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gEasS_53

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Everything posted by gEasS_53

  1. It mostly worked by connecting 2 pieces of worldbuilding lore. Minor(? Major?) spoilers: Guilty Gear has the Backyard, basically referenced to death in the story modes at this point, being the "source" of the world. Cyberpunk has the Blackwall, Cyberpunk's version of the "looming apocalypse" plot device every TTRPG has. A quarantine against the "old net", an abandoned wild west of deadly AIs, virtual landscapes, sought after data, etc. Exactly as vague and non-specific as this kind of global cornerstone plot device usually gets, basically letting storytellers do as they want with it. Lucy's arcade mode put the 2 together and let the player's imagination see just how well those puzzle pieces connect. For what it's worth Lucy isn't exactly an average Netrunner so I don't think people will just randomly stumble on it.
  2. This is one of the most fun things in fighting games when done right, especially when you get to pull off ridiculous stuff like 3 throws in a row against a proper opponent(yes, that does mean you got a random throw, THEN you got another one from an empty jump that didn't get mashed out, THEN one again the same way, because who the hell is stupid enough to actually go for a third one).
  3. In general, your opponent usually has the tools to just mash out of your oki, you have to find a way that punishes them for it. So far for me, David Sirlin's advice of "if you only ever learn one combo, make it the one for punishing reversals" has held true, even in Guilty Gear. You have to make your opponent understand that not respecting your oki is PAINFUL. Once you do that, they'll be much more passive and you can do your mixups. If they are stupid and continue to mash, they die.
  4. You're almost correct about what Frame Advantage means. It's 13 frames of you doing nothing after your opponent got out of blockstun and is free to do whatever he wants. Short primer on frame data: Startup is the part in the beginning where the attack doesn't hit(if your opponent is close and a move he has has less that 13, that means that you'll get an impossible to prevent counter hit). Active is when the attack is able to hit. Recovery is when the attack can't hit anymore, this is the part you omit when you cancel. The whole duration of an attack is these 3 put together, meaning if you whiff a move that can't be cancelled into anything on whiff, it's not going to be -6(in 6HS's case), but a lot more(6HS lasts 47 frames total). The only reason that's not instant death, is the fact that that's still less than a second and if it whiffs, the opponent probably isn't in a position to get close fast enough(unless he jumped it over, then you're screwed). You can test stuff like this as well in training mode. You set the AI to some stuff you would normally do(say, the raw 6HS), then you try and see how what you can do about it. Is it easy to jump over the opponent and just start a whole combo from the other side? Can the move slow enough that you can just run up afterwards? I know I bring up 6HS a lot, but it's important to understand why certain moves are wrong(instead of "X move is wrong, don't do it" "ok, X move is wrong"), and 6HS is just such a good example of many pitfalls. If you're trying to throw, but you're not sure if it will hit, you can do the option select with another normal(I think the tutorial actually covered this one).
  5. Whelp, so much to write. I think I'll omit some stuff, otherwise I could publish it as a book^^' Regarding Fafnir being easy to counter: Fighting games are VERY unlike chess, in that if you actually give one side the ability to properly respond periodically(every few frames or so), the counter move would be easy and obvious every time. The difference though is TIME. You need to respond before you can actually process what the opponent is doing, so mental awareness becomes a resource. If your opponent manages to keep you on your toes, it's easy to use a Fafnir over and over, even though it's laughably simple to counter if you know it's coming. This is what I meant by defense being the hardest, even though it's mechanically really simple, this spread awareness for the many possible ways attacks can come is a muscle that gets built from 0 with use. Reading your opponent: If you manage to identify patterns in the opponent's play, it takes away some of the mental burden from having to blindly guess and be ready for everything. If your opponent plays predictable, you can sort of start to play on auto-pilot and devote all your mental resources on identifying when he breaks his pattern. This is also true the other way around(I'm looking at you, 6HS). Don't let players who are new and can't defend fool you about ANYTHING being effective, it will build some bad habits in you, that later opponents can abuse over and over until you stop doing it(not saying 6HS doesn't have it's place, just so much in the open). A bit more on 6HS: Whiffing any big move is a lot worse than getting the opponent to block it and you will probably eat a counter. Always make sure to only use moves that will hit(or be far enough). As for 214P, I know it feels useful for a fast approach, but remember never to use unsafe moves just like that. 214P is -13(oh yeah, do the same WIKI treatment with YOUR character first), so you'll be countered after it, or at least you have to retreat back.
