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Everything posted by Angry Guy of DE
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Successfully block Wolf Valk's high low mixup. Get thrown. Block it all again. Forgot the wolf has an airthrow now. Oh.
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When people message me after a match to ask questions and advice. ... Wait no that fills me with a nice feeling that there's people that want to improve and get better.
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What makes a character good? CPE discussion and help needed
Angry Guy of DE replied to liquidrain's topic in Beginner Mode
It can be argued also to say what the character is good at and why it makes them good as a result. For these cases excluded technical ability as it is assumed the player can play the character as intended. Take a character that is strong up close that is able to convert hits into damage or corner carry. On paper this sounds convincing but maybe this character has trouble with zoning or characters that can have unique air approach options or does not have a reversal answer to escape pressure. Does this mean the character is bad because of this flaw? No, but it means the character can have bad matchups while still being strong if you can make the situation be in your advantage. While most people hate to factor this in but "gimmicks" that are not seen often by considered lower tier characters can completely change how a match goes if the opponent has no answer or understanding of how the gimmick works. Gimmicks are generally just seen as taking advantage of the other person's limited character knowledge but in all honestly I can't think of anything better than someone that complains when they lose because the character can just "do stuff". Like Kagura vs Hazama. Terrible in concept but its more likely that the Kagura knows more about what Hazama can do than what the Hazama knows of Kagura. Yes I do punch my sword through your super snake strike and bust your nuts. -
Not sure how to feel about you not building meter when getting hit by Critical Arts. They do a ton of damage and losing upwards of 40% and not getting meter is a little disheartening.
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That makes me sad.
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Birdie being a charge character / grappler tickles a special spot in me. As for his design...I first went wtf when he looked fat now. Though it looks like when he does certain moves he sucks it in and you see his muscles like in Alpha. I expect them to reveal a new character since they have done returning cast. No I don't consider Nash a new character.
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I'll have to try and lab out that tech if it optimizes midscreen command grab combos. Dunno if I'd do it in the corner since even just 5DB > 2DC > 6DC > [2]8C > 2C > 2DB is around 4K with A orb oki. Also have you guys really been messing around with Kagura's 6DA? It feels like it has almost entirely body invul. during the animation so it beats things like Koko 5C or Jin's D dp. I wonder what kind of pokes we can actually beat or if it can be used to beat people trying to alpha counter when under pressure. Still loses to overheads, lows, throws, and seemingly 2A's so its not perfect.
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Ha called it. She even is an install type character. Maybe this will give some characters more depth and options than how it is currently. Overheads would be welcome for ALOT of the cast since opening up people was pretty bad for most of the cast. Adjust assists so more than 5-6 are used all the time. ... This is going to be another $60 game isn't it?
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Nah the flash kick just never comes out because input delay. Its like attempt to flash kick > it never comes out > get hit crouched > All day to confirm into 6C. Meanwhile Jin 2A can somehow anti-air.
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Jin is probably the most "I'm gonna never stop pressing buttons" character in netplay. It just gets worse as Kagura when I hope online remembers that I am holding a charge to do [2]8B because oh look obvious airdash Jin. Oh it forgot what charge meant and Jin now gets a day and a half to confirm into 6C.
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When you are having a good match with a person and then they go straight to netplay tactics that work because of delay. Also Jins in general.
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Koko's 3C primarily will check attempts to [4]6A or 6DC to start an approach. The move does have recovery on whiff so you can bait it and then IAD j.C when she does it to check you at that range. As for the lightning traps you just need to resist the desire to want to approach with a drive move because unless you actually hit her doing something the trap will go off and you will eat a combo. If she tries to do this full screen just throw one of your fireballs to at least control the horizontal space and wait out the trap because even the B version goes off after a certain amount of time. Now side notes in regards to Koko. On wake-up 5B can check multiple meterless options that she has because all of them have more recovery than 5B has on whiff. 5BB can be done if she backdashes or 22C's because the follow-up B does not come out on whiff. Test it out in training mode to see how that combined with [4]6A oki will force her to block. Another note if you are willing is to ODR the first hit of her 6B into [4]1236C as you'll invul through the second hit and I don't think she can do anything from that on whiff. Outside of that I would advise more use 2A when starting block strings because 2A allows gatling into 5B / 2B / 6A and you can stagger 5B > B more than you think and even on block still jump or 5C and toss [4]6A if they block. You generally had good blocks except with 3C because you either didn't know its range well enough or that it was faster than you could 2C as a poke.
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Chrono Phantasma Speculations/Theories [rules updated 10/14]
Angry Guy of DE replied to Chaoschao222's topic in Zepp Museum
Relius was involved in the experiment with Terumi and Kokonoe's grand-father that ended up with him being sent into the future. The extent of his injuries from that aside from what happened to his eyes was never put into much detail. Likely some of that modification he willingly did on himself but the arm potentially could've been a result of when he got spat out into the future. -
Playing this game before the US release and praying that you can get at least 2 Bar connections from somebody nearby. By the time it gets US release most people don't want to play you because you've already adjusted while they still want to burst out of blockstun...
