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tataki

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Everything posted by tataki

  1. The members of the SRK community really know their stuff when it comes to playing Street Fighter competitively. As a matter of fact, I gained most of my SF related knowledge by lurking and reading on SRK's forums. But I think that what I like to call "new-school" type of fighting games are often misunderstood among the SF players. By that I mean games like the Guilty Gear series, Melty Blood series, Arcana Heart, Blazblue etc. etc. Many SRK members look at a SF game and see the flow of the match, the gameplan, the spacing, the mind games etc. etc., but when they look at NSFGs (New School Fighting Games) all they can put their fingers on are the combos, which means they can only see the most basic and obvious part of the match. I think after a player gains deeper understanding of how NSFGs work, he will be able to transfer his SF fundamentals into this type of games as well. So this guide will help you to understand NSFG using your existing knowledge of Street Fighter. (Feel free to correct me if you see something that bothers you. I should note that I have read the MBAA guide for SF players on Melty Bread but I wanted to do something more general and less game specific, since MBAA is a unique beast of his own.) Since I love the format Maj used for his SF handbook, I'll do something similar, giving plenty of video examples. Part 1- Movement This is the 1st brick wall we encounter when switching from SF to New School. The golden rule of SF is that being in the air is worse than being on the ground, since in the air you can't block, you can't do more than one attack and you can't really move. (You are moving but you are stuck at the predetermined course you committed on 2 seconds ago when you pressed either u/b, u or u/f) Those big limitations make jumping a risky option. In NS though, it's different- You have options now! You can block most of the stuff coming at you, and you can move around the air by doing double jumps and air dashes. That said, air movement does have some limitations: Air dashes are somewhat risky (We will refer to that later), and you are still "stuck" in your new predetermined course after using all your aerial abilities until you hit the ground.(While your grounded opponent can position himself at the angles he can deal with you at ease, or even jump and interact with you from the air) You also can't block some ground moves while being airborne (Like in SF Alpha games) unless you use some form of advanced defense that requires strict timing and/or is limited by a gauge. (Be it the super bar or it's own bar) So while limitations still exist, air movement gives you enough freedom and versatility to make up for it, so you will be jumping around a lot. 1.1-Jumping and Double jumping- This is an alternative way to move around. Depending on the matchup you might want to get to your opponent from the ground, from the air, or both equally. It's really all about the angles and ranges and where you have the advantage over the opponent's character. Your character's normals are critical at controlling space while you are traveling the air. It's pretty common to see players jump and on the way up use a normal with a fast startup and a fast recovery (usually a light attack) and then do whatever they wanted to do, be it to air dash backwards or land on the opponent with their preferred normal for jump-ins. http://www.youtube.com/watch?v=fM2z93PVM-8#t=2m14s The weak normal at the start of the jump is a safe http://www.youtube.com/watch?v=uMy2auKtTYQ#t=3m06s "option select" in case the opponent did decide to come to them from the air at the same time, so it's actually a very solid anti-air. You can also see the characters using aerial normals that have long horizontal hitbox, right before they land from a jump. This is another safe way to control space. http://www.youtube.com/watch?v=MUf7fTmMQR4#t=1m19s Landing on the ground prevents the normal from having any recovery, and it can hit opponents who try to run at you from the ground as you land. http://www.youtube.com/watch?v=INe5xXjMrT8#t=2m11s Double jumping is used to mix up the options you have to approach your opponent, after you already committed to a jump. Let's say both you and your opponent are jumping at each other. You can try to beat his air to air move with your air to air move, or you can quickly double jump, and while he's doing his air to air move you attack from above him with your to ground move. You win. Another good example is when you are jumping at a character that has great anti air move, but with slow recovery. Use a neutral double jump at the last moment to make him whiff the move, then land on him as he recovers, with no time to do another anti air or even to block. You can also use moves that keep you in the air for the same purpose. http://www.youtube.com/watch?v=c_UmlLNjK7g#t=1m15s Just remember that if the opponent predicted that and did nothing, you are out of movement options and are stuck landing at him, giving him the advantage. 1.2-Air dashing- Forward air dash- IMO this is the New School equivalent to jumping forward in old school games. It's that risky option to get in someone's face and not being able to block while doing it, just like jumping forward in SF. http://www.youtube.com/watch?v=D4qJ4rMEh8A#t=3m56s You can even consider it being a riskier option because in SF you can use your 1 aerial move at different times to counter different anti airs. For example use it late to deal with a Dictator's s.HK or use it early to prevent him from jumping at you with j.MP. But you can't do anything during the beginning of your airdash. No blocking, no attacking, nothing. You are a sitting duck. Umm, more like an airdashing duck actually.  