  6. Let me start with this: Once you actually know the all the important consepts, blocking is the next hardest thing, and the one needing the most experience, simply because every player will attack differently, so even if you know the right move to do normally, you might get tricked. The usual method for dealing with pressure from a certain character is the following: 1: You check out the frame data and mentally note which attacks leave your opponent at an advantage. It's usually going to be some Ps, or other moves with some tradeoffs like short range or slow startup. You remember the special cases(not the Ps, you want to wait for the pushback to do it's job) and then you don't try to counter when your opponent ends with those moves(since you're at disadvantage). 2: You remember the REALLY unsafe moves that the opponent can't cancel into anything. Stuff like Sol's fS at -11 doesn't count, since he could just get a 5H or a special out, and he got his frame trap. You go into training mode and see how you can counter said unsafe moves(if you're close the counter options are plenty, if you're further away you got your distance - win-win). In Sol's case, basically every special he has is so slow that you can just jump out or 214K on reaction(or better, Blitz shield it if the opponent is predictable). The gap is always either after a fast normal while still close, or after a later normal that wasn't cancelled into a special. Take note however, that while after certain frames normals can't be cancelled into specials, it's never too late for jump cancels. Don't try to find gaps with attacks, you'll get a frame trap basically every time. For some specific Millia stuff(vs Sol): I'll presume they are used after a blockstring. Fafnir: Slow startup, you can mash or throw him out of it. Bandit Revolver: If you're close enough that the first hit gets blocked, you can safely Blitz or roll out(and counter) with 214K->H. For the Blitz, you can basically mash it if the first hit gets blocked(don't make it a habit though, it WILL get baited). Bandit Bringer: So slow, you can do basically anything if you notice it early. Throw him in the air, Blitz, dash behind, 214K->K->blockstring, etc. 214K(whatever it's called): Again, so slow, you don't need to worry about it unless your opponent is right in the corner. If you counter something with a 214K->H, remember he can easily get out with this afterwards if you don't account for it. Vipers: If you managed to block them, free combo, yaaay. All of this goes out the window if he's in Dragon Install, just block then. If you see a Rapid, block. About the Burst(Dust+normal): It gets slowly refilled with time and also when you get hit. It's intended as a once per round thing, but it's a bit flexible about it. If you hit the opponent while not in blockstun, you get full meter. Also, if you get hit by a super or a command throw, you can't Burst out until you get hit again(this starts from the superflash, NOT from when the super hits). I can't comment on the arcade stick specifics, I use a controller. Good luck and have fun^^ PS: Apparently all it takes is a click for Steam friends to watch you play, so add me and I can give immediate feedback, and advice on what blockstrings to try in training mode. I have the game on PS3 :/ My Steam: Suntorias
  7. We could play some Blazblue if you want. The fastest way to learn I think is to play someone who has the basics down for some immediate feedback. You could write half a page, and we'd still give better advice(probably) on what to work on after a few matches. Seems from your description, a nudge in the right direction is all you need, and you're able to properly research the topic you'll try to improve on.
  8. No offense, but they don't seem too optimal. The 5C>ODC>66> seems unreliable especially when 5B hit at max range and also it seems like then need quite some amount of HP to be lost for the OD to be long enough. Sometimes less is more: 100%: 5B(any distance it hits) > 5C > 6C > 5D > ODC > 5D > 236C > 6D > 2D > (5D) > air combo > j.DD (4911, +31) This can be done at any distance, though in case the opponent literally hugs the wall, the 236C needs to be followed up by 2C > C air-route(4800-something, around +30, or any OP corner shenanigans). With 1% HP the OD will last until the end if you omit the last j.6D (5642, +42). Point is, it seems like there are many simpler options.
  9. Far from me to put words in your mouth, but if you're referring to her Ds, here's a small breakdown. Most of the time while in D range the opponent will try to get closer and the Ds are slow enough that you can't hit the opponent on reaction. You'll have to use the next move in your defensive line. This means if they try to jump midscreen, you're too late with 6D if they're already in air, you have to do 2D instead(if you try to hit opponents in 2D range, you already need 6A/2C, etc). For efficient D usage you have to get a feel for where your opponent will be when you do the attack. It relies on mind games, but if you keep guessing right, it automatically shuts down half of the cast. As a response to this, people will fake-out their movement, they'll start to do pointless empty neutral jumps at midscreen, backdash in the air at midscreen, whatever ensures that you whiff a D(obviously 6D will catch these). The secret with Ds is that you always have to use the one that goes where the opponent will be, not where they are.
