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DerQ

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Everything posted by DerQ

  1. I'm not coming tonight after all. Souper de bureau/Noël
  2. That efffin delicious burger. Soooo good. GGs hier. Matchs vraiment le fun a Guilty gear contre Brice, à part la partie ou que t'assumes que ton exécution est ok et drop n'importe quoi à deux pouces de potemkin. Ce jeu est dur merde
  3. 1. It's a burger 2. It's at foonzo I mean, I'm usually content with #1, but now I get #2? The fuck do I need more
  4. Some fun stuff I've been messing around with in training earlier. Starting from the idea that Graviton makes it too hard to obtain the required spacing to stop kokonoe from summoning more stuff, I tried reducing rewards for her and risk for Amane. Pressing C with gravity is nearly impossible to connect since the moment you recognize the right spacing, your move's startup allows for gravity and koko to just mess with the spacing you got a few frames ago. Plus, if Koko activates graviton on you, you simply die. Too many risks, no rewards. If Kokonoe lays a graviton to keep you away (3D, 6D or 9D), simply walking back makes a whole lot of sense compared to try to stay in C poke range. For one, if she activates graviton you block it where you are. Assuming Kokonoe wants to get away from you, if she activates, you'll stay fullscreen after activation is blocked instead of being sucked in. You are simply blocking it. Fireball in such a scenario is out of the equation as it'll never reach you. If you take activate out of the equation and add fireball instead for the teleport shenanigans. You can react to Kokonoe setting up both. If fireball comes first, staying in C range can get you to punish Kokonoe for throwing it out. If Graviton comes first, command hop backwards on reaction. After a fireball like that, Kokonoe wants to teleport and go in. If you did command hop back, you will be outside of the fireball/gravitron range and she will be in between her toys and you since SHE HAS TO TELEPORT BEHIND THE GRAVITRON. If done right, you can tag her with a j.B on her teleport recovery, make the fireball and graviton go away and start some offense. Might not be viable to do so under certain conditions though. If you are cornered to a wall, you don't have space to maneuver backwards. That means that in the corner or from fullscreen away, it's harder to get that backward hop working. Luckily, if Koko wants to zone, she definitely doesn't want to be in your face, so she'll be backing herself up near the corner leaving you plenty of space to hop backwards if needed. The other undesirable scenario is super fireball as it's harder to make it go away or to not trade with it. Your other resort is to just hop away and try to avoid it if you can. If that happens, just content yourself with a stalemate I say. Kokonoe can always attempt pressing 3D, 6D or 9D again to send the fireball in your direction again. Without fireball travel time from fullscreen, you'll block it before she even recovers from using a new graviton. I'm not sure this overturns the situation, but it does leave her less time to get in and mix you up or make you block. Also, for whatever it's worth, she has to spend more graviton meter to do so. So what else can Koko do if she wants to zone at this point. Well, the lightning rod can prevent you from staying in at a desired spacing. Since Amane is pretty floaty/slow when moving, triggering the rod can be tedious. Not enough experience on this particular aspect, but it is not something I attempted to map out in neutral. If she sets a gravitron nearby herself to suck you in, from almost fullscreen, you can just command hop forward j.B and you're in her face. It travels so much distance. If she activates gravitron, it'll actually push you back to safety without sending you up towards the stratosphere. So the way I see it, Kokonoe has to have 2 tools or above to actually guarantee herself a chance of mixing you up or making you block. Just a fireball alone doesn't accomplish a thing, so does gravitron and lighting rod. For her to set up two of them, you can react to them as they come and choose what's the best outcome you can create for yourself as the decisions will be different. In the end, I think Kokonoe is most likely not rewarded to try to zone Amane and throw toys at him. Amane doesn't win it free, but you can react to a lot of the situations and at least force a stalemate. She also pushes herself back to the corner when playing to zone you eventually giving her a clear cut disadvantage. If she does want to go in, I see the same mindset being applied. You can try to go back to C poke range for a stalemate again or be confident in your "footsies" to attempt tagging her with w/e move. Still an unforgiving matchup, now to find proper adjustments for her corner wakeup game. I think Hariken enders cover teleports and you should be far away to dodge super ball. I'd have to test it (or anyone else), but it's getting late ATM here.
