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Everything posted by DerQ
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I was fiddling with the above combo route trying to maximize damage. It's a pain in the ass making the combo a lot harder for 100 damage tops. Alternativaly max damage would most likely be drill level 3 j.B > j6D > 6C at the beginning of the combo
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I beat level 5 once, but remember domestic violence is never funny -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I beat level 5 once in a best of 1 in the middle of a set we played. I think that win's mine. -
More corner carry should give that opportunity more often, but these enders don't give the oki themselves. Not sure of the end result Drill loss would be pretty noticeable if you think you're tsubaki after that knockdown. Wouldn't be surprised if that'd give level 2
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
No you don't win. You just endlessly trade with your opponent upon doing whatever. Opponents hit you with a combo, you can mash 5B and you should trade with the opponent mid combo now and then -
You wrote 2A where the notation should read 6A. Also, please mention when Counter hit is needed. Can't do 6A > 5B(3) > 5C on regular hit iirc.
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In case you might not know them Hop back from 6C(2) into j.B if you're not already cornered. If you are, 236DD after 6C(2). Anything else goes into oki
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Try staying on the ground for the first part of the combo. 6A> 5B (1)> 5C >6c > stuff. Not only you will get the same route after 6C midscreen with extra damage, but you'll get side switch routes if your back is against the wall as well as more damage than the combo you posted. If you'd rather stick with your route, 6A > jc jB > jc jB > j2C > 214 A/B > jB > j2C > j236c will be or close to max damage when cornered
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Jiro (AKA JI DA GOD RO) uploaded a CMV, interesting stuff http://www.nicovideo.jp/watch/sm26209406 I'm trying to understand the common pattern explaining why Gosei can somehow combo into 2B. Judging from the video, if you hit Gosei slightly with amane slightly below the opponent (or as much as possible), the opponent remains in hitstun for a LOT more time. Almost as if another hit delays the last hit that knocks them down. Not only can you combo, but this opens some potential for hariken oki in the corner since you get a lot more time to setup. If it could be the same as the double gekiren tech posted above, this means even corner carry routes can lead to oki. I wonder if there is better corner carry with something like 6C > 236DC RC > Something > Hariken hits > Something > Gosei > Hariken oki The tease to cave in and purchase traning mode is so strong lol
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And to think you get increased frame advantage with drill levels. Neat. Rising j.D on regular block can't be dealt with for characters with no DP. Even more neat Neeeeeeeeeeeeeeeeeeeeeeat
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I think you're missing 5C on the 4th notation If Drill level 1 is +7~ , shouldn't IB drill > 5A beat Amane's microdash 5B, startup wise at least. I wonder if there are new/better options for corner carry or side switch combos... Since forcing some tech situation in BB is hard, this sounds like some nice oki to use all the damn time. Out of curiosity since I'll be playing Brice often (despite the likelyness of cornering Tager in that match lol), if he uses sledge on wakeup: 1. Do you recover in time to block/IB/Mash A? 2. Wouldn't the drill hit him or sledge moves him away enough?
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Can't help either. Buying beer in dunham that day ayyyy -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Numbah One 11!!!1??1!! -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
Night? I only snore cocaine *ba dum snifffffffffff* -
Is Izayoi still the only char that 623C > 5B won't connect on?
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I may be wrongly assuming hariken to hit or be the alternative to zettou pressure reset. I'll stay aware to how people respond to it past the first month of the game. I did experience people mashing out of it (Lmao level-5) when I thought it was "Correctly spaced". It's still early, thus far people respect some of it. Although, I'm still confident that approaching his pressure like I did in 1.1 is still the way to go, at least in some regards. That is you have risky options, but you have enough of them that you can alternate and force anyone to guess still. Hariken, Hariken cancels, Hop backs, 6B > j.C, hop forwards, j.D > j236A > j.D can make someone attempt to get reads on what you'll do next instead of react or use reversals. That might be optimistic, especially at a level higher than the one I play. I don't know about that. I wanted to tie this post to the reduced pushback on most of his normals, but I don't recall why as I write this sentence. Oh well, might not be that important. Might just be the players who didn't know there was a stomp in this version and held forward. Sounds likely. I'm not sure you control your spacing after jD > 236A > jD all that much. Even if it might be true that you can bait a burst that way, the person bursting there is more likely to get Overdrive since it has little hitstun/blockstun. That's bad. Even if they burst, that's good because you don't really get anything after j.D worth bursting for (Unless that's literally your only option). They could even counter-assault and that'd be smarter on them and hit you out of Hariken in the process. I fail to see how this baits DP, normals or just them upbacking/backdashing. Just holding back might do the trick to bait their DP, but you lose out on a valuable couple of frames of drill meter obtained for using hariken here. I fail to see the rewards for the risk involved, you let me know how it goes for you I'm no pro at defense in BB. I just think waiting for the opponent to throw you so you can tech the throw and escape after could be optimized by entirely avoiding the strategy itself? 