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DerQ

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Everything posted by DerQ

  1. Alive and well, all good First you want to win, then you want to improve, then you want to know more about the model of learning, then you want to understand biology to hone your understanding of the capacity of your own body when playing fighting games. The next stage probably implies doing research on acquiring an etheral form to strip the human limitations away. That or you become the perfect being from Jojo, minus the part where you blast off to space or something I'm almost there, I'll keep everyone updated
  2. I'm no Kaeru though, it's easy on a message board tho. And you can handle it as well, I'm just saying it's not too much to ask to elaborate these voiced thoughts simply because if it was so simple, you wouldn't have to voice advice in the first place
  3. It's funny actually, we had a conversation earlier today on Sankishin about how hard it was to properly "teach" stuff in terms of fighting game and how hard it was to get some things you consider important across to another player. I personally ended up saying the worst advice you could say to a player was something with no solution to apply. "Hate less" is pretty up there if you take it literally. Hate is the effect, not the cause. It'd be like saying "Suck less" to a player who isn't winning. Wtf do you expect him to work on from that to win more or follow your advice? Identify the cause will help coming up with a solution that can actually be applied. So what causes the hate/complaining exactly? Losing? Having your shit punished? Dropping combos? The clash in how you see things compared to how other people present it to you? I don't want to go on making assumptions, but there's definitely something that causes it. Besides personal venting for release, this complaining effect due to an currently unprecised cause can probably be debunked to show how illogical/pointless it is. It doesn't give you something to move on forward, it may even slow down that process altogether, but identify why you think he acts that way first and then point it out rather than just "Hate less". Else, you're the one doing personal venting that doesn't lead to anything concrete for the other player and no one moves on TL:DR; Are you just angry as to how he learns or are you helping him
  4. "I don't get why *insert thing* is fun/good, please show me why *insert thing* is fun/good, I want to know why you praise it so much" I do think attitude matters the most in boosting the speed of your learning process, but in this very case, he's not hating... in the least. Maybe complaining or voicing "It's hard guise :(", but hey he wouldn't be asking something like that just with the intention to hate in the first place, nor would he come back to foonzo every meetup, nor would he want to travel to events with us like Gore weekend or NY in two weeks if it was all to hate. In this very case, attitude/hate is not the biggest offender like I might have said at other times in the past. So please, save that advice when it's actually the core issue and let the guy try and learn for once, even if you dislike the way he responds to some things.
  5. Haha that's pretty awesome. "Awwww dude COME ON!" Guilty gear FRCs and RC are definitely something else entirely to chunk down. They'll sometimes imply you to have a short pause right before the RC/FRC point and then demand you to input plenty of things at once. Something like I do with venom [5 close S(3) > 5 far S > 5HS > Stinger aim] [FRC > Jump instant air-dash > Air-series > mixup] The second chunk being like twice as fast as the first one making FRC > Airdash one continuous chain of inputs burned into my muscle memory for life.
  6. I just thought about something worth mentioning. You describe RCs as being an interruption while I don't and I remember it felt that way too at the beginning. I believe it's the chunking process. Basically, there's a saying in psychology that says the human mind can hold about 7 things at the same time in memory. Kinda like RAM. The number feels ridiculously low, but that's because you normally put things into chunk to help you remember. A phone number is a good example, 10 numbers, yet don't you group them up as 555-555-5555 ? That's 3 chunks that you memorized, not 10. With that in mind, I do recall when originally learning Ragna trial combos that I had trouble at the RC part. That's because you havn't "chunked" the combo yet, if you take notice of the earlier combo notation I posted, it's hard remembering it all or chunk it down appropriately so it can be memorized. Especially if you see the combo like this (I used to do it at first sight) : [5B > 5C > 2D] [RC] [dash > 5C > 5D(2) > Dash > 6A > Superjump > j.D > j.D > Belial Edge] RC is it's own chunk, making it feel very flow-breaking. The "Feel" I've gained over time for that combo goes like this [5B > 5C > 2D > RC > dash] [5C > 5D(2) > Dash] [6A > Superjump > j.D > j.D > Belial Edge] These chunks are way more natural once you treat them as such. Actually, most ragna (and BB) combos illustrate this well as they have large moments mid-combos where there tends to be a pause or a slow down. This is the end of a chunk. In Ragna's case, dash cancels are a good example. Another example would be: [5B > 5C > Hell's fang (214A)] [RC > 6C > Dash] [6B > 5C > 5D(2) > Dash] [6A > Superjump > j.D > j.D > Belial Edge] If you try and see them that way, the RC part isn't as flow breaking as it used to be at first sight. It's odd at first, but since it's all execution, you can fiddle in training until it becomes second nature (for the sequence you are practicing) If you do want to try and feel this Nitro-like metaphor I've shown earlier, pick Sol-Badguy and go try 2D > 236K(1) > RC > slight delay > 236HS (Clean hit sidewinder for wallbounce). It's really simple but showcases way too perfectly how you make something standard way more satisfying to do. Hope that helps