  10. Azrael's moves: 236D/214D: Two very similar moves, both have guardpoints and both can be delayed to extend it. Besides 236D hitting high and 214D hitting low and being really unsafe on block(236D pushes you away enough on max range for it to be safe), there's a slight difference in how screwed you are if you attack it: If you accidentally attack a 236D, all you can do is bait it and do a Calamity Sword or RC/OD immediately for guaranteed damage. On the other hand, if your opponent taunts you with a raw 214D, feel free to endulge him! Don't jump out, you won't make it. Instead go for 2A>2A>2A>2B>3C. 214D is too slow for any of those gaps(but not 236D, DO NOT TRY THIS AGAINST 236D) and the guard point ends before the 3C, so either get a combo with CH2A/2B if they let go early, or best case scenario, CH3C. These two specials are possibly the worst thing Azrael can hit you with, so JUST. NEVER. GET. HIT. TCL: The special thing about these is that Azrael can do all 3 even on whiff, so don't get any funny ideas about whiff punishes. The last hit is really unsafe though, if you actually get to block it, 3C is yet again your friend(don't try anything slower, it isn't THAT unsafe). He doesn't need to do all 3 though, so make sure he doesn't switch to 214D/236D midway. If he uses this from more than starting distance, you can safely CH5D him. Growler: It eats all projectiles, which means every D move and 5C is off the table. Because any projectile eaten gives him a Phalanx Cannon(a better, faster projectile than any of ours) it actively aids him if he can block a projectile with it. Be careful with trying to use Calamity Sword as a DP, as long as Azrael isn't in the middle of an attack or in the air, he can easily counter on reaction. Also, if it eats a projectile, Azrael gains immunity to everything until the move ends, making it completely safe(you'll get a blockstring if you're up close though). When trying to pressure him after it ends, never try meaties, as he can Scud Punish you easily if the animation started before the Growler even ended. Phalanx Cannon: It has a maximum stock of 3, gaining 1 for each projectile eaten by Growler. It beats all of Lambda's projectiles besides Legacy Edge(if you can get it started before it hits you, that is), comes out in 7(!!!) frames, allows him to counter you on reaction from full screen if you try anything besides As and Bs(basically nothing you could actually attack him with). It allows him to combo into Black Hawk Stinger for 3.4k damage, so it's really bad to let an Azrael keep meter and a stock around the end of the round(which he knows too, and you can't really stop him), which - again - means you really, REALLY shouldn't give him any stocks, ever. He can also follow it up with almost anything besides 236D/214D in the corner(though 236C>46C>236D/214D works), including Scud Punishment or a simple braindead combo for 3.7k minimum. Rising(as in he does it close range, during the first half of the jump) j.5A>j.5D/2D doesn't leave you enough time to 6A or 2C, so you can either wait it out(block, BAD), or forward dash. He can safely 236D/214D/Scud Punishment, so don't try to counter him. If you do a 2C after a micro-dash(at a range where you would be safe already) the last few hits might hit him on the ground. He might be able to get a Scud Punishment out depending on the timing, so just use your chance to escape. Lamdba's moves: 5B: At point-blank, Azrael can 214B afterwards if it's an instant block, at around max range even on normal block, so don't follow it up with 5C(also he can backdash, and unless you two are hugging, all 8 hits will whiff). A 3C will force him to keep blocking. 6B: Might be viable if you condition him to expect a 3C after 5B, but if he tries to Growler your 5C(that's not coming), he can hit you out of it. Don't throw this out by itself, you will just get Scud Punished(hehe, Pun(-ished(yeah, I know it's lame))). 3C: He can counter it with 214C, so never throw this out by itself D(and 5C): Don't. Just don't(unless it's a counter). Overall, looking at how much of Lambda's kit Azrael makes unsafe or negates altogether, it seems like this matchup is greatly in his favor. I believe his lack of long-range tools can be exploited as usual, as long as you make him try to come close. Double crossups(like 66>JC>j.44>j.5B/j.5C/j.2C) are great counters for his 236D/214D, since if he starts it up at any time before the second crossup, it comes out on the wrong side and you get a free combo. I'll add more stuff when I get anything besides "being at the mercy of the Azrael player messing things up". EDIT: I left out a really important part: 236A: This is one of Azrael's best way to close the gap. It is also VERY exploitable if you know it's coming. 5B, 5C, 2C, 3C, 5D and 22D(!) all work here, though 5D is obviously the safest. Punish him hard for losing his patience!
