Jump to content
Dustloop Forums

zaeris

Members
  • Posts

    936
  • Joined

  • Last visited

Everything posted by zaeris

  1. Its okay, tao is a bad match for lambda u need to work on using 6a to AA first ^^,
  2. TK combo build lots of bar so its always good to RC since you will gain at least 40% back setting up for another corner loop.
  3. Tk whiff due to the opponent hit boxes there a few that falls (ragna and noel) into this when they're too close to the ground and lambda to bypass them you hit them higher since crescent is more likely to catch their hit boxes when you're not too close. This also applies to 236b rc combo when you dash to near corner it will also whiff. Hence learning to walk rather than dash helps gets the spacing. 5dd pressure is rather dead beside making them angry if you rather want the nu like mix up use her melee version with TK and Tk feints and use less 5dd since that part hasn't change.
  4. I was planning on writing something long but opt to say otherwise but instead... Gravity RC is rather more safer and better but only when calamity sword does decent unburst-able single damage would it be the prefer use for final kill. As a reversal if you have bar to do DD, gravity RC is safer and unless it is still charging.
  5. making me sadface... its fine a lot of my friends (noobs) are waiting on the US release ^^. new week should be interesting.
  6. Haven't seen you psn for a while, should go on and show me how much you've improve... Keep practising, at this point its just the case of inputting fast and earliest as possible even 236B rc 5dd... my mind laspe in thinking sometimes since to me the hardest part is special canceling 5dd into 236c. If you hit 5dd asap after rc you should be able to get this part easily.
  7. its an early special cancel.. im probably guessing that you're doing it slow but you just need to be able to cancel it as earliest as possible since that is more of a staple BnB in real matches. Once you Rc just input 236c asap.
  8. as this is what people do in real tourney? or are you dissatisfy with this playstyle you are more than welcome to make your own if that lets you win. Maybe I should be more thoughtful, Lambda does not have good normals outside of zoning her target when you're up against bang, litchi, ragna and even an annoying noel you're going to keep your distance in most cases. Since jump cancel has been remove from your 5dd your pressure will look plain and yes boring. In these cases you will mostly zone from a very large distance and pray for act C to hit randomly from your opponents forgetting to air barrier or just being aggitated at your zoning.
  9. The first step is to be comfortable with using IAD back x 2- 4 ^^, running is a good strategy. Start with 5dd -> 214D/4dd/236d/236c/236b then proceed to jump and j.2dd or you can watch some japanese tourney vid and try their style.
  10. there is already a Tk section but the alternative and commonly used place is RC combo... 236B act blade rc (be sure not to run too deep into the corner) crescent saber RC 236c near corner run 6a tk crescent mini dash 6a -> loop you could also combo into garvity in the corner for loops. Since people have now been getting their copy im rather interesting with everyones review on lambda we can have long review post later.
  11. it has more to do with positioning assuming you've done the perfect lowest TK crescent to land aspd, since u can literaly spam 5dd after but its more of the matter on how well you position + lowest Tk height. 2C uses in block string can lead to CH as in frame trap. This happens when people are mashing during string and 2c being relatively slow adds frame trap whether intentional or not its great to hit mashing scrubs with it however if you try using 2c naked by itself or as AA you're going to eat fat CH combo from your opponent.
  12. Depends on your goal by simply achieving perfect defense you only have at least 2 with highs and low. Whats going through my mind includes "I want to win" hence a 3rd option of counter attacking. So your choice when defending are blocking high/low, throw tech (although . more easier) and counter attacking just adding more to the list. and by correcting the choice.. in the case with feints you movement time increase more by readjusting... I did forget about TK feints since the time it takes to respond by incorrectly guessing a feint doubles your reaction time to adjust it. awell, its better to be here than to read DL general which is looking rather close to gamesfaq and Srk forum and do I dare say 4chan >.>
  13. Want me to try some math? 190ms since there are 1000 millisecond in a second converting it into frame data is: represented by (190*60)/1000 = 11.4 frames I first tried to converted it into frame data but then I ask myself can I react to an 11.4 frame attack meaning the average so I question myself what is different. the reason exist in the many factor but also the simple test only test for stimuli response but with a set of rules to follow in place.... e.g. click when you see the green light. This made the process easier and response faster when fishing hence anticipation in mind.
  14. I will probably summed up gimmicks as a bad mix up or something people don't really use or see often because its not recommended. Ice Car spam is not a gimmick it is just people being bad at attack or blocking since the move istelf is punishable beside A version without IB but then people should be able to IB and punish it. gimmick = noel CS that what it currently is when you vs noel lol.
  15. I read about George Orwell's Politics and the English Language, although I agree with some point and disagree on others. Just to clarify 17 frames trends on the point of being react-able and being hard to react. More or less ask yourself can you block overhead? depending on the speed of the start up the answer is yes and no. I've yet to seen nu Tk crescent being blocked all the time in a japanese vid and I'm for one believe they've done more training than we could in terms in reaction. But like I said more power to you if you can. practicing a combo and reaction are different since kara are only a memorization of input there is little element of reaction somewhat. Hence I found your example poor. But if you want to say practice help sure... although I will still disagree. As for being salty.. zenzen