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Treat the new 28C as a straight up Shoryuken with no nutty hitboxes. Midscreen from basic starters like 5BB is the same except now you can do 6DC > 2DB midscreen. This pretty means that except 5/2A starters you should be dealing at minimum 2.8K and still getting A orb oki midscreen. 6DC > 2DB also still applies from the command throw, so again more damage with oki from before. Keep an eye out on opponents that you hit while crouching as you can do 5BB > 5C > 2DC > 6DA because 2DC causes spinning crumple on crouching opponents. This of course applies to 6A on hit as it forces crouch. Less common starters like 2DA and 6DB have different properties that offer new routes. 2DA has a link timing so you can immediately do a stance move on the ground instead of starting in the air, this timing applies also to using CT and special moves. 6DB on hit doesn't bounce an opponent up even on air hit so 2DC works consistently. More optimal midscreen combos when you can use 2DA in combo squeeze out more damage and carry with 2DA > 5DA > A orb > 66 > 5B to pick them up before they tech because 5B hitbox goes up Kagura's thigh.
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The main thing will be getting used to how his corner combos work. Off of basic 5BB> 3C in the corner you'll want to do 2DC into 6DC (Able to be done with just 3DC > 3DC as 2D takes priority with that input) into 28C to get the wall stick that lets you catch them with 5/2C to and continue the combo. Also pretty much get used to not relying on 28C as a reversal as it doesn't have the hitbox like before and seems to actually have more start-up as well. 28B is the old flash kick with just head invul so that is what you need to use. Oh can't forget advising you to take some time getting used to how CH6C is now. Before it knocked them high up but now they get wall bounced and then have an extended knockdown. When I say extended knockdown I mean you can actually run up and pick them up with 3C and continue the combo so on CH midscreen you can do 6DA or run up and 3C for the combo.
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Nobody should even buy that. They already are having Tanya as one of the characters in the Kombat pack so its clear they are already made in some degree. Make them free or unlockable in game especially if they only have one variation.
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That does seem to be the case with a couple characters now where you need to get rid of old muscle memory combos because they don't work now. For better or worse we'll see how players take to their main's changes.
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I played a buddy that tried using Mu in Extend recently... After a few matches I looked at him and said, "Am I missing something? you can't seem to combo 5C>6C as often so your damage is a little sad now. Also your Steins don't feel as though they wall me off anymore." He shrugged and just looked a little depressed.
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I noticed the 5D nerf as well, that was his best spacing tool since you had all day to confirm it into 236D or Messenga on hit. I didn't mess around with 236D whiff to keep pressure since I didn't figure out the range but I could see it being good against people that aren't willing to press 2A no matter what. OD is universally shorter now isn't it? Kagura honestly just lost oki and a "safe" dp as people were calling it but everything else was an improvement for him. His damage is nuts once you maximize all his tools.
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@Kaido All comments should be taken with a grain of salt since that was netplay and lag/delay could impact your gameplay. Ease up on 6DC, this Celica was letting you get away with it but constant usage is predictable and able to be punished by most of the cast of it whiffs. Despite Celica having a projectile herself the opponent never used it, you could've gotten more use of [4]6A and B orb to cover your approach or force your opponent to come to you where you can catch airdashes with 6C. Also get more used to delaying the A orb after 2DB when the opponent is going to just delay their wake-up to avoid the immediate orb. As far as combos go, Kagura has changed a great deal in the corner so I'm not gonna be critical on that since this is your first day 2.0 Kagura. On that note however...not getting good punishes off of CH 6DC is something to just lab time so you can get the most off the wall bounce. CH 6DC > 6C > 6DA > 3C > 6DC > 2DB is a basic punish that should give you good damage and be easy to do in netplay. As far as your mix-ups, the opponent was just crouch blocking and seemed to go for reversals when she had meter available. 5B>Delayed B can catch people attempting to mash normals or jump while still leaving you with the ability to jump on block or use 5C > [4]6A to keep pressure. 5BB>3C>2DC isn't airtight and IB'ing some parts can allow reversal options when there normally aren't. When you force an opponent to block orb oki you can do the following mix-up options: 2A > 5B (basic low hitconfirm if they stand up after blocking 2A, also 5B is neutral on block before IB) 2A > 6A (Gatling option, +5 on hit, slightly minus on block but only punishable with IB, forces crouch on hit) 2A > throw (Tick throw) 2A > 2B > 5B (Double low hitconfirm) 2A > delayed 5B (more useful when the opponent respects 6A and assumes you standing up is going to be the overhead) Learn where Kagura has gaps in strings to bait out reversals and (if your opponent is smart) will be less willing to throw them out in what they think is a safe bet.
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@fame96 Are you saying its not good for Terumi now? I can see that with the change to j.2D and no meterless overhead option so its would be even harder to open up Kagura now. Do you really see any improvements with Terumi in Extend? his pressure seems weaker or more reliant on 6B that can probably be reacted to with a dp for those with an option. The jump loop is neat if a little tricky to learn at first but the j.2D change made me sad.