236C on block does 84 chip damage. If, someone like Tager could do a WHOPPING 4k damage and have you magnetized. Wouldn't be surprised if you get a 3K+ punish accross the cast on Instant block. Never mind that they could burst/OD cancel, Guard cancel, most likely mash a reversal in between Hariken Oki > OD > 5D (IS IT GAPLESS?!!?!??!), most likely mash a normal there, maybe a upback, maybe get up and make lunch before 5D connects. If they don't get back on time, 5D will actually do little to no damage because of damage scaling and they'll be able to tech due to same attack combo and get a free punish as well as their lunch But sure, if they're having a stroke after respecting your drill pressure up to the point where their barrier gauge is depleted on drill 1 and 2, after getting hit by 3C in the corner and their brain can't function anymore past holding their stick backwards and block your offense... Then I guess you've already won the next 5-10 games with this strategy. I won't dispute that under these conditions, it's rather efficient and quick It's like this video https://www.youtube.com/watch?v=7gcuoq1pio0If I could have 1px of life, OD, 100 meter, drill level 3, corner, an opponent with no barrier, someone who doesn't crouch block, someone who stands there and just takes it, then of course it is the best option. But that doesn't happen. Playing a character whose only reversal moves horizontally should be enough of an indicator that blocking probably does the trick here? Hariken drill hits > Dash 5B > 236C > 6A > 623C > 2B > 6A > 623C is simple enough and should give you 3.6K or so. Replace the last 6A with 2D if you have drill meter for more damage. There's probably better combos, but 3.6k is neat (at this point in time anyway)
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
C'est quoi le deal avec le snore shaming? Geeeeeeeez percez vous les tympans si ça vous gosse tant -
Why do you think the reward is only better with high drill? It's a 4k combo midscreen for a similar route as other starters. Is it just hitconfirming? Also I know this increases the gap to mash. but if the stomp doesn't connect, the drill itself won't pushback at all. No need to microdash afterwards to connect anything or hitconfirm EDIT: Could it be that the risk/reward is not worth it in Japan :3 Try it in american pools ayyyyyyyyyyyyyyyyyyyyy
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I'll be busy brewing BEER, all weekend. woooooooooooooooooo -
WOooo discussion!!!!!!1! (I still don't have the game, test my shit if you're skeptical ayyyyyyyyy) Drill level 3 with Barrier and IB lags the fuck out of a PS3 as well lol, aside from potentially eating inputs (?) not much use to that. About j.236C oki, I think using B drill should be the default option. Catches forward roll with the BEST starter (if for some reason they want to do that), with the new speed you should be able to block Carnage scissors-like reversals, it maintains drill level or raises it. Holding drill on a back rolls gives plenty of drill meter. The one thing I still can't understand is why the distance between you and the opponent varies after the move. Sometimes they'll be right under B drill, sometimes the move would never connect. No idea if this is character specific or situation specific or both or wtf man Hariken drill pressure IS DEFINITELY worth it. If you say it's easy to DP Amane as a reason not to use it, isn't the timing for DP the same even if you go for j.D spam? Heck, if you connect the stomp, I'm curious whether or not the gap is smaller than anything > 236A > j.D. It'll beat characters who have to rely on normals mash to get out of j.D spam. It's the best starter you can reliably hope to get. I don't know about Bang now (more specifically his rewards vs. ours), I only recall Dora saying this was a bad matchup for Bang in 1.1 at NEC. Main (if not only) thing he told me behind the reasoning was that Bang lacked good anti-air options. But I guess I'll see once I get to actually play our local Bangs again.
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That's what I see in the vaguest way though as what sticks out the most. As far as having him as a sub. He's not sub par to the point of having only bad matchups. Saving him for the bad matchup on a main char seems wise The big minus I see for a sub amane is that combos and hitconfirming with this guy required a lot of getting acquainted with. You can read notations, but choosing routes mid combos depending on many factors can be a hassle if it's a competitive sub. I'm talking from personnal experience on that one, might not be that way for you. Either way you'll see for yourself once you get that hands on time w/ him.
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Depends who you ask. I think he's fine, but I also think I have a high tolerance on that. Aside from my opinion now. with a lack of offensive options to "open up" someone, Amane relies more on controlling neutral play to gain an advantage. While some of his normals are good, he does not win in every situation. Ground to air is good, air to air varies, ground to ground is slightly worse than air to air. So you need to avoid situations you can't win and force players to play in a way that you can exploit (gain drill, neutral scenarios where you win) This means more decisions for often times less reward. More mental effort or stronger gameplan for same results. I think the same reward/effort ratio can be observed for the character in general. EDIT: I'm willing to explain what's broad above in more details, just at work at the moment RE-EDIT: I don't have extensive matchup experience, but if you are interested in a more detailed experience ask me about matchups you play more often so I can try and make it more relatable? (Just trying to make more people join in or relate I guess)
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Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I've thought about doing that myself. Although I have very little space available for that. About pedro and brice's room. No kitchen and no living room. One setup (Xrd or accent core only) Hence why I'll only think about it :3 I'm sure we can find a nice gazebo with this weather. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
DerQ replied to BladeOfJustice7's topic in International
I thought about getting in touch w/ the smash loft guys to keep the tournaments going while our usual hosts are in japan... But I've only thought about it :3 EDIT: Why the fuck would Air respond at 3AM in Japan? wtf -
Double 2B? Double j2B I assume? micro dash out of landing recovery ^Eshi's Thanks for pointing out j.2B reset from that setup gives you a bluebeat, didn't think of that. Literally only useful mid to low level play. Meh