  16. 17 is react-able however for most of us without a clear and concise thought is it not a simple matter, this is where conditioning has been use to test if people are genuinely reacting or dishonestly anticipation. according to Robert J. Kosinski of Clemson University, the mean average of reaction base on light is 190ms and sound 160ms, so yes it is possible... http://biae.clemson.edu/bpc/bp/Lab/110/reaction.htm#Simple%20vs However in BB the numbers of option we have isn't simply limited to one hence the time taken to react and respond is greater than of 190ms using a visual cue or 160ms. So we dont simply follow the simple reaction test which propose the average means is 190s and 160s but rather looking at the choice reaction test since this is what fighting game is all about chosing the best option in different scenario and it isn't simply just a straight answer. using Hick's law RT = a + blog2(n + 1) where A and B are constant figure representing movement time and processing speed and N being the numbers of choices. If I was doing Tk crescent only and telling you to block standing in crouch position it would be simple and somewhat easy. But for the standard block low (most) and react high your option and reaction are increase by log(2+1). so what do I want to say? I don't believe genuinely that reaction is simple and that a person can block Tk crescent all the time... by expanding your options through conditioning I will more likely see people get hit by it. And how does the word spoiled has any meaning in this? if anything its either you can do something or you can't do something. If you limited your option to just look for Tk crescent and block it would be simple but this isn't what’s occurring in fighting games when your option are increased. Second thought I find your correlation to kara to reaction absurd since both are unrelated to each other or have you realise this already? With a clear and define task you are not trying to cancel kara from reaction, you're doing it from the moment you are recognising your choice meaning it came before the action took place physically, there is no reaction unless you want to say people can react in less than 3 frames? and yes unreactable overheads do exist, you should try playing GG where may has two option from her dust making it a 50/50 guess and millia hair car frc into jk did I forget baiken Tk Youzansen which comes out in 6 frames in the air when TK it is impossible to see.
  17. I would like to see you block it without anticipation.. or else the japanese player wouldn't get hit by it... well thats about it from me whether people are truely reacting or aniticipating a move I don't believe you can freely react at mid range. More power to you if you can.. With the case with litchi I already foresaw that happening because realisticly she wasn't lacking anything except more damage once you addded in damage she became complete same with bang. These character back in CT actually landed hit easier. okizeme and mix up wise they were strong in both especially in litchi's cases.
  18. not at all ^^, I'm at a shock reading the past few post....people you can still Jc your normals well most of them, Tk crescent saber is still a great over head... I smell bs if people can react to it but thats just me. your mix up can potentially come from 6a since it has the revolving gatling of going to 2b or jc into tk crescent saber... the only lack of option to mix someone up is at range which you can aim to decrease their primer instead and make their focus less on defence which will give you a chance to land Air hits in most cases.
  19. Lol, I was actually surprise myself... maybe it was some kind of joke? But CPU matches are a terrible idea especially in BB because the comp are able to read your input and counter with something 100% of the time which leads to a lost of mind games vs human players. At least in GG the AI is a bit more dynamic. If you ever use act C no matter how random it is you will also be srk ectera or poked out... With regards to bang it will be a competency test.... The lambda players ability to block and out zone bang vs how decent the bang play is. So in essential, don’t be predictable. One of the defence option is jump barrier.. Which you see utilised in Japanese matches it somewhat counters overheads and command throws. but with regards to this it is better to move discussion to the lambda vs bang sub thread.
  20. its not buffering during blocking stun but rather IB an attack using 3/4 of the super command ->
  21. not really, pad or no its all the same you just need practise... Why do people play on stick? because you would want to go japan someday right and compete in SBO ^^, no one is going to invent a usb pad for you to plug it into an arcade.
  22. I'm going to say this with a smiling face... since people dont seem the distinguish between guessing something (yomi) and punishing something on block. Act B and Act C are 0+ and 4- on block respectively meaning it is nonpunishable except if you IB it giving you a +4/+5 cant remember more advantage on block. If you guess that its come and mash out an attack that is called yomi or guessing... if you can react to a within the time frame and mash an attack then maybe you have something esle called reaction. This is why pro's do 5D -> nothing/delay 5DD to see whether you are really reacting to it or guessing a follow up which lambda will punish your button whiff. Lamdba act B and act C are not punishable on block. beating said more on reaction and with better buttons (usually with invul moves) are not a form of punish. Is there a difference between an air throw that is be easily combo-able and a non combo-able one without needing to RC? Litchi air throw by-itself does less damage but you gains free combo after an air throw, taokaka and ragna (while harder) have follow up which are free. Noel and hakumen air throws+ follow up combo does more than 2k without RC. Just wondering whats going for your head, even Arakune gets delicious curse bar into omg rape combo >.>
  23. I'm sure scrubs will still do D -> act pulsar attack since they are safe or hard to punish something like the new wave of ice car jin online ^^, on block, it just doesn't net you any damage, playing lambda doesn't have damage potential unless you can do advance combo.. Should be a fun times online, as long as scrubs stay off using my lambda as an ego trip thinking the characters makes the person.
  24. thats cause they come from game chariot which has the most BB vids up ^^, the more stronger players dont get capture enough on video.
  25. Lambda isn't a scrub friendly characters....... where the difference in skills is very noticeable.. without her more advance combo at best you be at Rachael level of damage. with that said you are a very picky person ^^,
×
×
  • Create New...