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Everything posted by DerQ
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Zettou picks up dash momentum. Are you dashing and then using Zettou? Also depending on the distance you are from the corner, the followup might vary. I can't get it to be stable as well, too finicky :/
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Thanks for the heads up, it's funny because right after the match I would be really happy overall of how I adjusted my gameplan from the day before to just chill from fullscreen and I could tell often that I believed I would be allowed to go in and wasn't actually the case. Have someone else point that when I aimed for the opposite still shows there's work to do there. Now for for your matches :D Since you mention fundamentals' all you used there, I'll try and limit it to that. I feel like you have an urge to do something pro-active. That means either press buttons or throw a C poke to zone/harass. It's decisions that are best described as "Spur of the moment". I don't know if you'd agree that you might have this tendency or not. It wouldn't be all that surprising since actually playing Amane is still very new and fresh. But to be more specific, you direct your train of thoughts to stuff that you'd easily assume in the moment will work or has value. During pressure you go for 5D quite often, you throw out j.C and 5C as soon as you are close or in range of, throwing out goukai from fullscreen, etc. I'll keep it to the last one as it's really the one thing that you used a lot and that illustrates the point I wanna make. In the first terumi match, second round, you have drill very close to 3, he's low on life and you send goukai from fullscreen while he's doing nothing. From it, you got him to lose about 200 damage and drain 20% of his barrier at the cost of your drill level and 50 meter. What did you gain from doing that? I guess the goal I would recommend is to avoid having these become a habit by taking care of it now, rewatch a match and just ask yourself "If I throw this move, what is the potential reward for the risk involved ? (Hit confirm difficulty, risk at neutral, likelyhood to happen, ressources spent)" That would direct the flow of your training room investment and filter out these decisions I like to call "Spur of the moment". I call them that because I'd go for the same thing on week 1. Oh and you're not playing naoto, your anti-air is good
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Just a little heads up, Amane cannot tag you with an instant overhead from his command hop. His only overhead is j.A and it has to hit on the way down to connect.
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Answered that one recently, but I'll repost here with notable aspects of each player: Shadow : One of the first Amanes to really shine. Good player. He eventually dropped the character so his matches don't shine on the tech he uses, but just good fundamentals and decisions. Hinane-chan : High ranked amane, not too many matches available. Jiro : Solid all around, good display of tricks. Ora : Has clutched a few times like in that Amane OCV against 3 excellent players. Other notable names (lower rank, more flaws overall) Arukemi : Came out a lot recently in videos, good display of recent tech, combo routes. Tomi : Absolutely amazing once he gains momentums. His combo conversions are clean and smart, so is his pressure. NT : Mid level amane who posts long set on his youtube channel and his frequently seen in tournaments videos. SpinKing : Excellent player that showed up a lot in the beginning. It was his first blazblue game too Sonya-Chan : Used to show up quite often
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Figured we could use one of these. Post your replays from local recordings, tournaments, online matches and discuss it. I'll be the first and post a match from last week's local tournament. Get at me http://www.twitch.tv/bibiquadium/c/3182243?t=39m48s
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Yes it should. I havn't tested myself, but you can observe that behaviour fairly easily. For instance there are extended combos that go into 6D. The level 3 has a minimum damage unlike the other 2 levels and you can notice the damage increasing only when the drill level becomes 3 If you want to know for sure, check Amane's frame data page. Info should be all there. EDIT: oops forgot to link it here http://www.dustloop.com/wiki/index.php?title=Amane_Frame_Data_(BBCP)
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On what move exactly did you get these knockdowns? I think what might have been triggered was emergency teching. Basically some moves have a float property (3C, crush trigger, Gosei, Raibu) and some have hard knockdown (6C, 3C counterhit, 6B). A hard knockdown guarantees that whenever you can tech, roll options are available. A float property knockdown implies that if you are holding to tech, as soon as you touch the ground, you'll do emergency teching which looks like a regular tech. You would have to delay the tech to gain access to rolls. If it's the case, I suggest you check out the wiki for the specifics as this stuff is pretty important for Amane and 6D/hariken resets http://www.dustloop.com/wiki/index.php?title=Movement_(BBCP)#Ground_Rolling
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Looking at it, I wondered if you could get the extended air route. The untech timer seemed good enough and after testing still is. This means a little bit more that's not that demanding execution wise. It's possible to add j.2C before gosei, but unless the two hits connect, it doesn't add anything and getting them to connect for 100 damage and 1 extra meter is not worth the effort. 623C (Gekiren) > 2B > 236C (Raibu) > 6A > j.B(3) > Jump Cancel backwards > j.B(3) > j.2C/4C > j.236B (Zettou) > j.B(1) > j.C(2) > j.6C(2) > j.236C (Gosei) [DM:4333/HG:31]
