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Everything posted by Klein
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Darkstuff, you can find me by who's rocking the red beard with brown hair, and potentially smelling like baby. (Sorry everyone)
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Pretty much Eire. You live there, but you're not a true Cookevillain
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I'd say 1 $ tournament, because I'm sure most people still don't know Suguri well enough. Also Milln, I no longer need a ride, got one from Nikki.
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It's okay, Naimat can still play with 'em in your stead
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Add Watakushi721. I'll get to it sometime in the next six months.
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What happened at UFGT was gross at best. Putting a TO into a lose-lose situation because a player got pissy about being called out for being late, like any TO would do is awful. The fgc shouldn't encourage that by allowing it, even for top players. Also, feel free to add me on Skype anyone. Name's haku.men2
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I feel like if you become a regular at MTNG you'll find out the fun way c;
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[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
Yeah, I'm definitely okay with an even footing with everyone else as long as it keeps some basics. Don't add rolltech plz Daisuke. -
I will explain the fuck out of some GG stuff if you're legit interested. Otherwise my fundamentals apply to P4U enough to make Mellis ragequit at FR
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All that should be on the first post. If not, it's Game Galaxy to go to, and I think 10$ entry. I could be wrong, this Tuesday will be my first fight night as well.
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Done! Edit gogogo. Pardon me if my summary isn't entirely accurate, last I checked, there was no perfect description of every fundamental, so I'll do what I can. The "fundamentals" I spoke of are fighting game fundamentals that apply to any fighter, like Yomi. Yomi is your skill at predicting what the opponent will do. It applies constantly. Any time there's no single answer that's the only good option. Say you're putting pressure on an opponent and you know they like to mash DP, you stop your string to block and they mash DP, leaving themselves open to a free punish. That's good yomi. Same with if you've got an unreactable mixup like a command grab swinging your way, if you guess right and jump the grab, that's good yomi. Practice this by simply fighting humans and figure out common mistakes and patterns. There's also footsies, which is your movement in relation to the opponent. For example, if you walk just in, then just out of an opponent's poke range and they swing to miss, that's good footsies and a chance to punish the opponent because of it. It's unwise to just dash in face first into the enemy's pokes, so you have to practice good footsies. It's very prominent in Street Fighter because of the slow walk and dash speeds, the short pressure strings that lead quickly back into the neutral game where it applies, and the danger of whiffing certain moves like sweeps. Spacing too. Spacing is the skill of knowing your attacks' max and optimal ranges. Pretty sure Yosuke's 2B will whiff if you jab enough times before confirming into it, so knowing where it whiffs, after how many jabs, etc is good spacing. Even if the example isn't that great since I don't think Yosuke uses that much 2B outside of anti-airs. Another example would be Kanji's dives. If you miss-space a dive you just whiff and open yourself to a punish. There's also hit confirmation, also known as Abare if I recall right. It's the skill to take a random hit and confirm it into more, like hitting a 2B and jumping into a full combo. Good hit confirm skill includes normal confirms like jab or anti-air, to more advanced confirms like crouching opponent only combos, or counter hit combos. Defensive habits can carry over between games as well, depending on the game. Most 2D fighters have mids and lows as their main pokes, and pressure tools. So you'll want to block low and react to highs on defense at a basic level. At a more advanced level it adds more difficult to react to mixups, like Aegis' flight shenanigans or Chie's airdash>high/low game stuff. Basic defense I'd shoot for in Persona is the ability to react to most if not all AoAs, and the ability to block simple cross ups like Narukami 9jump>air turn>j.B. 3D fighter defense is very different from my understanding, thanks to highs and mids being the main thing as opposed to lows, but I can't say I have any decent experience with them, so tag in a Tekken player? Execution is a fundamental as well. It's merely the skill to be consistent and good at making your fingers, and thereby your character do what your brain wants. Training mode is your friend in this skill, but don't overdo it. Lots of players, especially anime players like to sit in training mode and hammer combo muscle memory into themselves so much that they miss out on time to practice how to get the hit that necessitates the practice in the first place. And the last thing I can think of is mixup. I'd imagine you know a fair amount about mixups since you've researched Yosuke, so I'll just say it's a skill that's directly tied into execution and yomi in trying to condition your opponent to not block your next move. Say a Kanji does nothing but mixups without command grabs in round 1, you'd probably be more inclined to sit on the ground and get grabbed that way. That's the mixup Now to the experienced players who know all this already: please do not hesitate to correct me, the goal here is simply to help the OP and nothing else.
