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Everything posted by Manta
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Does anyone else find it odd that j.C is as powerful as it is, it looks like a little poke with his face, but in reality it's almost a total copy of j.2C in terms of damage and P1/2.
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Oki lovers come across as bit retarded anyway. I know this is sacrilegious, but promoting a game mechanic that really alienates and frustrates new players is no way to ensure a game's following.
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Addendum, 2D is a better approach tool than Bsledge. Its greater number of active frames and magnetism makes it impossible to backdash. Do be careful of the range though, if she can backdash out of range then you're handing over a free combo. Try to do it when she's charging or you'll get stuffed. Walking is still often a better approach overall though
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Pick those nits bitches! Tagers 6A will not super armour against lows, frame data does not mention.
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A big thing you're goign to have to learn is the diversity of the cast is kinda on a different level. SF4 has you comparing characters by their more subtle difference (In the extreme, how Ryu is different from Ken, but that's an outlier). Here, no-one plays the same, combos have a lot of their own rhythm depending on who you are. And there's a lot more to consider that just maximising damage, a few more little gauges to keep an eye on and a few more limitations (Contrary to what was said above, A>B>C>special doesn't always work with most characters, and it seldom leads to any good damage). For now I reckon you should stick to a character whose drive is actually an attack button of sorts, because trying to get your head around something fiddly like Rachel's wind will give you headaches.
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Heh, 3 frame hole, that's it. Didn't realise it was that small. Getting it blocked is still ass though
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There is no air tech after a hammer CH, heck, there's no bounce tech.
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It has been discussed, but here's a summary, it's hugely dependant on range: Extreme closeup: 6B > 2C > AC, stuff Close and magged:2C > AC, Stuff Close and not magged: 6C, j.2C, 2B > 2C > AC ender Medium: 5C > 6A > AC, Stuff Far: 6C > AC, stuff EXTREEEEEME: 236B > 5C > 6A > AC, ender (Sorry, no stuff here, proration goes to hell on Bsledge). In all cases you have time to walk forward a bit to optimise your position. You can probably get good damage off of MTW if you get a close hit, Hammer's proration is 100/85, which is pretty good. Combos off of 5B usually go: 5B > 3C, 2B > 2C > AC, stuff you can alternate 5B with 2B to hit confirm, but this pushes them away. On air hit you want them to tech because it's tech trap central. Failing that, 5B > 2B > (2C) > AC works. You only have a 3 frame window to confirm that in though, 2C only connects when close.
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Yeah, so many times I wanted to scream "Just follow up with 6C! Hammer CH is untechable!"
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Odd, they're always magged at that point so collider should hit. Personally I find if your J.D hits them from up high that 5C comes out quickly enough to then put an AC in. Damage is better too. The filler between the initial j.D hit and AC is probably the trickiest part of the combo since there's a lot of variables to consider very quickly.
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Probably just a timing thing. You need to pressing the second 6 of the 66 dash motion as the second hit of 5D strikes in order to give you enough time to land the 5C.
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Really? I thought 6A was better than that, well damn. (The frame data says nothing about it for 6A)
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That's only true of Voltic Charge. 6A is super armour and iirc will block lows, as long as the super armour holds, it doesn't care if it's projectile or not (Unlike CS1 where it did).
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Would a simpler way just to be use the square bracket notation for holding? i.e. IAD>j.[C]
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Yeah, and curse her for having a reversal that leads to such good damage. At least Ragna's doesn't do much unless he's in the corner. And Mu's is little different than a green burst.
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10th challenge mode combo does enough damage. Probably the easiest to explain.
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2C Works against most of her asteroid vision options, getting it right gets a Fatal, getting it wrong gets a CH combo from her, so it's a massive risk.
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To add to that, I've also found Bang to be one of the more suitable targets for 2C anti-air. It cannot be j.D'd and I find it beats clean those jump-in moves and has enough of a backwards facing hitbox to swat crossup attempts, obviously still can be evaded. Bang's 2D still beats out Tager's j.2C on reaction if you're being dump, but I'll agree that j.B is godly. Does feel even.
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Not quite true actually, what you can however do is cancel into normal throw from his weaker moves. Guaranteed throw counter. Watch for the teleport however. Also, if you hit his guard point with 5A, just keep jamming on 5A, there's nothing he can do about it except C teleport to put himself out of range. Other notes: Asledge his D nail, it will recover quick enough to block his run in, or the A sledge will actually hit him. BSledge is much less safe unless you get the spacing right Don't be predictable with spark bolt, this is good advice normally, but a plucky Bang can daifunka right through it! The rest is just good mixup defense fundamentals. Bang can go high, low and crossup with a lot of his moves, Learn which ones are overhead and the ones that just look like it (6A looks overhead-like but hits low, 6C looks overhead but is hard-coded to not hit crouching opponents, enjoy your free 360B). Void Tempest kick is 13 frame of startup, you should be able to sneak in your own throws quicker than that.
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Mami Circular is a free 360B on block, tested it, don't waste your time using 360A since it's actually possibly escapable then (Frame advantage ranges from -24 to -9 depending on how late it hits). However any competent Platinum would only ever risk letting this get blocked if they can RC it, so expect that. If they do have the meter, I've found some can get cocky as it beats your throw attempts and think its safe. I've found it's surprisingly easy to airthrow for some reason, not sure if 2A is effective however. Her non-projectile drive attacks are all at least -7 on block (And don't cancel into anything) so don't be afraid to poke her out of the recovery. Dramatic sally's a bitch, use 5A liberally. Your throw range is also greater than hers so if you anticipate it, bring on the pain. She has only 10500hp. Incidentally, her Astral is both a full reversal and totally safe on block. Just takes a while to power up.
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I actually said that I wouldn't mind if they all were, the consistency of no bad matchups would be nice.
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I don't mind having to think hard to beat my opponents, you're right, that is fun. But what I really don't want is the really slanted matchups which are actually solved games, like the hazama one. If he plays in a certain way and can react faster than a certain amount, he WILL win. Every time. Sooner every matchup was 4.5:5.5 against Tager than these specific bad ones. But at the same time, it would be possible to make Tager better without alienating the newbies as Mori so fears. He just needs moves that cover the gaps that only good players know how to exploit. I know I'm still complaining, but at least I'm sounding a hell of a lot less bitchy than you.
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I'd personally argue that Hazama is quite cringeworthy.