  7. I don't post this as meaning to say "Shut up you're wrong" or that's dumb. But gonna try and see how I could maybe present the upsides to what you brought up and as to why RC is awesome. 1. I'm not too sure as I'm not super knowledgable about Jam, but she has lots of uses for Forcebreaks compared to other charachter's FRC. In AC, puffball being so good and in +R cards being a really good meter usage. I can see how you'd feel that way. Though on a lot of characters, FRCs are situational choice for an extra followup to a combo that can already knockdown. It's not only meter extension, some characters can make things "safe" thanks to whiffed FRCs. Again, not too sure this applies to Jam either. 2. If you have a hard time at first, I can imagine, but if you practice sequence > RC > sequence and eventually have it down in muscle memory, it's a really satisfying moment in a combo. 3. Part of the reason why it is satisfying is that for me. Pressing 3 buttons is a bigger commitment than just 1, you have to time that triple press, then you have to followup. This large commitment is just extra fun compared to the other buttons. I'd bet that when we RC, we press the button harder since it's so satisfying to do this sequence. You could hear the difference. Compare it to this clip. Pressing that NOS button is what it feels like to RC for a followup combo extension. 4. I totally see what you mean. But by playing over and over, you'll start to pay less attention to what you are already used to and you'll naturally be able to focus on stuff like your opponent's meter, his burst gauge. Don't worry about that for now, it takes a while, but eventually you'll just notice these things once you don't have to overthink your game. And when you notice and recognize these patterns, you'll think about stuff like using 50 meter to RC your combo and bait a burst. 5. It's a way of seeing it, I personally think if it's that big of an issue, you can play by not using them, but your execution will make you lack some other part of your game, not just combos. Though, this is personal preference here, but spending meter to be allowed to press more buttons is awesome. Boring combo nerd loser daki-owner example : 5B > 5C > 2D Awesome maximum button press corner carry joyful combos : 5B > 5C > 2D > RC > dash > 5C > 5D(2) > Dash > 6A > Superjump > j.D > j.D > Belial Edge TL:DR; You're not forced to like RCs, maybe it'll come to you later and you can not bother until you find either something worth learning them or simply craving them. It's completely OK
  8. If you use stinger aim, the Stinger ball has a followup movement according to shot strength. If you use S version, the ball bounces back and lay still there, if you use HS version, the ball follows then slows down. A theorical application is that you can shoot say a P ball using HS stinger aim, it will go across the screen, the stinger aim ball will stay at the same height but will stop moving (and be inactive) a little distance further. Teleport to it using the other ball's blockstun to cover for yourself and hit the ball mid-air.
  9. That, times ten. But don't worry, Xrd increased slightly realism in terms of how pool balls react to each other when hit. So now it's best of both worlds!
  10. You see I didn't know that at all, the more you know They make normally impossible stuff happen. One I'm particularly excited for is an RC on my upcoming blazblue character. It's a good move that gives knockdown and could be used aggressively and be efficient. The problem is that I have to be confident to hit if I use it at neutral since it's unsafe to just throw around. If I have 50 meter and you don't dodge it, it's has a lot of blockstun so using RC right after it is like spending 50 meter to impose my turn to pressure you which I desperately try to get going. RC makes it safe and gives me freedom to w/e after. If it lands, it's an excellent starter that can only be combo'd into using RC, so if I'm willing to spend 50 meter, it's win-win in most situations. Now as for FRC, this as you said, a better, harder, more satisfying, more rewarding version of an RC. The cool thing about FRC is that you can just do them, since they cost 25 meter, if you don't have 50, why not just try them anyway? if you miss, too bad, if you succeed, awesome. It's low requirement to start using them for a high satisfaction level To note, RC and FRC will accomplish very different goals, especially FRC that can be done on whiff unlike the regular RC. Venom's side charge shot is a good example. Shoot ball > FRC > PRESSURE!!!!!!!!!!!! Once you start doing these by muscle memory in matches, that's where addiction kicks in
  11. Romantic cancels? Where did you hear the praise from? I'm not entirely sure what you mean if you are talking about games in the spectrum of Guilty gear, Persona or Blazblue. If it's outside of these 3 games, stop reading here as I'm just assuming you have the wrong name for something called differently. RC from guilty gear is called Roman cancel and in blazblue Rapid cancel. Term stayed throughout multiples games, but the only mechanic that comes close to having praise lately and the name you've given is FRC (Force roman cancel ~= Roman(tic) cancel). If that's the case, then these things are guilty gear and character specifics. I'd make a long post, just want to make sure that this is or might be what you are talking about.
