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Everything posted by DerQ
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Won't be at foonzo tonight because of "No way out". #NotAnAspirateur Most welcome -
As far as I'm concerned, proration is only damage scaling in BBCP. Someone confirm or deny if it's more than that. The combo "timer" might explain why they drop out at some points in the combo. I'll just sum it up because you can find all the details on the dustloop wiki or more specifically this section When you do a combo in BBCP, an invisible timer runs and decays the hitstun on your attacks. This timer varies depending on the first attack of the combo. An N starter will equate to more time allowed before hitstun starts decaying over S starters. In Amane's case as well as most of the cast, you'll really only have to worry about those two (N and S starter). These values can be found for each move on Amane's frame data page under the Starter column. Aside from the numbers behind, just understand that hitstun starts decaying 5 seconds in the combo if the starter has a good value and 2 seconds if the starter has a bad value. Once hitstun starts decaying, some combo routes become impossible since the opponent can hold to tech and get out. A good example is 5B > 5C > 6C on an airborne opponent. If the hitstun started decaying, 5C won't connect from 5B and 6C won't connect from 5C. If combos are dropping out for you, then it might just mean you ran the timer to a point where the combo you wanted to do doesn't work anymore. That or simply doing something that wouldn't work normally anyway. I hope this answers what you were looking for, let me know if I misunderstood what you were asking
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Hard to give feed back on the two first videos since they are letting you do w/e you want at neutral too easily Regarding the Koko match, aside from the first round, you're not being mindful enough of Koko's wakeup options. I saw you do Zettou > j.B > Land + Dash at one point and what happened was Koko teleporting behind you resulting in your dash being a backdash. It's not specifically the teleport, but there was a lot of these flukes tbh (her backdash for instance). Other than that, some of your decisions at neutral were really high in commitment. A few Raibu at neutral suggesting Gekiren attempts, 3 Gosei with no meter from rather high above. Sometimes Koko would punish some of these, not appropriately enough, but putting you at a disadvantage nonetheless. Last, I'd suggest learning/using the corner carry loop [5B(1) > 5C(1) > 236A > j.B(3)] x3 over the hariken cancel loop [5B(3) > 5C(2) > 6C(1) > 236D~D > 2B] x2. Damage on both these routes are fairly similar but having corner and 6D setups that may be guaranteed is worth it over the hariken loop any time.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Maybe 30-40 split amongst everyone in the car. Top of my head -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
PM'ing you his phone number -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Ok for sleepover over here if needed -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I'll check tonight w/ my family if those getting in my car (or Kaeru's???) can sleep at my place. Bedspace could go up to 6, I'm expecting it to reliably go up to 5. Quality couches ahoy -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
If you have a spring break week/vacation, let me know When's Gore -
To get drill level 3 off Overdrive cancel, it's safe to say you'd need 60% life. Instead of 236b j6d 236a j6c j6d, why not go with 236b j6d 236a j6C j236C? Even though you lose damage, you keep the drill instead of spending it on the super. Should give knockdown too as well instead of air tech because of combo timer/hitstun decay. Gekiren after super would too if you want the knockdown. A little note to add. On FC, you should be able to hariken cancel and overdrive instead of using overdrive cancel. Would lose to burst, but it's a possible route if you want to do this combo above the correct life threshold.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Remember to stock your fridge Heartless -
Indeed, air-hit = hitting an opponent while he's airborne, at least if you're referring to first post I intended that. And if you do 6A Anti-air > 5B, 5B has to be one hit unless you got 6A Counter-hit > Delayed 5B (3)
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My bad, for some reason I read that as faster startup instead of faster as a whole and largely assumed 2A's frame data was like 5A. Disregard my comment on that, posted way too fast. Thanks for simply pointing these frame numbers and pointing out that mistake.
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It's too hard to conclude something honest from only these changes (assuming there's more). That and system changes But the prospect of having drill level 2 from neutral might be a really good starting point. More hits per 5D even on barrier, easier to maintain from neutral, more frame advantage. This could be really big. 2A one hit is a better grab game. Tick throws are wonky with Amane and having one hit will make a good difference. That means better mixup from point blank. He lacks good mixups, but his design doesn't deserve some at the same time. This seems fair. @Stensatsu, 2A won't be faster... Just one hit instead of two. That doesn't change his defensive game at all unless it would be something like faster startup. It'd be nice, but it remains a "IF" On and on, these changes mostly look like increasing rewards, reducing risks only slightly for things you could already do. But not really game changing or enough to alter his gameplan.
