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Dark Ranger88

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Everything posted by Dark Ranger88

  1. Dang. Really good info here. I haven't seen any footage of her yet. Mostly the new characters, Bang, Azrael, Ragna, Amane, and a few others. Do we know anything about the new move? Is it an unblockable? Can we combo off of it?
  2. How about Naruto: Ultimax Jutsu Hold? They would make zillions of dollars.
  3. Time to reuse old guides and slightly alter some words. Go!
  4. ^This^ Counterpicking can backfire especially if it's the character's worst matchup. Some people go out of their way to learn the nuances of their worst matchup, so counterpicking can leave you worse off since they know all the tricks and tactics for that character.
  5. Wasn't talking about you lel. I was just saying that most netplay Hakumens will rush you down instead of waiting for you to come to them. Plus that was simply a risk that didn't pay off. You can't let a Hakumen run roughshod over you just because they have 4 stars. Shippu/Astral is a risk, just like my 2A. If it doesn't pay off you're losing 4k.
  6. Don't you know that netplay Hakumens are all about that yolo j.2C rushdown burn as many stars as possible use shippu after 1 hit wakeup counter mash 2D during opponent blockstrings I AM HAKUMEN!
  7. Well it's different vs Rachel and certain other characters. Rachel gets wind, frog, and pumpkin if I don't rush her down or at least act like I am.
  8. Not talking about you Raziul, but I've had people send me messages along those lines. I've had people complain about me "running away too much." They have obviously never played Makoto before. If I don't dodge everyone's massive pokes my options are: get hit/block, or do something very unsafe (3C / jump at you / etc). A lot of the times Makoto's best strategy is to IAD back, backdash, or walk backwards, then dash in when your opponent whiffs something. Plus I'm playing for my own entertainment and to win...not to entertain you.
  9. I usually like playing my worst matchups until I get better at them, so if someone beats me and then switches I'm usually a bit salty about it. (Unless they switch to another character I'm bad against lol) I asked StayFree to keep using Bang once. He proceeded to switch to Tager and used his Bang reference palette for the rest of the set...So that doesn't always work StylishH.
  10. The secret to Azrael's 3/6D is that he keeps his hands in his pockets the entire time for the low, and throws his hands up in the air for the high. I was playing one of my friends who wanted to get into Persona Arena. I was teaching him while playing and at the start of the third round I gold bursted then threw out an instant kill. He ran into it and started mashing A. After he died he said, "Wait, how did I lose all of my health? I had full health." I told him about IKs and he said it was the most broken thing ever. "The fact that you can kill your opponent even if they have all of their health is the stupidest thing I've seen in any video game. I don't want to play this anymore." I even told him that they are incredibly slow, blockable, and you basically have to do something REALLY unsafe to get IK'd. Told him that almost no one gets hit by them unless you read a super. "Nope, it's still fucking dumb."
  11. Pet peeve: Not being able to practice pressure and mixup via blockstrings because no one likes to emergency/neutral tech and block on their wakeup. It's always roll / quick getup+mash / wakeup backdash / wakeup jump / wakeup 2A / wakeup DP / wakeup super / wakeup OD / wakeup throw...What ever happened to wakeup (1)??? I swear you can beat 90 percent of the people who play this game (in netplay that is) just by doing meaties and frametraps alone; you don't even need a high/low/throw. Do they not know that 5Bs and 5Cs have 100 p1?
  12. I think it would help us if Blactricity told us what he actually does during pressure and how his opponents respond to beat it. You say you just press "stuff"...but what buttons do you ACTUALLY press when you've knocked an opponent down and you want to open them up? Like if you knocked me down midscreen and I neutral teched, what blockstring would you use against me?
  13. That just sounds like an Izayoi that likes to style. I think I played that same person. It looked really cool, but it was annoying as fuck to play against.
  14. Using stagger pressure in blockstrings has also always been one of my weaknesses too. For a long while I didn't know how to implement this strategy properly. For the longest time I was doing stuff like this: 2A > 2A > *2A > 2B > 5B > *5C > 5CC (* indicates a gap in the blockstring). I thought that you needed a couple of airtight normals after a frametrap in order to properly confirm if your opponent got hit or not. I thought that if you left a gap in between each attack that your normals wouldn't combo, even if your opponent got hit. Later though, I looked at the frame data a little more closely and realized that hitstun lasts one frame longer than blockstun does (on almost all attacks). Meaning if you had perfectly timed staggers that left only a one frame gap, all of your attacks would still combo if your opponent happened to get hit. But then I realized that (most of the time) people are crouching while blocking, and crouching hitstun gives you 2 more frames to work with when staggering. So really you can leave a 1-3 frame gap and all of your attacks will still combo. So once you get the timing down, you can do strings like this: 2A > *2A > *2A > *2B > *5B > *5C > *3C etc Now you have like 5 attacks in a row that will catch mashers and still combo. And once you get respect from your opponent, you can reset pressure frequently and toss in some throws/lows/overheads/gimmicks. Training mode can help immensely in learning how to time your staggers too. There is a little green hitstun bar that will appear whenever you hit your opponent. If you work on timing your attacks so that the green bar is almost empty when the next attack connects you can commit the stagger timing to your muscle memory pretty quickly. I recommend starting out with just jabs then adding more attacks in once you get their timing down.
  15. Getting significantly better, but still not actually being good.
  16. Actually posting in a thread you hate The irony just Astral'd my sides. Edit: @BlackYakuzu94 I thought this was a humor/"ain't netplay strange" thread.
  17. Shoutouts to Makoto's win quote: "Man...you got guts." Shoutouts to people mashing after losing a round and cutting off Makoto before she can say "guts." Shoutouts to Makoto now having the unofficial win quote, "Man...you got FUCKED UP!"