  11. I think what we learnt is the following: Blocking is cheap and spamming block is bad. Also, I'll add a small quote from here: http://insomnia.ac/commentary/domination_101/on_cheapness/ ""Cheap" tactics violate the sanctity of "blocking". All scrubs seem to feel that blocking should be some sort of unimpeachable stronghold -- a scrub "fortress of solitude"." Blocking is cheap. "Cheap" tactics violate the sanctity of "blocking" Blocking is cheap. *head explodes*
  12. Fair enough, no idea what he has. On the other hand, sadly, the TV in my living room is a nightmare to play on, so I'm pretty much restricted to my monitor. Oh god, you linked to the FORBIDDEN SITE. Now the rest of my day is over...
  13. I disagree. Sometimes having bad circumstances in no reason to not try, directly through fight and practice, and indirectly through better theory(part of which is community discussion). Why would you think I have a laggy monitor? Just because I'm half a planet away with only an average internet connection doesn't mean the hardware is bad. Also 15 frames delay is the mentioned "laggy enough to" amount, at which point it's just better to wait and pray to the internet gods for a better connection. Normally the lag is only slight(3-6). Sorry, but I still can't get over this one. Would you mind if I added it to my sig?
  14. When it's laggy enough to actually matter because there's no time to register the switch, I can't do combos properly because most of the damaging ones require at least basic timing, while he just wins half the time by mashing Terumi's 5A/2A/5B/2B into braindead 22C combos that work exactly as well in heavy lag. When there's just a slight, almost unnoticable lag, all that happens is that the 6D/3D is a few frames faster than usual. Most of the time though, what happens is that I get the upper sign somehow, then right after that I do a meaty 3D. Somehow it's always a CH(and then an easy 4k), even after using it many times, he still falls for it and there's no way that would connect even in heavy lag if he didn't just mess up. I think you just won the thread...
  15. Don't worry I tend to :3
  16. Got it then, we meant 2 different things by fuzzy guard. I meant the case where due to previous standing block, the block switch doesn't register in the hitbox, only the blocking mode, so you get hit either way. So I take it you mean doing 1~4 around 20-24 frames. I'm not sure that would work against a slightly delayed 3D.
  17. I know it's 3 frames faster, but how does that make it a fuzzy guard? He either guesses the right one or he doesn't(IMO really easy by just defending low, then high when I see a spike on top of Azrael's head).
  18. Fuzzy guard with 24 frame attacks? Teach me sensei! Okay, so I found 5B > j.5A, but how does that do anything? I can't follow it up at all. Alright, I found a useful one.
  19. Well, I'm curious when he'll start writing in the thread. Anyway, as I said, he's aware of the game mechanics, including the training replay. The point of not particularly caring is approaching fast with Lambda being so fun again, so I guess I'll try to look for a good Valk. ..or I'll just go ahead and main Psyduck :P
  20. Besides his constant whining, he's quite clear on the game mechanics and apparently also did some training mode with/against Azrael. Training mode is out of the question, it's way too laggy online and we already have a bad ping because of distance. As for the "why and when", he's been playing with me for more than 2 years now, he often predicts what I will do before I even start doing it(and vica versa), so not sure I can do much more explaining about why and when I do things. Apparently explaining to him that 6D makes him put his leg above his head while he does a really visible Jean-Claude Van Damme split, while 3D only raises his knee till his waist is not enough, they still "look the same". Even with almost a half second to respond. Oh god, don't even mention Rachel. I've met a few good ones recently, it didn't end well... One simply doesn't meet enough Rachels to get a sense of how dangerous those otherwise crappy attack are...
  21. Besides these examples, all variations except j.6D > j.2D work, so 5>2>6/2>6>5/6>5(>2)/2>5>6 will all work. In most combos only 1 or 2 of them will work, but if you have trouble with a certain combo, try other orders to see if they work. Here's a fast rundown of each one: 2>5>6: This is your standard air string, it works after 5D, puts you pretty much in the same position as you were before, so it would be possible to do this indefinitely if it weren't for hitstun decay and jump limit. Leaves you in perfect j.2D range. 2>6>5: This moves your opponent upwards in a nice arc centered on Lambda, almost the same as the above, the difference is that it works when the opponent is in j.2D angle, but too far away for the j.5D to work afterwards. This will leave them in it's own starting range as well. If you do this at normal j.2D range, the j.5D will continue the arc up and in towards Lambda, disabling you from any followup. 6>5(>2): This is your "long range" air string, do this after a far away 2D(or just really far raw hit). Most of the times you need to start with j.6D because 5 goes above their heads, when they are low enough after 6>5, the 2 will connect as well. Leaves you in far j.2D range(so use the above 2>6>5 version because the 5 in 2>5>6 will whiff). Landing only 6>5 will land you in a special position. From 6>5 you can actually follow up with every combination besides the standard AND this is the only time 6>2>5 connects. This only happens if you omit the 2(or can't connect it), with 2 at the end, it will give you 2 range, both the close and long one work here. Now this also means that ALL of this works for when you hit the opponent with a raw j.6D, so I guess this makes j.6D that much better. Use this when the opponent is far away and slightly below you. 5>2>6: This is your other "long range" air string, it gives you essentially the same vector as the standard 2>5>6, with the exception that you can follow up with all 3 afterwards, however you aren't in proper range for 6>5, so do one of the others. It seems not to work at first, but you'll probably notice that it's because j.2D goes below the opponent. You actually have to delay it a bit so the opponent falls into it. Do this when the opponent is far away and slightly above you. I think these detail all the cases regarding the j.Ds.
