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Everything posted by TITANIUM BEAST!!!
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0 is the best HOS, no question. Even kaqn said he thinks 0 is better, and that was before 0 was all that well-known. kaqn is good, but he seems lazy for a HOS player. He gets by because he has been playing GG for a really long time and truly understands how to play the game and exploit the system. He is just solid all around and makes very few mistakes. Sanma is too flashy. He is the antithesis of kaqn, more knowledge/showiness in his HOS gameplay but not as solid defensively/not as experienced. Plays too risky for the gameplay environment he's in. KZO is KZO. He has his moments of safety and then he goes crazy with the reversals. Overall he seems really average though, similar to kaqn in that he doesn't really exploit the character's strengths to their maximum and just tries to get by on playing solid (when he isn't SVing everything in sight).
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lol sanma too fancy and risky for tournaments
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ok so now that this string has reached its inevitable retarded end let's talk about something else
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Went ahead and moved the posts to a more on-topic thread.
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Yeah or he could predict your SV, throw out his summon S and you could die. It's not worth it most of the time.
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so yeah sving a long range poke is usually a bad idea I dunno what's gotten into you guys. This isn't ST where you have relatively safe jab uppercuts that do 25% damage on hit. Is it possible to SV long range pokes? Yes! Is it a good idea? Probably not. Do the math on risk/reward. When dashbraking and 1F jumps are practically zero risk and potentially high reward, I dunno why you'd consider SV unless you were just that frustrated. ok so imagine you jumped from a certain range and you see a whiffed poke, airdash to punish is really good there in the meantime if you just randomly IAD without seeing someone whiff you commit, so if you guessed wrong the other guy is going to punch you in the face dun dun dun
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Don't characters turn around automatically in this game when you jump over someone (the jumper, not the grounded opponent)?
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At what point? If you are holding back when you FRC the BRP you will automatically FD any reversal. It's actually pretty safe in that respect.
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There's still a slight moment of vulnerability before you return to neutral from a blood kain, I've seen him get hit before being able to move. I guess you should think of it as a Dragon Install but better.
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main thing I saw was versus rachel in the second vid, he blood kains to go through her jumping overhead spike and then throws her on recovery stuuuuuuuupid
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wow susumu playing ragna wtf blood kain has invincibility on startup!?
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The main problems you get about being CH are when you go for mixups, since you generally need to be pretty close to get an effective mixup that is hard to block. Once you're in close proximity you have to deal with fast pokes from certain characters. This is mostly just my experience with the matchup and I've played it with Sol and HOS, who both have 3-frame 5K to interrupt crap with.
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All of the recent vids I've watched, I haven't seen this mixup used at all, or maybe once or twice at the MOST. I've NEVER seen 0 use it.
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What I'm saying with the reversals is that Robo-Ky is significantly harder to do reversal-safe pressure/oki against because his uppercut comes out in 3 frames. With Sol it depends on how much of a risk the Sol player is willing to take and how tight your setup is. If he's willing to take the risk of using HS VV to reverse instead of S VV, it becomes harder to do safe pressure because the HS VV is faster. As far as the stuff about I-no earning counterhits, I was talking about I-no getting counterhit out of her pressure, not the other way around.
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Robo-Ky. Also Sol sometimes.
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Ok since my post got deleted, let me actually clarify why your statement made no sense. I-no gets counterhit a LOT. It is the nature of her game to eat pokes to her face every once in a while. Now read my post again and understand why I said what I said. And SV is shit against I-no anyway.
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Please, this mixup has been long discarded.
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The mixup is he AC FRCs and either throws you when he lands or does another Storm Viper. If you attempt to attack or throw him, you might eat the SV. The method I told you defeats this mixup without risking getting hit, which is the whole point. Why take a risk when you can basically screw him over either way by doing one thing?
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Here's a random trick, if you 1 frame jump and FD when you see HOS FRC after a level 1 SV AC, you will escape the throw attempt and also block if he SVed again, thus completely shutting down the mixup. So yeah, it's fucking garbage.
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That is because you play I-no.
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yeah I noticed that early on but hard to think of applications right off the bat maybe 2C counterhit -> Blood Kain, then 5C -> Hell's Fang -> Addition, then combo off the wallbounce
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no even those guys play their shit pretty close kaqn especially plays very safe as far as conserving his meter and not doing too many flashy combos/strings honestly most of them make ragna look really boring, but they are pretty solid
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only player I see go for that stuff is CrimsonDisaster most of the Japanese Ragnas don't touch Blood Kain
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I'm still waiting for when the players are somehow able to implement Blood Kain into their games more fully. As far as how interesting and "fun" the character's combos are, that move seems to be the key to unlocking his potential. No doubt it doesn't get used much in vids due to the risk inherent in using it and possibly eating a burst during your combo. Still kinda disappointing, though. Truthfully though, what ends up making characters interesting in the long run is how they interact with each other in a match, combos be damned.
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haha great the only two matches of me are me losing to kyohei I feel awesome fuck me for bringing my camera to philly and leaving that piece of shit in the room