ryokoalways
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Everything posted by ryokoalways
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I'm going to be shameless and say that a lot of crap is due to lag. Also, remember it's a friend, so he has been through a lot of conditioning. Somethings do not work immediately against players you first play. And a lot of things I do are baits. Feel feel to figure them out. Lastly, feel free to critique. I make a load of mistakes just like everyone else. I've looked at the vids already, but anything I may have missed is good to know. I am going to post a better set of matches against him later. Edit: This means this batch is with CRT, so 0 Lag. Hello Instant block~.
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TJL(HK) vs YW(NO) In my friend's defense (and partially me), switching from HDMI to RCA on HD TV caused enough lag to screw up his combo ability. He doesn't drop combos.
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I was questioning the exact date, because no official announcement was made. I know the general time frame that the game will hit the arcade (Before end of December).
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Next Loc test in 10/24-25 @ 大阪(Osaka)「難波ヒルズ」.
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switching between 5a and 6a should be more than plenty. Or better yet, block. Carl doesn't really have mixup without neesan in position.
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All I heard is it's coming this year, no question. But I will take your word for it for now. I don't think you'd post information that you can't vouch for anyways. Besides I don't have friends that work with arcade related events.
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That's not the problem with your reasoning though. My point is more or less that you shouldn't assume something doesn't work based on "should be able to see it coming". Good players can make the slowest things seem ambiguous. That's what I wanted to get across. Again, I'm just too lazy to present examples. It's easier to experience it first-hand than trying to have someone explain it in my opinion.
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I think he posted after reading stunedge's post, and is not actually confirming the source. Correct me if I'm wrong though.
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Stunedge, did you perhaps make a mistake in reading the release date? CT was released last year 11/20. Maybe you read that incorrectly? I even asked several Japanese friends and no one has heard anything.
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I was unable to confirm for him. He probably has another source, if it's indeed correct.
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Doesn't stop nirvana via throw break.
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I'm going to make it more simple than it actually is. The reason you are giving basically means hakumen will also be unable to land tsubaki because you can "see it coming", which is a rightful argument because it's not like it's super fast, on top of the fact the motion is easy to see and large. But that's the wrong way to look at things. In an actual match, it's possible to speed up the flow of the fight to make things harder to see because more things are coming into play. Same applies to carl, which has timings and setups that makes it much more difficult to distinguish between the clap or the stab, either via ambiguity or just with a more rapid setup. Again, I don't want to talk about this because it takes too long to talk about. It's much easier to just go watch vids and see for yourself, or better yet, experience it first hand in an actual match. This is more due to laziness on my part. Anyways, I'm done with this subject.
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Sorry I don't feel like explaining all the details. Try to figure it out yourself. It's just common sense.
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Yes, what you said is correct, if you know it's coming. Good carl players won't let you know that it's coming. Of course you can counter whatever carl is going to do if you know what move he is doing, but that's just theory talk.
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Thanks. Better to be corrected than to be wrong.
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They bait with Con Burio (sp?), not with "not doing anything". And qwerty is about right, as scary as it is to be stuck between carl and neesan, without clap loop and hp, hakumen will make quick work of carl. Not to mention neesan dies in 1 6c > shippu. If you hit neesan with 6C and have 4 magatamas, kill that bitch.
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I stand corrected.
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You meant akumetsu. Anyways, ragna, for most part, has control of the flow of the fight, so just keep that in mind and things should't be too difficult.
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As long you have a move that's over 1 active frame, it can be used as a meaty (technically speaking 1 active frame is enough, but personally I'm not good enough at getting it every time). This is also where the feints come into play, they allow you to pace yourself into a good oki game, on top of being ambiguous.
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I'll put it in a list form for so it's easier to follow. Off hop: 1. Throw 2. hotaru 3. tsubaki 4. 2b/renka 5. hop again 6. 6A (frame trap) 7. 6B (anti poke) 1-5 are in no particular order, 6 and 7 are last because they should be used the least. Keep in mind hakumen has a great counter to everything. Problem is most of them only counter one specific thing, so you just need to be good at guessing. Pretty straight forward. Finish those, then work on your oki and feints. i think that's where hakumen's oki is extremely scary, because then everything looks almost exactly the same.
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The only way you can get off a reliable (unpunishable) oki crossup setup is off 3C. Don't try it after musou.
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I know, it sucks without the frc, doesn't it, just like dead spike.
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Well of course there is a timing. Can't really put it into words though. It's not hard so don't think too much. Just 3C, run at them, when you see tech, do 3a, and you should cross up.
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run and hold 3a so you don't break momentum. That's about it.
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10/8開催高田馬場ミカド3on3大会動画アップ (10/8 3v3 Mikado) Part1 Part2 Part3 Part4 Part5 Part6 Part7 The last one with zappa mirror in part 6 was the pretty funny.