  18. @TD One thing that gets me in trouble with stagger pressure are the people who just barrier every hit from the get go. You get pushed out after like 2 jabs, and at that point it's obvious to them that you either have to dash in 2A to continue pressure or do a long range move and end the blockstring. ------------------ And if we're bringing up random topics that we want to talk about...I have one too. What is "BB footsies?" I'm pretty sure I understand footsies in the traditional SF sense. "Walk back and forth, space pokes, whiff punish, etc." But BB (and GG too) seems way too fast for any kind of deliberate footsie game to happen. Some opponents can RUN run right at you and throw a huge poke out in a split-second. (I'm mostly talking about Makoto vs Mu and Ragna here....and online at that lel) Unless I'm spaced all the way across the screen there's no way I can make their dash pokes "whiff"...because they can close most distances fast because of their run speeds. A lot of the times it seems like you have to just be constantly pressing buttons in neutral or you get owned. I've read some things on the forum (can't remember exactly where right now) that say "Yeah just learn BB's version of footsies and you'll be good. If you have better footsies than your opponent, you'll destroy them." Then I've seen other people say, "Well BB doesn't really rely on footsies, the game's really not played that way." So which is it?
  19. I have a decent grasp on Makoto's combos...but a huge factor in my combo consistency is the caliber of opponent. If I'm facing a really good opponent where I have to constantly think or am constantly being pressured, a lot of the times when I land a hit I'll mess up the combo. I'll put so much brainpower into avoiding/mixing-up my opponent that I sometimes freeze when I finally get that hit. Whatever I should do just turns into braindead mash...and with Makoto 5B doesn't combo into 5C unless you're really close. But against a lower or mid level opponent I do my pressure/mixup without hesitation, and go straight into whatever combo I wanted to do (because I KNOW they are going to get hit by it).
  20. Would it be disrespectful if the other person was using one of their subs, then switched to their main (your character) after they beat you? And then they stomped the shit out of you? Would that be disrespectful?
  21. Wow thanks for that post. Very informative. The "game development" side of fighting games has always been one of those ideas dancing around in the back of my head, but I would never know where to start (especially with funding, artwork, and publishing). Developing a working prototype sounds like a good idea though. Do you know what programming language or game development program they used when making their prototypes? There is a surprisingly large amount of good information in this silly thread.
  22. I can't play that game because the fatalities make my flesh crawl. But violence is still violence and death is still death...what do you think happens to people when Terumi astrals them? ------------------------------------------------------------ Anyways for some constructive criticism...you're putting the cart before the horse here. You have to put in work, get good, hit the forums, gain a following, maybe...place well in a few tournaments first. THEN people might want to back your projects on Youtube or Twitch or whatever. I mean, hell, Mike Z basically kickstartered an ENTIRE GAME, but that was only after (and because) he was well known in the community. Hmm actually one way you could spin this is to do a Twitch channel with regular episodes that chronicles your journey to becoming half-decent. That way you could build some community following and get good at the same time...but it would still require some investment on your part because you would need the system, game, capture card, a computer, and good internet. But hey, it takes money to do anything nowadays. (But really, you don't even need Twitch to do this, just get out there and play people, online or offline. Seek out a wide breadth of opponents. As long as you have some modicum of skill, after you play someone a few times they will likely remember you well. Then once you have a decent amount of respect from a decent amount of people...you could start a channel, host a tournament, or do streamed FT10s and the response would be much better than what you received in this thread)
  23. Something I've found against Hazamas is to simply hit 5B after a blocked chain. If he: 1.) Does the D followup and tries to j.A, j.B, or j.2C, you'll stuff him and he'll eat an AA combo. 2.) A cancels and shoots another chain, you recover in time to block the second chain (whereas using 6A would get you killed here). Then you can still just hit 5B again after you block the second chain lol. 3.) Does the B followup, same as #2 above. 4.) Does the C followup (the one where he zips behind you), 5B's forward movement effect pushes you out of range if he tried to j.2C afterwards. I thiiiiinnnnnkkkk D~C > j.B miiiiggghhhtt hit you, but I'd have to test it. [Edit: Did some more testing lol j.A and j.2C whiff completely, if you do 5B at the earliest possible moment (you don't even need to IB), you will be able to block j.B....but even if it does hit you he's too far away to combo into anything, so the best he can do is try to start some pressure.) Anyways I've had some success with this strategy, but it's not perfect. It does however, take away their super safe shoot-chains-until-I-get-this-silly-squirrel-to-AA game away and forces them to commit hard if they want to get in on you.
  24. Pretty sure 3C gets destroyed by Ice Blades (it no longer has projectile invuln as of CP). For his pressure, the biggest thing is that Makoto has a DP. You can call out a lot of the pressure resets he does, so something like stuff > 6C > 6B > 2A or 5C > 2D > dash 2A isn't guaranteed against Makoto (meaning the Jin has to get more creative and also bait DPs and give up pressure at times). I haven't had a lot of experience in dealing with Jin's new 6D, so I won't say anything about that. But other than that...how to handle pressure is determined on a player-to-player basis (and Jin has the ability to vary his pressure so...). I guess the main gimmicks to watch out for are: 1.) Watch for crossups (j.B, j.2C, IAD j.D) 2.) Freeze-then-jump mixup. What I usually do is block high until Jin's feet touch the ground. Then immediately start blocking low while keeping an eye out for an IAD flash. 3.) 623D unblockable setups. Now Makoto CAN 3C Jin's D DP if he starts charging it for an unblockable. I myself have trouble getting in on characters as Makoto, so I don't think I can be of much help there lol.
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