  5. You mean so Amane doesn't bounce back up on hit/block? Just do it fast enough if that's the case, you really can't slack using j.2B that way. I do 963B
  6. My car (brice air and dhaos) will arrive thursday evening. Kaeru leaves on friday
  7. To note, team sp00ky will be streaming top 4 on sunday
  8. You're not the boss of me, I'll bite all I want
  9. Is it just a PS3 or like a whole station is affected. I recall last summer there was a slight water leak at one point next to a station. Also, not sure I'll be there tonight yet
  10. Arukemi (13 dan Amane) matches. It's not exclusively him, but he's every video. From what I watched, he's got a good gameplan and does a bunch of matchup specific decision, especially stuff like baiting Makoto's DP. All matches are against Fujio Azrael and Shuda Makoto http://www.nicovideo.jp/watch/sm22317182 http://www.nicovideo.jp/watch/sm22338215 http://www.nicovideo.jp/watch/sm22338382 http://www.nicovideo.jp/watch/sm22338454 http://www.nicovideo.jp/watch/sm22338537
  11. This is one of the lower points though, I'd rather have full blown winter weather/hell than having watery snow in the streets like this.
  12. Quick little update today. I updated the segment in The drill level 1 section about 6D resets. Went into training mode to test them all and further explain them and their weaknesses. On another note, I've yet to revise everything in this guide, I'd want to do so, but it'll probably wait until after NEC since I'm practicing a lot until then. If anybody has suggestions (Especially for the mixup section), do post them because, else I'll just rewrite them the way I see it which is what I want to avoid as much as possible. Side note, but similar work on the board (Combo thread, wiki page, matchups) should also increase noticeably after NEC
  13. If you havn't read it (and might be interested), might want to check Thelo's quick guide to reaction based defense. It's really small, straight to the point and good food for thought. I'd say the three things I'd watch for at neutral against Bang after playing a bit is to be on the lookout for nails, ground and air approach attempts. A nail is reactable and lets you know where Bang will be on the screen after throwing it. Air approaches can more or less be dealt with if confident in your ground game. Ground to ground game wouldn't be easy to really stand your ground, so I wouldn't fight it. These are mostly ideas though, I'll try and apply it that way against my local Bangs this week
  14. Toronto as always being professionals in the art of "Saying stuff on the internet" <3 Godspeed Shawty, I'll forever miss you bby in my heart 5ever (dat's more than 4)
  15. It was just against the argument of "My days". If your point is "We have a good reason to keep this", saying it used to be like that is not a pathway to explaining said reason and have someone else see it's value. And you bring up a good point, I do think it should just be 100% ok for someone to ask "do you mind giving me a 20-30 minutes" at some point today and for everyone else to allow it to happen. Considering we're one month in on CP, it's not like the early weeks where you'd just want as much games as possible in an evening. And, there's nothing wrong with replying to someone that goes "I'm next on this station" with "We're actually in the middle of a set". The more I ask myself the question, the less I believe anyone would turn down a request for a one on one occasional set with or without a certain improvement purpose. If you shift the communication from "I dislike arcade style" to "Would you mind to allow me and [Player name] playing me for 20-30 minutes or for 11 games?" could solve it all or at least be attempted
  16. The basis of that argument has value to you and I respect that, but it's not comforting if you didn't play back then to be honest. "Sorry you dislike this bro, but we had more reasons to dislike it before you arrived here" "Sorry you have to suffer racism towards black people, but back in my days slavery was much worse! I'd say you're actually spoiled" I know I'm doing a big strawman on that last paragraph of yours, but that "back in my days" argument doesn't really appeal to anyone that disagrees with you in the first place.