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East coast Canada kimochisensei is my JP PSN
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I did it, I'm the best. BEST SCHEDULE NA2014. #BetterThanTSM #SIZZILINGHOTSKILLZ I'll be at foonzo tomorrow since the car will be at the garage thursday evening -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Staying at home tonight after all -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I'll think about it through the afternoon, will edit or repost to say whether I'm coming or not around 5PM, and if I'm coming it's past 7-8pm -
Well, all the j.D CH Litchi got on you were 5C or 6A attempts? I'm guessing 6A considering Litchi always went high in the air with an air dash, letting you plenty of time to react to everything but j.D. Maybe avoid anti-air on her at a certain height? Low j.D were rarely a thing. In that Litchi set, trying to figure out what was going on was a big blur. Litchi wanted to set the staff and do her stuff, the way you moved made it look like such on your end too. I failed to see more than that tbh and since I don't know how much you're used to playing Litchi, not sure I can say anything worthwhile. In the Hakumen set, I noticed you backdash (nervously) so much that it's actually hurting you. Kishuu simply catches up w/ Amane's backdash. Many times, he'd just double the distance and grab you or use the followup and hit you. You were also backdashing even if full screen when Kishuu's not even in range. I get that you don't want to deal with that move, but you're pushing yourself in the corner / getting hit while doing so too easily. I don't know what you might have tried in that regards and I'm curious of it since you might have more Hakumen experience than I do. Mostly just ideas, but why not use hops now and then over backdash. More freedom not to push yourself too easily in the corner, covers slightly more distance than backdash. Call it out and jump + hop forward to go above Hakumen. If he hits you in the process, can he convert into anything worthwhile if you're so high in the air?
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
We're at a point where it's reliable to expect to see faces from the community on wednesday, thursday, sunday and heck maybe even tuesday again. Sure, there might not be an ease to accommodate larger meetup days like we used to. But if we can reliably trade this convenience for a place we are welcomed with open arms 4 days out of 7, I'll take it. I'm also not under the impression we will get thrown out or be replaced by what brings money. I asked Phoun if we could run UMAD, he replied "Sounds good, just ask Jin". I asked Jin if we could just run it that date, nothing more, nothing less. Just a confirmation on the date and he offered me help, asked me what I needed, said he'd refer us to his girlfriend who's in a good position to help with promotion. Sure, UMAD brings in good revenue to foonzo. But they're still ok 5 minutes after I asked to say to other customers "DJ and chiptune saturdays are cancelled for an FG tournament" All that for weekly customers for who it is okay and approved to spend less than other customers. Sure, we get pushed in a corner. But if we wanted Foonzo to be more our way, it'd be in our incentive to bring in a considerable amount of revenue more so than their events have been bringing lately. That being said, I wouldn't expect us to be committed to doing so or even accomplishing in the first place. Far more interested in playing the games. That doesn't bring money, and they're still not kicking us out. But place wouldn't live otherwise, nor would I expect any other place to do such without a trade-off. That one other place we should be thinking about would be meeting at other people's place. That would be the most reliable method. Let's just get an apartment together and turn this in MTLBB. Meanwhile, let's just split our numbers on more days because trading off a huge meetup day for schedule convenience and having plenty of setups is worth it for now and potentially a long ass time. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
#TeamNAH -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
RIP coming tonight, got stuck in traffic for 30+ minutes BEFORE getting on the MTL island. Easier to come by tomorrow. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
straight to foonzo for me, not in time for poutine. PS, there's interest from me (at least for now) for gundam on tuesdays. Let me know how I can help (bringing console + game I assume) -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
yuuuup -
Watched the whole thing. Here's thoughts in no particular order: -There are a considerable amount of hitconfirms that leads to damage, but goes back to neutral. The most glaring offender is your use of j.2B > Hop > j.B > j.C > j.6C > j.2C > Gosei whiff. The idea of using j.2B against Kagura's approach drives is smart, didn't think of that and it works wonderfully asides from looking tough to convert. I would suggest just adjusting the confirm to make sure you get a knockdown. j.C > j.6C > j.2B > Gosei would give damage really close to what you're trying to do. Maybe try and hop in the same direction from the first j.2B? The chances of Kagura going behind you with one of his drive if you're trying to beat those seems like it'd be low. Why not always hop backwards from j.2b? Or spending resources to make sure you convert could be an idea considering how many times it happened. j.2B > Rapid > 5B > 5C > etc. is good damage. j.2B > OD > j.2B > 5B > 5C > 6C > 2D is also easy 4k+ if you're around 70-60% health. Last possibility is say fuck damage and go for knockdown. J.2B > gosei or j.2B > Hop > j.2B > gosei, etc. I saw you go for 6C > 6A > j.B routes when the opponent is slightly high, sometimes rendering the route impossible or way harder. It didn't play as much as the one above, but still part of where some missed damage and knockdowns might happens. I tried pinning down a reason for your loss in this round at random and you have a good control of neutral throughout the whole game, but never go into a knockdown. Doing so would have won you the round, your pressure game is definitely good enough to give you more mileage than your neutral game I would say. -Speaking of pressure, I would often see you go for 2C > 5C and it would whiff because Kagura is crouching. I also like throwing out 5C just in case they upback or because if it hits I get something I want. But if the guy just crouches your 2C and stays there, doing 5C just trades your turn to press buttons. Maybe I'm self projecting because I had this realization at our monthly yesterday, but it's not because I want to hit with 5C in pressure that the other player will do the decision that allows for that happen. That's especially true once they get used to playing Amane. As a matter of fact, rewatching some matches while thinking about it, only very rarely will Kagura stand up or upback after a block 2C. You are hitting him with 5C at neutral, but not from blocked 2C > 5C. -I would have wanted to find a bit more regarding movement, but there's wasn't super obvious stuff that I noticed. I see you using a lot of airdashes though. That might not be a bad idea, but it makes hitconfirming of your air hits and air normals even more difficult than it already is. The way you used them, I'd rather just use a hop. You have forward momentum like jump iAD, makes your j.B better if you want to start pressure as you'll be lower to the ground.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I'd trust either NTR or Vanilla over poutine to accomplish that.