  22. Thanks, I'll try that out. I know double 5B > 6A is not optimal, but looks really silly if I do 6B > 2D > AH afterwards :P As for the purple throw, I know it's really bad, but look at my signature. It really takes me back...
  23. Am I the only one who can't manage 6C > 236D? I also know that 6C > 236A > 236C is supposed to connect, but I can't get that one down either. Is it just really tight with the timing or is it character specific? If it's one of those things that need to be practiced day and night, 200 damage seems to be a good tradeoff for start. Also found that 214D > 66 > 5B > 6A > 6B works, so backed to the corner a risky (2D > j.5C > j.2C >) JC > j.B+C will sideswitch for 3473 or 4157 for including the bracketed part. Both can be followed up for 236D oki. With enough delay after 216D > 66 it's possible to do 5B > 6A twice(I think this was actually included in one of the challenges), it adds about 100 damage, so again, not sure it's worth risking the combo for it(I wonder if it works with your 236A > 236C and 236D routes though...).
  24. Accidentally posted early. Disregard until this disappears(EDIT2: nevermind, deleted the extra stuff, it will be put in a comprehensive D guide instead). As Frost Monarch said, you want to be as far away as possible. Your example combo would be like this(the 7/8/9 notes which particular jumps the combo is using): 7-7 with or without dash momentum: 5A/2A > 5B > 5C > 6D > 5D > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D This is the standard what you should go for, it works from training mode left+SELECT range to the opponent almost hugging the corner. Dash momentum is irrelevant. If the first j.5D whiffs at this range, you're inputting j.2D too slow. 7-8 or 8-7 without dash momentum: Same as the above, but it seems like a bad habit. 7-8 or 8-7 with dash momentum: 5A/2A > 5B > 5C > 6D > 5D > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.214D Here the last j.6D whiffs and the first j.5D does as well if you're too slow with j.2D, so just get used to using backjumps. 8-8 with or without dash momentum(this is basically what you can do if you're doing if you do 5A/2A while you hug the wall): 5A/2A > 5B > 5C > 6D > 5D > j.2D > j.5D > j.6D > JC > j.2D > j.214D Note however, if you're hugging the wall, almost anything into 3C > 236A will get you out, so other than finishing off the opponent, there's no reason to use the BnB there. A few versions with damage listed, to see when the backed to corner finish is viable(5A/2A start): 5A/2A > 5B > 5C > 6D > 5D > j.2D > j.5D > j.6D > j.2D > > j.214D - 2324 > j.632146D - 3219 > OD > j.632146D - 3469 You could also RC > 66 > j.B+C anytime between the the j.2D and second jump for 3.2-3.5k damage, so you can wager 1k on a possible sideswap(or if you look at it another way, a possible 2k more than the 5A/2A > 5B > 3C > 236A combo). Starting the combo with 5B lets you do 5B > 5C > 6C > 5D > j.2D, where normal jump work for the full combo, so it can be done hugging the wall as well. I could write up a lot more situations, but even this 1 simple thing got so long, so more to come in the mentioned Comprehensive D Guide.
  25. The problem is, I already tried the standard answers, none seem to be working. Another argument I hear is "omg instant 50/50 for 5k damage. nerfz nao", even though for that to be true, Azrael needs 2 hits beforehand, with 2k tops for standard small combos, so it still comes out to 3k on average, which is quite normal for the whole cast(besides the bottom tiers, who are bottom exactly for this reason). I basically tried "but most characters have this, or a better version", "git gud" and "see these OBVIOUS visual cues of that SLOW attack?", they didn't work. Am I just eternally doomed to be surrounded with irrational people? Surprisingly(NOT) most other people online block like 90% of my blockstring ending 6/3D mixups.
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