic Baiken info i wrote to them is slowly becoming excellent material for the wiki. It's almost done now ! If any of you guys want to take a look at Baiken's wiki page and comb it for mistakes it would be appreciated. We're only human ! Thanks again for the comment, it means a lot to me.
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Thank you for all your insight into those moments Hellmonkey ! I really like that little yoshijin loop. I fixed the input for tetsuzansen in my post, sorry about that. Also added the timestamp for the kire tatami combo against Anji, it was missing. This combo is nothing new, but it seemed to be a really good visual example since it was a topic of discussion earlier in the thread. I still have a lot of trouble with this one, myself ! Hopefully the visual aid will be useful to others.
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Kuni vs Gaku 10/17/13 Kuni vs Haaken 10/17/13 Kuni vs Domi 10/17/13 Kuni vs Kishitaka 10/17/13 Kuni vs Karun 10/17/13 Kuni vs Satou 10/17/13 Kuni grabs Satou's burst and claims his soul ! Kuni vs FAB 10/17/13 Kuni vs Nakamura 10/17/13 Kuni vs TON 10/17/13 not a good match, but perhaps useful for matchup knowledge adding these to the first post as well, finals at Mikado ! Kuni worked really hard in these sets.
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http://www.youtube.com/watch?feature=player_detailpage&v=SXIUHEJRs8g#t=183 2K > 6P > 623P, 6P > 41236H, 623P, 6P > Suzuran~Zakuro against heavy rob and pot, maybe others? here against potemkin, same combo but with tetsuzansen follow up and still end with zakuro without FRC. http://www.youtube.com/watch?feature=player_detailpage&v=WPCnCkZaHXA#t=381 Baku, 2K > 6P > 623P, 6P > 41236H~S, 6P > Suzuran~Zakuro (EDIT: mistakenly noted tetsuzansen input as H but it's S, sorry about that !) it blackbeats before kabari, but it probably can work. Against Anji http://www.youtube.com/watch?v=PvMESpLhiOE&feature=player_detailpage#t=173 2D > 236K (FRC), Kire Tatami, 41236H, 6P> Suzuran~Zakuro Safe Jump airdash HS http://www.youtube.com/watch?feature=player_detailpage&v=PvMESpLhiOE#t=299 very useful technique On light characters, raw Zakuro can go into 2D > j.D without FRC http://www.youtube.com/watch?feature=player_detailpage&v=PvMESpLhiOE#t=325 apparently keeps knockdown, too. abare on j.H pressure near corner j.H > j.236K, dash, 5HS > Suzuran~Zakuro seems to do substantial damage here http://www.youtube.com/watch?feature=player_detailpage&v=WPCnCkZaHXA#t=77