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Some notes from playing yesterday. -Whiff punishing is just way too godlike (against zoners). I had a match in a local tourney against Kirbster's rachel and applied that gameplan as much as possible. Even though he won in the end, he stopped doing he'd normally do in every matchup and told me so after the match. That means he wouldn't summon george, pumpkin or lobelias freely. This was new to him and he had to adjust by trying to go in without projectiles for cover him like he's used to. From there, it's on me as an Amane player to react properly. In that last post I did, I said that letting opponents do their moves first and respond to that was less guaranteed, but if your reactions are on point and well trained, there's no way a character like rachel can get any offense going without you being able to react to his actions. Against rushdown it's harder though since they don't play from fullscreen. On another note, had a lightbulb moment yesterday after remembering j.B can chain into j.2C > j.D. From j.B, I often find that you don't get the chance to hit deep enough to get the desired spacing upon landing and getting that spacing after leaves a gap to mash out of it. j.B > j.2C > j.D makes abstraction of all that stuff and is just super efficient since it increases drills. Increasing drills = losing patience while on the receiving end. I'm not sure it's air tight, but j.B > j.2C is a 1F gap. Got a lot of success with it when first using it, wonder if it'll stay like that. Another thing I happened to notice with j.D that's really cool. I was trying to get rising j.D from forward jump to stay in and build drill, sometimes failed getting the range or jump cancel from 6A and I would just jump out of range for it to connect. I would be at 5B's range or so. j.D is active until landing, any opponent that tries to jump and airdash out lands in the drill that brings them back to the ground. It's stupidly efficient and more or less risk free while building drill gauge. Plus, since Amane jumps so high, you don't have to work at all to get in a desirable location while covering a lot of movement attempts.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Yep, the JP psn points used implied kokonoe DLC costs as well on the consoles @ foonzo @Reyntime, http://kotaku.com/5982662/how-to-make-a-japanese-psn-account-on-the-new-psn-and-how-to-navigate-the-store Also guys, NEC is nearly around the corner, you all know your schedules now, available rooms are limited. If you are going or intend to make the necessary steps to go, THEN GO POST IT ON SANKISHIN PLEASE. Don't wait and get bodied Dedicated thread is right here -
Actually that comment Dora made me wonder why he'd think that. When you look at a lot of matchups, it's a lot of times dependent on who gains momentum first. Outside of neutral, your defense sucks as Amane, but your available tools in pressure are there in large numbers even if it doesn't mean crazy fast overheads and a lot of characters have to expose themselves to risks. All of which can be anticipated to get out of your pressure. What I do think is the main factor as to why you'll have a lot more 6-4 than favorable matchups is that more characters get to dictate what happens at neutral. Their normals are faster and have more explicit uses than the ones we have. I can poke with ragna 5B, but try doing that with Amane's normals and the first conclusion is "These tools sucks". Try finding a good poke on this character that doesn't have a huge flaw attached to it for that purpose. 5B stuffs well but has 11F startup and ok range, 3C is slow, 5D is slow, 2C/5C/j.C when whiffed are dangerous, A pokes suck in range, 2B is alright I guess but still has 11F startup. My point is that we don't get to a definitive way to start offense without a well defined risk unlike some characters, therefore don't adopt that playstyle I suggest. What we do get to do efficiently is respond to what an opponent will attempt. A lot of characters have trouble catching us due to how you can move, a lot of characters have to be mindful about what they do when they're not in our faces because they don't want to get whiff punished and we can do it with ease. It's a strength that I don't think matches up to what the top tier can do in this game. An efficient way to set the pace of a match through guaranteed methods versus abusing what your opponent is doing by letting them do it is definitely not as good. I do think though that's it's the best way to approach this character nonetheless. For instance, in that v-13 matchup. She wants to do 5D? J.C can dodge and if you land a counter hit, that's stupidly good damage. If she wants to send an anti-air sword like 6D, 2C can reset into 6D or start your offense, if you can manage 5C counter-hit, you can do 5.5k at the cost of your overdrive and no meter. Another example is carl, if he activates his doll, you can 2C her for free and zettou from there. It tags her out of her attacks and drains her life bar away. What's carl gonna do about it? Letting your opponent do something, react, catch on and kill them for it is flawed in the sense that you leave your opponent open to do something to which you might fail to react or predict in exchange for a way to respond. But it's still sounds a whole lot better to me than playing as if my tools were excelling at something else. Patience, intuition, reaction and spacing is your best ally.