As such, you won't see it being used much in matches, excluding specific cases where it's much safer, such as chasing an air back dashing opponent, http://www.youtube.com/watch?v=MUf7fTmMQR4#t=1m25s or to dash high above the opponent to the other side of the screen in order to avoid the corner. http://www.youtube.com/watch?v=7SOv52LpzvY#t=56s Backwards air dash- This is used to quickly gain some space between you and your opponent. http://www.youtube.com/watch?v=D4qJ4rMEh8A#t=6m18s It's advised not to start it when you are really close to the opponent, since you can't block while doing it. http://www.youtube.com/watch?v=uMy2auKtTYQ#t=4m24s At range zero you have other tools such as jumping back while blocking and the ground back dash (which works exactly like back dashes in SF4, which some invincible frames on the start, and vulnerable frames at the end) http://www.youtube.com/watch?v=xx5_UczdEMI#t=21s As with jumping, after the aerial backdash you use your big horizontal move to catch pursuers. http://www.youtube.com/watch?v=uMy2auKtTYQ#t=1m36s 1.3- Jump-in mixups, using all your available options- Once you have them in a situation they won't anti-air you (either they can't or they are scared to push buttons because of your high priority jump-in option), it's time for a jump-in mixup. The first option is to air dash at the last possible moment and attack from there. Unlike a regular jump-in, the timing they need to block this is exactly as if you just landed and attacked low. So it's a true mixup. http://www.youtube.com/watch?v=3Uod1Eg5e54#t=3m30s The second option, like I had just told you, is to empty jump into a low http://www.youtube.com/watch?v=27ZvzmL1Wiw#t=4m34s You can even whiff the aerial normal to hide your real plan better… http://www.youtube.com/watch?v=xc9Mmz2VESQ#t=1m16s The third option is to empty jump into throw http://www.youtube.com/watch?v=MUf7fTmMQR4#t=34s Instead of an air dash, you can also use an overhead special that leaves you airborne while normally you should have landed already. http://www.youtube.com/watch?v=nrxFRbHrgxs#t=1m58s Or use a jump-in that is 2 hits instead of just one, and expecting you to land and do a low, the opponent will won't block the second overhead hit. http://www.youtube.com/watch?v=xc9Mmz2VESQ#t=1m04s How about faking a crossup using an air dash? http://www.youtube.com/watch?v=xc9Mmz2VESQ#t=03s Or using an air dash to mix up which direction your opponent needs to block you projectile? http://www.youtube.com/watch?v=PUgXwUSz05k#t=3m16s Make sure to check out all the tools and options your character has to make every opportunity count. 1.4- Ground movement- When both players choose to stay on the ground, the game will look similar to SF, but only with running and some sort of a way of faking it. Arcsystem games let you cancel the running momentum with the advanced blocking mechanic so it's used a lot as a spacing tool. http://www.youtube.com/watch?v=uMy2auKtTYQ#t=2m58s
  2. From the Bang video thread:
  3. (Those of you who don't know HNK watch this 1st) Hokuto no Bang! (watch in 480p)
  4. I can't seem to catch most of the cast with the 2nd j.d in the 4 seal combos. The 2d lifts them to high. What's the secret? Also I found ALOT of weird combos lately for the video but It's still not enough. I just need a couple more
  5. I intend to put a few practical combos, a few weird ones and a few that explore something which I have yet to see in vids posted so far. Like the 1st, the vid itself is mainly for entertainment. It teaches you some practical stuff and also gives you some ideas to think about but mostly it's for fun, hype and love for Bang.
  6. Hi guys! Today I started to work on a BBCS sequel to the Low Tier Ninja Hero vid. It will take a totally new direction but I think you guys are going to love it. If there are any awesome/funny/weird combos you want in, now is the time.
  7. How come no mod put a forum announcement on this campaign? Look at tekken zaibatsu's and SRK's main pages. all DL.com users should know about this and join in! COME ON PPL!
  8. Make SBX reload or let it die. Stop bribing your way into SBO lineups, Capcom! http://www.youtube.com/watch?v=tilawmqwsr0
  9. Ok so it's a hardware problem, since it feels exactly like CT now that I play by myself, but didn't when I played vs another player with another stick.
  10. I think that *unlike CT*, the game doesn't let you input 2369 for QCF moves and you have to do exactly 236, and that's why I'm having problems with it. (Just an educated guess)
  11. Why can't I combo daifunka after 2c with ease anymore? and tiger knee the nails?
  12. What program and format should I use when I want to convert raw AVI into something small but still keep it a good quality?
  13. Hi people , I just wanted to say I'm still working hard on the combo video based on the combos in the combo thread. I know it's taking a lot of time but please be patient I really hope I'll be able to finish it this weekend.
  14. In your vid you are talking about letting bang land as close to the ground as possible, right? j.d........2369c But in this combo you should actually let bang jump a little j.d 2369......c so it's not the same thing at all. 2:30 here Also, I correct myself as this delay applies for both nails not just the 1st.
  15. You should mention that both nails need to be delayed a bit, so the freeze will catch the opponent low enough on the ground, allowing 6c->j.d to hit. So instead of j.2369c it works for me when I do j.2369...c
  16. Oh ok now I understand where the confusion came from. In GG, you could buffer the directional inputs during the super flash, and press the button after it ends. In HNK, you couldn't buffer anything during the super flash. In BB, you can buffer everything and have the super come out by itself when the flash ends. It doesn't seem to work with FRKZ->daifunka
  17. This is really old stuff... In HNK they didn't want you to do it so they didn't let you input during the flash, but you could do this in many other games including guilty gear.
  18. It point guards everything that you can block while crouching. It doesn't work against stuff you have to block standing. Ok?
  19. Add this to the opening post: 1. Basics * Every hit now has x0.5 guard crush power.
  20. Indeed Bang's worst enemy!
  21. Never trust online experience in this game:psyduck: IMHO everything should be double checked in training mode before posted on the forums, to prevent false information. http://s1.zetaboards.com/blazblue/pages/rachel_data/ The frame data says 13+4, but I don't know what the 4 means. Maybe the super flash duration?
  22. WUT? The super has about 13 frames of startup before the super flash. During that startup you can do whatever you want to her. So it's not something she can use on wakeup.
  23. Just press your extra inputs before the 4th frame (where the point guard begins) and you won't get a teleport.
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