  12. Practice combo By Kamoihito w/ notations (In combo order) These are pretty standard and simple non drill combos. If any Amane player was to look for simple BnBs, this would probably be the list to learn. 2A(2) > 2B > 3C > 236C (Raibu) [DM:1749/HG:12] 2C(2) > 5C(2) > 3C > 236C (Raibu) [DM:2326/HG:17] Grab > 623C (Gekiren) [DM:2504/HG:18] (Corner) 2A(1) > 2B > 3C > 236C (Raibu) Wallstick > 5A(1) > 6A > 623C (Gekiren) [DM:2367/HG:17] (Corner) Grab Wallstick > 623C (Gekiren) > 2B > 6A > 623C (Gekiren) [DM:3381/HG:25] (Midscreen) Grab > 236B (Zettou) > j.C(2) > j.6C(2) > j.2C (2) > 236A (Zettou) > j.B (3) > j.236C (Gosei) [DM:3179/HG:22] (Midscreen, 50 meter) 2A(2) > 2B > 3C > 236C (Raibu) > Rapid cancel > 5C(2) > 623C (Gekiren) [DM:2784/HG:14 (-50)] ​(Midscreen, 50 meter) 2B > 3C > 236C (Raibu) > Rapid cancel > 5C(2) > 6C (1) > 236D (Hariken) > D followup (Empty cancel) > 5B(1) > (reset) 6D [DM:2338/HG:12 (-50)] (6D's damage and heat gain ignored) (Midscreen) 2B > 3C > Overdrive cancel > 5B (3) > 2C(1) > 6C(1) > 632146D (Goukai) [DM:3446/HG:??(-50)/Uses overdrive] (Corner) 2B > 3C > 236C (Raibu) Wallstick > 5A (1) > 6A > 623C (Gekiren) > 2B > 6A > jump cancel > j.B (3) > jump cancel > j.B (3) > 236C (Gosei) [DM:3064/HG:22] (Corner, 50 meter) 2B > 3C > 236C (Raibu) Wallstick > 5A (1) > 6A > 623C (Gekiren) > 2B > 6A > 623C (Gekiren) > 632146C (Seijyuu) [DM:3410/HG:21(-50)] (Midscreen, 50 meter) 3C > 236C (Raibu) > Rapid cancel > 5C(2) > 6C(2) > 236B (Zettou) > j.C (2) > j.6C (2) > j.2C (2) > 236A (Zettou) > j.B (3) > 236C (Gosei) [DM:3955/HG:?? (-50)] (Back-to-corner, 100 meter) 2B > 3C > Overdrive cancel > 5B (3) > 2C(1) > 6C(1) > 236D (Hariken) > D followup (empty cancel) > 2B > 5B (3) > 5C (2) > 6C (1) > 632146D (Goukai) > Rapid cancel > Run [DM:5350/HG:-100] (Opponent in the air) 6A > Jump cancel > j.B (3) > jump cancel > j.B (3) > 236C (Gosei) [DM:2047/HG:14] (Opponent in the air) Air grab > 6A > Jump cancel > j.B (3) > jump cancel > j.B (3) > 236C (Gosei) [DM:2672/HG:19]
  13. Seems like there won't be robots lol
  14. It wasn't that bad you dodgers
  15. I've been there, more than once. Especially when I netplayed and put in value to the stats offered in game. See, wanting to win is your goal, yet you voice that you lose. In that sense losing is a problem right? A problem can be fixed by a solution that can be applied wouldn't you say? What's the solution to stop losing? It's a problem and goal so vague that you will never find one direct solution to resolve your problem. Split into smaller parts, there's a reason you lose matches and there's things you can do about these smaller details. I don't know what applies to you most because it depends on your playstyle, character, etc. But a simple example would be "I'm not optimizing combos, if I count the amount of times I've hit my opponents in that last match compared to them, I could have won with better combos". Again, this is not aimed towards you in particular, but it shows that some aspect of your gameplay is lacking and that you can aim towards fixing these problems by realizing it. You don't have combos? Practice some in training, go learn them online, practice against bots (moving opponents) and try as much as possible to be actively thinking about it during matches. When you break down the reasons why you're not performing well and/or winning into smaller problems with better defined available solutions, you gain assets as a player, as a *insert character name* main, etc. These games will test a lot of your assets as such and you can choose to work towards improving or gaining them. From it, you'll notice it's a much more linear approach to improving than wishing to win. When you learn something and apply it in matches, you'll notice something else comes along that you should improve. "I want to convert my combos into knockdown" will naturally lead into "But what do I do after knockdown? What is my safest option to keep the pressure when my opponent wakes up?" and from there you start improving parts of your gameplay. It's a long process, but before you know it, players you couldn't beat are suddenly tied to you even though you weren't thinking about winning or that wasn't your current goal. BTW, stay mad at yourself for being entitled to progress, this is a good sign. Your ego doesn't like the state you find yourself at and it itches you to do something about it. Now what will you do about it? If I may suggest, go play someone that you can have a light chat with afterwards and ask them what's wrong with how you played or what was it that they exploited to win. They'll tell you something, w/e it is and you can make it your current goal for improvement if it's not too big to focus on. Or you can even break it down into something smaller short term goals. From there, spend a week just focusing on that or two if you need. I'll guarantee you that this will lead to more results than wishing to break losing streaks. When you take a retrospective over yourself after a while, you'll realize how much you gained in a defined amount of time. There's also critique threads in character forums for you to post your matches if you can and people knowledgeable about your character will help you better direct your flow of improvement.