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Both v-13 and tao have super reversals as well. Both can pressure Amane making him block for some duration but so can we. Thing is that once you're in on v-13 and Tao, you can stay in with far less worries than against other matchups because they also lack defensive options. Add to that the lack of an escape for drill setups/resets, and it can be a steep hill for them to. I'd say v-13 is a better matchup than tao though. It's risky for her to try and set the tone. By that I mean her drive normals are much faster than Amane's ones, but you get to respond with whiff punishing if you guess right and then start your game. Also v-13 can't do anything against 5D at the beginning of the round? Well with 17 frames of startup, nothing at all forces her to respect it. Jump, backdash, etc. Blocking it is not a threat as well, you don't apply pressure off of it, Amane will just distance himself from her and be at negative frame advantage. That's undesirable for us IMO
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One of the interesting things in this matchup is that you can stop rachel from setting up stuff on you. My initial week one playstyle was to just runaway across all matchups since it's a comfort zone to not have an opponent in your face. But against Rachel, if you try and do that, she gets to setup stuff for free that makes it even harder afterwards to apply the runaway strategy. By stuff I mean George, the pumpkin, throwing projectiles along with wind will really make your life painful if they are allowed. But you can stay in range of all these and be ready to whiff punish most summons she will try. Unlike other characters, it's easier to get the range to prevent these as you can be really far. If she jumps to pumpkin, j6C. If she sets up george, 2C. If you catch her during lobelia recovery, the hitbox goes away. etc. Though I would say don't throw those pokes at her. Due to wind mobility, a whiffed C normal means she's in on you can stay in for a loooong time.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Isa est le highest ranked Tao de mémoire. Tao a quand meme un steep hill, son mouvement est un peu obnoxious at first. Supposément que ces combos maintenant sont rendu vraiment faciles comparativement à la derniere version -
Depends on what you want to punish. 3C has decent range and startup for really unsafe stuff, a counter hit state can lead to good damage. 5C,2C,j.C are good for long distance stuff. 6B gives fatal, which is very desirable midscreen, probably more so than 3C. 5D counter hit on standing can give drill level 3. There's not one guaranteed solution to punish. Also a lot of 5A whiffs on crouching, no need to hate that one in particular for that. They're listed in the video thread on the first post, excerpt : Shadow Hinane-chan Jiro Ora Other notable names Arukemi Tomi NT SpinKing Sonya-Chan
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Well at least the game being strict on inputs has one positive point and that's to enforce better execution habits regardless of the game you'll play, it's not pleasing, but in the end it's good habits. But anyhow, it's kind of a tangent from Amane related discussion any further from here. On another note entirely, I tested some invincible reversals to see if I could make them whiff after 236D~D while attacking. After that I got absorbed in some netplay for the rest of the evening. I'll still post what I got and when I'll have every character covered, I'll probably make a concrete post or add it to the main post of the pressure thread, that or if anyone wants to take the lead: 3C > 236D~D > 2B Amane can 6B to hit through or escape. Arakune can super through. You might get a trade depending on spacing. Azrael can growler, 3C or 6C, 623C guard point through, 623D guard point and use both his supers through your stuff. Guard points might trade if you chain into something else. It'll catch his front dash if you are far enough, but he'll teleport behind amane if too close. Beats 6A as well. Both of Bang's supers connect against this. 6D can be a problem especially due to teleports. j.D can dodge a point blank attempt at this. If you stay out of 2B's range, you can prevent bang from teleporting on mashed 6D drives using 3C. j.D will dodge it, but whiff against it as well. Other drives loses to low Bullet can go through if you are too close and she has heat with 5D or j.D. No point trying to try from a further distance as she stays still unlike other reversals. Carl's doll super and over drive super can go through. Making carl block, beats his doll/drive armor moves 3C > 236D~D > 5B Catches Amane's 6B. Arakune can super through. You might get a trade depending on spacing. Azrael can 6A through it, growler will trade if point blank, else it's a free CH. It beats most options 2B can't beat. Supers still go through. Cannot reliably forward dash through. Bang : Similar logic as 2B, less efficient. A higher amount of active frames might help beat guard point's active window, but they also easily let bang teleport. Plus there's less rewards than 3C. Bullet can 5D through it on max heat. No point trying to try from a further distance as she stays still. Carl's B command dash can go through, doll super and over drive super. Making carl block, beats his doll/drive armor moves
