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Everything posted by Dark Ranger88
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I'm getting a strong urge to play as Hazama. I wanna to do 6A > Houtenjin. I wanna do that "Chain > Chain > Hungry Coils > 632146C" thing Hazamas always do. How could something so wrong feel so right? Someone talk me out of it, please.
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Well some people watch your character and can recognize when you come to a complete stop, letting them know when they can jump/mash. For that kind of pressure to work you have to either have A.) A move with very quick recovery frames or B.) The ability to chain into another normal late into your recovery frames in order to bait and punish mashing. This can limit your pressure resets to 2A and 2B usually, whereas + moves (especially specials) can be used after every normal. If you use +frame moves to reset it also looks like your character is always doing something, so your opponent can't use the obvious cue of your character coming to a complete stop.
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Well changing the inputs wouldn't really do anything, they aren't really that difficult at all. Lander Blow: Level 3 Lander Blow is +5 on block, which is great. However you can only do it after Lunatic Upper, making it highly telegraphed. Stand alone Lander Blow would fix this, plus it has a 27 frame startup, making it jumpable/mashable. Cosmic Ray: You can do Cosmic Ray after Asteroid Vision almost instantly so there is no real need to give that a stand alone command. Cosmic Ray is -1 (lvl 2) or even on block (lvl 3). So it can't really be used for pressure unless you give it more frame advantage. Although it can give you relative advantage against some characters with slow jabs.
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I'm no expert either. That's why I'm asking for the community's input. +1 2A you say?
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Hmm...How is Makoto not well designed for rushdown? What tools could/should they give her to boost her rushdown game without breaking her or changing her playstyle completely? Granted her drive isn't specifically designed for rushdown (but it is really fun and satisfying to wail on people with lvl3 punches and supers). She does however have other characteristics that make her a "rushdown character." The biggest thing is her run speed (fastest in the game) combined with a decent poke, which means you can be very aggressive by running at your opponent quickly and forcing them to react rather than think. That's really all you need to control the pace of the match and not give your opponent time to think/breathe (eg. rush them down). The only tools I can think of to make her better at "rushdown" (as opposed to generic buffs like more damage, better mixup) would be to give her ways to deal with zoning/projectiles. Like if she had Akatsuki's Blitz Shield, Fox's Reflector from SSB, or fucking Growler Field. But then again giving Makoto a braindead way to deal with zoning would probably make her instant S Tier imo.
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Alright lime respond to this when you are ready to play. I'm not on PSN right now. Are you gonna be under abadlime or pippymcpipguk? These fucking aliases. I'm gonna come up with some. Hey have you guys heard of that new Makoto player named Rark_DangerXE? I've heard he's pretty good. Edit: Alright Lime I'm gonna go to sleep. I think we are in the same time zone right (Central)? We can try again some other day.
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> Implying there are other Makotos
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Well I just mean if you ever wanted to disrespect my pressure, waiting for that move and 2Cing would be the best and most safe way to do it. A lot of people try to mash 2A, upback, throw, or backdash. And those all get hit by 214C~D lvl3. Which is why I do it in the first place.
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Yeah I do the standard block low then try to switch to high block on reaction. It's just that...I can't react quickly enough most of the times. I only yomi block if I completely give up on playing defense due to lag etc. Yeah our connection wasn't smooth, but it was somewhat playable. That also may have been causing some inputs to drop. Oh and you can 5C, 2C, Flash Kick, or airthrow to stuff the flying level 3 punch I do during pressure. The 2C anti air is probably your best bet to beat it on reaction. Or you can do what Tager players do and mash the fuck out of it.
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Hell there's a pretty good chance they ARE in their underwear. The Master Unit knows I've done it before.
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GGs Henjin Tried to mess around with some anti-chain stuff after our last encounter. I did better, but you still found some ways around my tech. Gah and I'm still bad against Hazama pressure. Well...I can't block in general so that's probably it. But I swear I barriered all of those crush triggers.
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Okay I made a room should I which account should I invite? Stylezama or xHenjin_afk?
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K I gotta run down to the dollar store real quick. I'll be on in like 10 minutes. For you? Of course ^_^
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Any Hazamas want to fight?
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Oh lol. I was never really into scat. That's funny how that worked out though lol. You jokingly popped her airthrow quote, when "airthrow her" could actually be legit advice.
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That's her airthrow quote. Are you saying I should airthrow Rachels? Well I do try to airthrow or j.B them when I see pumpkin coming. But a lot of the times when I do that they are too far away or I'm too slow. Or are you saying that I should "Enjoy Gravity" because Makoto is a low tier character?
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Do Neutral in the Makoto vs Rachel matchup. Good Rachels seem to completely shit on me. Ya can't run past, slide under, or jump over a winded Lobelia. But respect Lobelias too much and it leads to Pumpkin Get > Unstoppable approach. Edit: And about this whole bad attitude rage thing. It all depends on the character you use. Playing as Makoto...I NEVER, EVER, EVER get ragemail or any kind of bad attitude at all. Even when I destroy people and astral them etc. Even if I do taunt combos people still don't get mad, they congratulate me. Back when I used to play Ragna and Plat though I got it every now and then. Also I messed around with Bullet for a couple of weeks and got tons of hatemail. I think the people that send this kind of stuff like "You are trash etc." Feel like they lost to the character's BS and lag rather than your skill.
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GGs to Henjin's room (Henjin, Stayfree, Konan, etc). I played good sometimes and bad sometimes lol. I may be starting to understand rushdown better ( as opposed to evade, space, and antiair, AKA. my usual gameplan). Except against Hazama. Once you figured out how to zone with chains and not get touched I was getting wrecked...ehhhhh. Even IB chain > 5A gets stuffed by his j.B if spaced properly. And you can't approach at all because he can just cancel chain or fly away. Gah I should have saved those replays.
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This. I once got double perfected by someone, then astral'd them the very next match. At least give me a couple of matches to try and adapt. Thinking, "Wow there's no way you'll EVER beat me. Might as well leave so I don't waste any of my time," has got to be the most obnoxious thing ever.
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Ol' Ranger doesn't fit anywhere on that list. Checkmate atheists
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Not everyone can do that though. Makoto's (and probably Tsubaki and Ragna etc.) backdash still gets hit by the sword because they don't move far enough backwards. However, if they autopilot "two hit low slide move" > "Guard point move", you can instant block the second hit of the slide move and grab them out of the guard point move...or do anything with body invuln.
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GGs to XBurner's free for all room
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-24, AKA Punishable http://www.dustloop.com/wiki/index.php?title=Defense_(BBCP) Scroll down
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Hmm good point. But even if it is just a recording of inputs, they could still program replay mode to fast-forward through a certain number of frames and inputs almost instantly. Like in CS when you would join a player room that already had a match going, it would haul ass until it caught up to the actual match. So rewinding wouldn't really be rewinding, rather stopping and fast forwarding instantaneously, so that you don't have to save game states.
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This isn't really netplay, but I didn't know where to put this. I recently started watching my replays and...there's no rewind function??? Why? How hard could that be to implement?