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Everything posted by DerQ
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Wait... life leads matters even less if: -Negative resistance is increased -Astral is buffed -Being low on HP builds meter Looking forward to stall the game for astral if I'm low on life lol. Was it intended for Amane to just build meter hopping around and convert more hits into astral (or burst safe hits for that matter)? Hmmm
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It's useful, getting a hit at 35% hp is not guaranteed to kill, but with astral yes And since it combos from 5D (Not cancelable on block), there's the silly OS of doing astral on 5D blocked or hit for what it's worth. I'm more a fan of denying burst opportunities lol.
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List of changes for Amane from http://pastebin.com/eBv2pyPp backdash: total duration changed from 20 to 25f. invincibility duration changed from 1-5 to 1-7f. airborne duration changed from 1-16 to 1-19f. distance travelled increased negative penalty resistance: changed from level 2 to level 4 knockdown state: hitbox during face up and face down knockdown is larger 2A: hits only once. frame data changed from startup/active/recovery 7/2(6)1/11 to 7(5 when mashed)/3/9. 5c: recovery reduced from 18 to 12f 6d: on whiff, spiral gauge increase changed from 200 to 60 airthrow: ground bounce from the first hit easier to follow up hariken stance 236D: starting from 5f has projectile armor. spiral gauge increase starts at 60 and goes up by 10 each frame to a maximum of 100 per frame. gekiren 623C: attack disappears if amane is hit 632146C: damage increased, leaves amane closer to the opponent on hit Astral: hits higher up Shedding some light on what I find interesting Backdash IMO is a buff depending on the distance increase. Covering the distance and invuln takes different pressure. More to cover on the opponent, more defensive capabilities for Amane. The punishment for whiffing 6D is pretty big, but it's already something to avoid. I checked the math for Hariken stance, it currently goes from 60 to 100 over a span of 2 seconds. Now it would go from 60 to 100 over a span of... 10 frames? That'd be nuts. I wanted to be able to gain level 2 drill from neutral, this should be plenty good to allow for it. I also wonder if stance on knockdown instead of oki can become a thing. Gekiren could catch an opponent an still hit while Amane would trade with something (Mu's laser for instance). Happened to me once in a match, could probably trade into meterless 2C. Looks goofy, unintended and out the door. Astral buff would help connect air hits into astral I guess? Something like 5B air hit, 5D air hit in the corner, maybe 6C(1). I dunno Good changes overall.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
The other guy who already lives there ATM asked himself if he'd rather try living alone and/or closer to his daily whereabouts (School and work). He'd be more content with that. I can't afford going too far into montreal because of work and if he wants to be alone, I have no say on the matter. That being said, he hasn't found any apartment yet in that area AND the place he's currently living in is not gonna have anybody living in it if he does. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Apartment plans foiled, the place might be up for grabs -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
The list is OBJECTIVELY full -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
That would be the plan (meeting at one pick up location) and it could be my car, but I'm not thinking of car planning until I know who is coming or not :P -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Wow you Neo-nazi much? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Gore meetup in 10 days. I'm assuming this list is who's coming. IF YOU'RE NOT, LET ME KNOW ASAP. Other people would take your spot if you end up choosing not to go. Me Sam Ped Greenix Le mal Raiyan Bearblaster Reyntime Daisy Kirb Air -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Blade, the hieroglyphs are things you can't read or decipher. You don't need to decipher pyramidal damage to see it took your whole life to build it -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Current list of people coming to Gore in 2 weekends. I'm assuming you're all in, if you're not let me know. Me Sam Pedro Greenix LE MAL Raiyan Bearblaster Reyntime Daisyfan Kirbster Airmaster -
Saw Jiro do Raibu > 6D reset once on a Noel. He reacted to Noel using 4D > 214D and released 6D > 3C CH Noel. Just went into training, it works, just gotta react/guess. Unless I'm missing something about how she could use 4D to get out of all the drill setups
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Random notes Thanks to playing lvl5 a lot Jumping/Zettou B above her fireball can be a bit troublesome if you want to press j.B as well. or hit her for using it. 5C's second hit is not stable against her, I've had it whiff many times. If she does D fireball > D dash, you can j.2B above the dash, OD cancel for max rewards. Really reliable since her timing is pretty strict when using it. Plus it's reactable. Her 3C gives good rewards on fatal and works well against the C pokes of Amane. Being mindful is enough Her wake up reversal game with stocks is shutdown pretty easily if you safejump or bait accordingly. You can OS the punish for whatever she tries unless it's a rapid cancel. You run forward after a block DP and input 3C. -If She does DP > Dive. It's gapless and you won't get caught running, 3C is eaten by blockstun. You can punish with 2A non CH. 1.5k meterless. -If she does DP > Ball. You go in, time 3C accordingly, and get a free CH. 3C > CT punish is 4.4k + knockdown. 3.8k meterless otherwise. -If she does DP > Ball > dive. You'll run under and your 3C input will be 1C. 2C comes out and hits her non CH and standing. 2.3k punish meterless I'm not really gonna go into strategy because I'm fairly confident nobody plays her like LVL5 does.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Same for me, staying cozy at home tonight. -
We had a tournament this past weekend out of town. My recorded matches are timestamped in the description. I have an idea of some flaws in the Mu-12 match, but I didn't rewatch any of this. I want to rewatch them with what people have to say about it. 2 out of 3 against WakeUpDp's relius 3 out of 5 against Pochp's Mu-12 Winner finals 3 out of 5 against WakeUpDp's Relius loser finals http://www.youtube.com/watch?v=D7XhVkP14fU