  16. Naoto not momentum based? I feel that's pretty inacurate. With proper corner carry combos, she can land one or two good confirms into knockdown, next thing you know she has trap oki and if you guess wrong you die. That's why part of playing against her is keeping your burst for SMP. Even so she has tools like shotgun or One more burst silence to keep momentum. But yes, she doesn't quite Zone you, her greatest asset is movement unlike lambda/yukiko which is why she feels so odd when you treat her as a zoner type character
  17. @Bibi, As tu déja tes billets de bus pour SJ? Ya Arthur Kircoff de MK/Injustice community qui fait présentement la drive solo de MTL a Summer jam et qui offrait le lift a ceux qui voulaient. Il part vendredi a midi et dimanche il ne sait pas encore mais il restera pas jusqu'a la fin des tous les jeux. Tu peux le trouver sur FB sous le nom que je t'ai donné si tu veux le contacter directement
  18. Considering the move list says you can hold the button for the move. Kind of like a negative edge thing. Other people say it basically replaces dubious curve as to how to use it. Too little info to confirm anything though
  19. Naoto would probably be a good pick, but she probably excels more at moving on the screen than zoning. Once she gets a hit by forcing the opponent to over extend to catch her, it's corner carry into trap oki. I wouldn't say her rushdown is excellent, but the knockdowns will either be safe jumps or trap oki which works really well. You can also utilize 5D at neutral to try and get some offense started even without knockdown. Fairly good defensive options for meter. I can't say I know the other two characters as well, but Yukiko feels more zoning oriented. Play the neutral, control movement and space, solid pressure all around with persona attacks. As for Liz, I feel she doesn't have that "Rushdown" aspect and is more geared towards pressure in general. Take these two comments with a grain of salt.
  20. La seule affaire verte que je vois dans l'assiette c'est du Persil
  21. Dat lockdown tech QV "Venom has some giant black ball the he can suck towards him and hit again". Please let this be a combo tool, Goodbye electricity, welcome gravity as I now can control balls like Magneto controls metal objects. Fun fact, I was about to say "We're going back to Egypt on the timeline" because of the times at which these were discovered in human history, but fuck that shit we're actually moving onwards. That's a 4000 years of tech advancement! #WhensLocktestVids
  22. There's one thing that can really help you enjoy more the game if you get pissed off for trying to play seriously and win. Try splitting your game sessions into "serious" and "fun games". Day 9 talked a lot about this for starcraft 2. If you only play seriously, you are draining a lot of the enjoyment that could be achieved out of the game. Your enjoyment is based on the result so if you don't have the result, you lose love and will to keep going. I've been there when I attributed value to my ranking points in SF4. So how do you deal with it? simple, decide what's your mindset for a certain set of matches. It's OK to have some games that you don't care for the result or what happens. A good example on how to turn off the seriousness is picking up a sub character to just mess around with. Cooling off the temper and sustained periods of seriousness will make the matches you chose to play seriously less demotivating and hard on yourself. It's also OK to take a break every now and then. So long as you have the will to keep playing, all of these temper related issues will be a thing of the past And other people have said it already, but small goals for casual matches will make you improve much more steadily. Small goals = precise action to be focused on while playing to improve one aspect of your gameplay. It should start as simple as say "I want to be thinking a lot about using anti-airs to improve my defense" for example. Play a week, maybe 2 only thinking about that and before you know it, it becomes second nature and you'll be aware that this very precise aspect of your game improved. Seeing small improvements happen often is a great fuel to keep going. Eventually, it'll be something more complex and you can even find new goals according to your previous one. For example, "I want to convert counter-hits anti-airs into a better combo with good knockdown".
  23. Just noticed while fiddling with ball formations that the H ball and P ball on K formation should be swapped. Edit : ... on the wiki. My bad
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