  17. In reply to Dhaos since you ask for discussion, There's one thing that is kind of a dick-ish attitude to point out, but even our best players strive to improve. It's not because said guy can sit on King of the hill arcade style format that he should be limited from improving himself. At that point, it comes down to specific player needs, but the guy that's winning wants as much as you do to perform. Whether or not this overshadows some of the will for his scene to catch up to him is the dick-ish attitude I just brought up as it could be described as selfish. It sucks since no good player is obligated to dedicate special attention to others. I think it's desirable to have both. If you step up, others have to catch up, but if you spend your game time putting work for someone else's improvement, then you're not really improving as you still desire to. Arcade still may be selfish, but it forces you to be out for yourself which is the best guarantee for your own improvement since you become the major factor in the equation, not another player's time. Of course, you still want to dedicate some time to others because you still desire strong players in your scene to avoid a skill plateau at some point. It's not one or the other and that nuance is hella debatable. There's a video that explains a bit more what I was discussing with you last Sunday regarding arcade formats and learning benefits from it. In my opinion, this could apply to all skill levels to an extent. And as a foreword, that does not mean that the method you're arguing for is overshadowed or lose it's benefits. Raw game time is a certain value that you played, not how you played. Whenever I play you in a long set and you ask me a question, I will always try and wait until the game is over to discuss it. That's simply because explaining it as I'm playing is not gonna have it sink in. You are juggling making in game decisions and assimilating knowledge. Both are very hard to pull off and if the goal is to assimilate knowledge and improve, then you undoubtedly need time to asses the knowledge and only focus your attention to that. Arcade style FORCES you to take that step and it's easy to make abstraction of it when you can just go right back into the game. Sets have their benefits as well, but they don't let you assess knowledge, they let you get acquainted with something. A good example is what I'd need to step up from my loss against Psykotik. I have no idea what Carl does, I just need to get acquainted with the visual cues, his pressure game and other stuff he could often throw at me. That doesn't give me a straight answer on how to beat him, it just means I'll recognize what I got hit by. Once you're there, do I really need to grind a lot more against him, or just take a break and wonder what I could do against him or recognize in his gameplay. It's not just playing him for 200 matches straight that will give me that answer nor let me assimilate it. If you really aim for defined needs, you won't need to grind as much matches. But I don't think that most people who asks for more matches for the sake of improving and learning are at the level where they mostly need acquaintance with something or simple in-game combo practice. They could prove me wrong, but I definitely think it's in their best interest to at least find a middle ground in between raw practice and all-out arcade style rotation based on the level of play they have to offer. Here's the original video http://www.youtube.com/watch?v=PE-UnkR5qQQ . Mostly talks about Dota, but since it's a model of learning, it applies as well to fighting games.
  18. To some extent, king of the hill style responds to the need to make the games matter. Not everyone wants that. That's the issue, not just what is desired or debatable to be a better way to improve. For whatever reason it is, it comes down to "Said number of individuals value this for X reason while other said number of individuals value the other way to play" How do you please both. It's not about "I like this, you like that" or "let me show you why you should like this". A player would still have his desired way of playing and have it voiced. How do you resolve that? The easiest thing I could think off is to use the dreamcast's CRT whenever there's less people at the venue. You could just say what we've always said "We kind of just do it instinctively where if you want to play king of the hill, take that console, if you want a set, take the other console", but that still doesn't address the issue because players end up facing those with similar needs more often. I dunno, maybe just voice it directly at the venue and make ammends from there? "Would you mind playing me for 30 minutes?", "Can this console be KOTH only?" I think if we just accept that, there's no need for some rules or guidelines other than accepting that this player has a request for a share of game time the way he wants it. I think it's reasonable and no one should go against it unless the specific demand is unreasonable.