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Bah ignore moi, j'ai vu des choses pouvant être impliqué. Jme trouvait un peu hypocrite de dire et/ou dédier du temps à qqun par dessus quelqu'un d'autre qui exprime le même besoin. #CarebearLeader2013 Ce soir? à moins que tu parles de sankishin, je vois pas ce qui rend ça possible :P -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Y'avait une chose que je me suis posé en écrivant mes deux derniers posts et à y repenser, c'est que j'aurais pu remplacer "Jimmy bones" par "Dhaos", si ya du unfair "special needs treatment" et que je le remarque pas, call me out for it, ce serait apprécié <3 Surtout vu que tu le demandes indirectement -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Au moins ta le jeu pis une ps3 :P -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Je prévoyais y aller avec Jimmy bones. Il veut mettre du temps au foonzo sur les jours moins crowded vu que c'est sa façon la plus reliable de jouer/apprendre le jeu. Pis c'est pas une excuse de sa part pour pas acheter digital chez eux avant que vous sortez cet argument là. Ya basically pu accès a la ps3 de son domicile. -
Confirms some expectations, I was wondering something else, but I just went into training mode to test and that was how you'd actually get Fatal counter and that'd be only close range and the opponent doing a slightly delayed 2A or mashing it twice.
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And now for a pretty big mess up on my part, I omitted the hariken break/feint recovery up until today after noticing ragna could mash 5B after 3C > 236D~D and counter Amane on anything he'd attempt to do that is not blocking or 2A. The impression that it made stuff plus on block was completely wrong. 3C > 236D~D would leave you at -2 while 5B/2C/5C/6A would leave you at -4. I was fiddling with it earlier and got different conclusions from it. If you attack ASAP after the feint, an opponent can mash out just a poke that reaches and most likely Counter hit you. From a good distance (2C or max range 3C), you can hariken feint and simply delay the following attack and you'd whiff punish any mash attempt or reversals. I'm also wondering if I'm not doing it too slow, but that means that 236D~D > 6B fatal attempt only works on lows > grabs. Tested against ragna's 5B and he got a counter hit everytime against 6B. This frame data overlook would explain that. The other interesting and sad aspect is that if I would whiff punish a normal, I wouldn't get counter hit. I'm really wondering if I'm just doing something wrong on my end @Loli bacon, when you said 236D~D > 6B caught mashing, did you get similar results or did you only manage testing it against low attacks? Yeah I did miss a lot of the context that goes into that list and conditioning or seizing player for their tendencies to mash and how they do it as well as how you oughta respond to it makes perfect sense. Though, I seriously doubt an opponent would act as if 236D~D grants respect for 236D~A simply because if you react to 236D, one followup is 13 frames and the other is 40. In a case like the Nu faints you brought up, I can't react as easily to whether or not a 17 frames high attack is coming or a 20+12 empty into a low. The gap and visual cues are a lot closer to each other compared to 236D~D and 236D~A/B. The possible followups are still quite far from each other for the first visual cue (236D) to entice a decision based on reaction to what follows (~D or ~A/B). Jin 6B's counterpart happens really close to that 25 frames startup, Nu jump 214D are 16 frames from each other. Amane 236D~D and 236D~A/B are 27 frames from each other, that's purple grab startup to put it into perspective. An interesting thing to note. 5D is not special cancellable meaning you can choose to input astral if you just pressure with 5D and it'll option select what comes next. If it's blocked nothing comes out and you chip an opponent below 25% health, if 5D catches, astral comes out and you win.
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Post your thoughts about the Mu-12 matchup here. Be as constructive as possible when discussing matchups. Mu-12 boards' thread http://www.dustloop.com/forums/showthread.php?18199-CP-Mu-vs-Amane Pros - Cons - Drill game - General strategy -
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Post your thoughts about the Nu matchup here. Be as constructive as possible when discussing matchups. Nu boards' thread http://www.dustloop.com/forums/showthread.php?17401-CP-Nu-vs-Amane Pros - Cons - Drill game - General strategy -
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Post your thoughts about the Terumi matchup here. Be as constructive as possible when discussing matchups. Terumi boards' thread http://www.dustloop.com/forums/showthread.php?17645-CP-Terumi-vs-Amane-Nishiki Pros - Cons - Drill game - General strategy -