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Buy mine, it's up for sale. I'm sure foonzo could sell it's current location for a more "strategic" one in Gore. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Speaking of Gore, http://sankishin.com/board/viewtopic.php?f=37&t=272 That being said, there's already possibly 13 people coming... That's most likely the reason I was holding back on Gore. The hype built up, everyone wants to come, but it seems to rub my parents the wrong way to borrow the place and invite too many people at once. I don't want to end up saying no to some people or yes to others, but sadly there's a limit to it. Is there a proposed way to resolve this? -
I watched these over the span of the whole week, didn't pay /too much/ attention to details so just keep that in mind. In the set against Ryuudo, I noticed a few 5C attempts to catch him jumping/Instant air-dashing. The guess was right, but the spacing was off for it to happen as he still jumped and reached you. There are a few spacing related things that would happen now and then that you could be more mindful about. I noticed some 5B > 2C > 3C whiff happening sometimes. Very minor stuff to notice, yet way too important in all aspects of this character. Saw a lot of 5C > 6C > 6A > j.B > Combo drops because the opponent was too high when 6A connected. If they're higher, either attempt another route or delay 6A really reduce drops when going for it. Delaying 6A can still hit with the opponent behind Amane, it's a side switch, but it ensures to properly followup at the correct height. That or 6C > 214A > j.B > 5B > 5C > 6C > etc works like a charm if they're too high. Last little thing, I don't know if you're aware of it while doing it. When you go for 6C(1) > 236D~D > 5B >236D~A, do you realize you sometimes can do 6C(1) > 236D~D > 2B > 5B > 5C > 6C(1) > 236D~D> 5B(1) >236D~A or do you shorten the combo on purpose for some reason? It's a bit more damage before the reset unless it's to make it harder on the other player to know you're going for the drill reset (less time to react)??
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
OH SHIT, MONDAY OFF? YOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. Planning free, two days of drinking in Toronto confirmed, maybe 3 (Not really, just felt like smashing my keyboard with some over-the-top fake-ish something-ish-separated-ish-ish-thingy hype-ish) Friday's schedule is team tournaments for marvel and SF4. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Setting a minimum of things straight regarding Toryuken: -1 night minimum at an hotel or someone's place there. (Unlike ottawa) -Either leaving Friday evening, arriving late that day, have a 2 night stay in Toronto. Or leave early on saturday, arrive in time for the tourney, have one night stay -Leave Toronto sunday afternoon so we don't get home too late. -Gas and hotel split amongst 4 rounds up to 80-100$ usually -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Early-ish may -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Sharing good beers in Toronto >= BB tournament > Taking a nap saturday afternoon > GG Tournament I'm interested yeah -
So long as you stick to doing safe stuff at neutral, tager cannot really out maneuver you and you should be able to get a life lead and sit on it. Gets hit early: No need to rush things or take risks. Tager cannot catch Amane at the start of the round. From there, you start playing neutral. Magnetized (And Tager's internal mechanics/pressure): This is the real only threat. If you are magnetized, some things will become really wonky against Tager because Amane + magnetism produces weird stuff. Don't risk yourself hitconfirming something hard if you are magnetized, it may fuck up your spacing and force you to drop a combo which usually results in Tager teching in front of you while you're recovering. Evaluating spacing on C moves becomes risky as they might change and anything too spacing specific. There's spark bolt to watch for as well, no need risking pokes and get whiffed punish in spark bolt. If anything just block it or try jumping above it, but respect it. A hariken drill can block it, if you can get one up BEFORE Tager has spark bolt, it can help a bit. Aside from that, if you do get hit into knockdown or end up blocking, knowing Tager's pressure helps avoid being stomped for one wrong guess in neutral. You can backdash some stuff like sledge. Brice gave me one piece of advice that really helps. "If Tager is doing blockstrings, he can't go for a grab so don't be scared of it". Unless Tager is going shenanigans, a blockstring outside of 5A should not go into a grab because it's harder for Tager to do so. Expect overheads, low, rapid into extended pressure (which usually makes people flinch for free). Bad use of meter: I don't think that's too bad unless you mean using reversal and it gets blocked and only that. Counter assaults are nice, especially if you catch Tager after he used rapid in pressure. There are a few more things that can go a long way in this match though: Sledge and drills: Tager can sledge your drill/oki. If he's reacting accordingly, you can start faking him out with hariken stance or use 6D with 50 meter to rapid if you see the sledge. Pressuring Tager: Tager is only scary once you're in his face, don't give him that chance and if you have to, you'll need to establish respect first by reducing his defensive options. Amane has enough holes in the desired pressure to allow Tager to use his cmd grab. There's no way to go into 5D from pressure that's gapless for example, leaving you open to 360 grabs. Fake being on the ground, go for safe options, watch sparkbolt, etc. You shouldn't try to win the matchup this way Using C pokes harass: This is one of the possibilities for Tager, even if it's bad. A bad call while Tager is super jumping at you can result in him hitting you or forcing you to block. It's more than likely guessing on your part and on his part, you should instead prioritize reaction to limit his movement instead of harassing. Once Tager is in, you might just have lost and this is one of the ways he can do it. Super jumping above him. Tager can't do too much about this, just be careful not to extend your hurtbox by doing a move while going over him. I used to do double jump > B hop forward > turnaround j.B and I would get counter air thrown. Amane's hurtbox doesn't extend if you don't press anything. If your goal is escaping the corner or going behind Tager, there's little rewards for trying to press more buttons than that.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
If you want to play gundam, be there before 10. I'll want to leave around that time