  19. mash(lack of )mas(sive quantities of attending players due to the holiday season) If that happens, let's have a round robin !!! Plus it'll be weird granting seeds on weeklies this coming month because of school and NEC
  20. Fucking old washed up motherfucker qui arrive juste 2e.
  21. Just a little heads up, you can link twitch replays using a timestamp if you didn't know. Just add ?t=17m0s or the actual timestamp of your match You played both matches in a very similar manner. Lots of jumps, lots of zettou, always being too high in the air to get caught, minimizing risks, etc. Though there's two little things I could see working more or less against you. In the first match, Jin would actually let you do it and even let you Zettou from fullscreen which worked nicely, but if you look in the second match, Bang is not letting you get that space at all and he's actually going pretty balls deep trying to catch jump outs or airdashing at you. He didn't allow it, yet you try to still get that space. Second, adopting that playstyle and never have breathing room will tense you up to an extent. Most conversions from hits when playing that way are harder because you're busy spending a lot of attention avoiding the other player. Most of your conversions were indeed less stable or complete in that second match. It felt like you were much more nervous, due to those factors and playing two matches in a row I'd say. But considering the way Bang moved at neutral, I'd be pretty confident to anti-air him if I had to play him. Good shit using Hariken against Bang to counter drive. So if I had to sum it up, you played both matches the same way with one player allowing you to do so and the other making it really hard on you to do so. Maybe ask yourself : Will this matchup/player let me run this gameplan? (which is hard to get right in just one match) Oh and btw, if I say something, I'm open to push the discussion a bit further. A lot of times, I'm running on an assumption on your mindset which could be completely off and I'd like you to let me know if that's the case. Like the nervousness call for your match against Bang for instance
  22. Damage and meter gain is slightly higher if you start with the route under. The air followup is the same and you don't get air tech on Gosei afterwards like some prorated combos will do
  23. I have a pillow in my trunk that I don't believe is mine. gray/blackish color, was left on the floor near the entrance of the house @gore
  24. Fun OD stuff I've fiddle with yesterday j.2B > 214/236A > j.2B > OD cancel (70%) > j.2B > 5B > 5C > 6C > 2D > 236B > j.6D > j.236B > j.6C > j.236C [DMG:5k~/HG:35~] j.2B after overdrive has to be delayed low enough to the ground so Amane doesn't bounce. From drill level 1, you need to be at 70% health to get level 3 from Overdrive. the first two j.2B can be your confirm, and you can have them hit on different side of the opponent. One could be crossup, the other maybe not. You don't have to know yourself when doing it. Damage is still unstable for me because of level 3 drill combos, but I could get from 4.8k to 5.3k
  25. Few casuals matches from last thursday meetup we had were streamed http://www.twitch.tv/bibiquadium/b/479785801?t=102m45s Shoutouts to online (or lobby) matches saving replays. Another way to make this maybe easier and/or possible would be to just go online at a similar time in a lobby and just watch each other play. Actually, the little Amane skype group would be perfect to set up this kind of stuff. If you want to join it, just add me on skype. My username is g1derq. There's one thing I'll focus on because I believe the solution that could be applied is pretty straightforward compared to the rest. So you managed to hit the Terumi a few times, but you've never gained the control of the match from it. All those hits felt "shortsighted". By that I mean that it felt like you are not converting into something that puts you again in a good position. You had many scrap hits with no stable followup or visible attempts of it. Having a basic idea of how to go beyond just the hit into a simple knockdown from the normals you use could help you a lot. The reason why I believe it'd that is because you did do a full corner throw combo, but you barely converted anything else into a stable knockdown. You had the idea on how to execute the combo, but not on how to get something going from other hits or blocked attacks. So I'd rewatch the replay and just looked for times at which you hit the opponent, but that didn't convert. The first video is full of that and the second one had more decisions at neutral that simply had no way or very little chance of actually hitting and end up meaningful after hitting. Fullscreen 6A whiff was a good example Spot these situations and try to see if they also happen in some of your other matches or if you become self-aware of it while playing, there wasn't really one that was particularly obvious from just these 2 matches. If you do spot one, just go replicate a similar scenario in training mode and practice the hit confirms one by one as they come as there's a lot of them. Other than that, you seem very respecting of the opponent's pressure/mixup game to your disadvantage. Not saying just mash through the opponent's stuff, but you did get grab quite a lot. Defense in general is hard to improve, but in the specific case, just try jumping out and escaping now and then.
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