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[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
I r smart because I can be a smart-ass, see? Calm down guys, take a breather and analyze without being assholes to eachother mmkay? It's the best bet here. Edit for above post: Links and gatlings do make a difference in gameplay more than just links being harder for some, and easier for others. For instance, Slayer's late gatlings and links allow him to confirm and think about his options for longer instead of having to use a jab buffer, or commit to an action instantly. -
[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
This argument is ridiculous. We've been over why GG is the way it is, how to improve it, and how similar mechanics work in other games. Arguing in circles is foolish, and the cards are all on the table, so there's nowhere else to go. The trailer for Xrd looks sexy, and I can't wait to see balance and mechanic changes. Hoping it favors how I like to play, and if it doesn't I'll stick with +R or find something new for fun. -
The OP already has answers. I just dropped what I felt would've helped me find what I needed to way back when. If it doesn't help move our OP in the right direction then my bad.
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Shitting on players and other games is disgustingly toxic to scenes. I started off on a website I enjoyed that regularly shat on SF that turned me away from the SF scene, but now that behaviour has left me resenting the original website for being ignorant assholes.
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The best advice I can give any player starting out is a combination of things to remember. Play who you want to play, keep your ego out of the game, and work on fundamentals above all else. There's a million examples of why those are all good ideas, but you'll figure them out, and see why they're so important soon enough.
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[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
Not to mention, the execution barrier of GG honestly sounds way worse than it is. My execution is below average at best, and I can make do with it and take wins, or come close against great players. -
[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
I can't think of any move with an FRC point that's better to RC than FRC unless you count Slayer's Dandy Step, lol. But there is stuff that straight up can't be FRC'd but can be worth the meter like Slayer's 2D>RC>full combo -
[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
I'd like the game to be like my gaming scene. Friendly to newbies, but not enough to coddle them into bad habits. Also to Blade: I think the 6(FRC)6 stuff makes sense, but Chemical Love would probably be perfectly fine as a quarter circle motion. -
Man, this makes me want to netplay with people. Errbody get on PSN so I can push buttons against hoomanz. I'll even get bodied in BB if I can find it and someone wants to do it
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[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
The bad side is it'd change or take away a lot of the predictability that balances the cost of 25% meter. And it's not like easier FRCs would make the game THAT much easier for a large portion of the cast. Game'd still be chock full of weird airdashes, tight links, etc. Also to Moy: you main Ky right? You can still do some good oki without meter, and oki is what he's largely about. You can get by fine without hitting FRCs 100% of the time, just work on them slowly and don't consider yourself crap without them. -
[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
Difficulty is subjective, different people will have issues with different things. My main issue is Slayer's delayed airdash after BBU>5HS, but FRCs I can usually get down to a 50% success rate within minutes. The only thing I can really give you is good wishes :/ -
[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
You can't DP a predictable but powerful oki setup. -
[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
Yeah, it's totally just complacency, but it's something to be aware of that can happen by accident. FRCs are an effective limitation, making them not arbitrary. An arbitrary execution barrier is an absurd super input, like Dizzy's 2864 or Justice's randomness. I could remember wrong about Justice, but you get the point. -
[Xrd] News & (Theoretical) Gameplay Discussion
Klein replied to Shinjin's topic in Guilty Gear General
Yo Moy, my advice is learn execution through pvp fights, and training mode. Every time I've taken on an execution hurdle it's been after a while of fun matchup and character learning in real fights. I'd recommend dealing with imperfect execution and just playing for your fundamentals for a while with some training mode on the side. And I'd say hit confirming with players you know, vs players you don't IS different. I get used to my close pals blocking simple mixups, so I sometimes miss a hit just because the opponent was in my mind gonna block and set me up for a command grab or some such. Ideally that won't affect you, but it's one of those things you can miss.