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About QSpec
- Birthday 10/11/1983
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http://steamcommunity.com/id/QSpec/
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Wyoming
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qspec
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I have been messing around with Dizzy, and my oki attempts don't seem to often hit meaty (they can jab out the fish since the first hit whiffs). People are also able to jump out of the pressure quite a bit. I am sure that the vast majority of it is my fault, but am I crazy in thinking her oki is actually quite tough to set-up? I should add that I have been watching quite a few Kazuki video's when I can, and even against him, plenty of people seem to be able to slip out of his oki attemps (albeit in far fewer cases than mine). I am half tempted to go to Ram or I-No because I love set play, but Dizzy's seems far from free despite being quite hard earned.
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Does anyone know why they didn't balance characters with Rev? Xrd as I see it is fairly well balanced, but there seems to be a dominate top tier that could have been toned down or a bottom tier that could have seen a few buffs without really fucking anything up. There are a few character's I'd be hesitant to buff too much. Both I-no and Ram are often consider lower tier, but both of them can win the game on one hit given the correct parameters (knockdown and corner respectively), so heavy-handed buffs could wreak havoc with both of them. But others like Pot, Slayer, Bedman, Leo, and May could have used a few quality of life buffs that wouldn't necessarily do much harm. Or the flip side, there is a rough (and fluid) top tier that could have taken a few smaller nerfs that wouldn't have affected their status too much. I'm thinking some or all of Zato, Sol, Elph, Faust, and Millia mostly. I haven't played in a while (sold my PS3 and the PC version seems dead as shit, plus SFV, plus KI), so maybe I'm way off and the game is far, far more balanced (especially regarding the all important relative balance between the best characters and the worst), but it seems almost odd that they made zero changes to the Xrd characters.
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Since you're a respected Bedman, I was wondering if you have changes to this tier list. Especially considering that you seem to be approaching neutral a bit differently (less air, more ground based).
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How's this shaping up? Last I checked, people were super down on it. Has the situation improved?
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Yeah that is helpful. A lot of my issue is simply being new and not knowing what blockstrings are true and what the relative frame data is (like what beats what). I did notice watching SonicFox in Winter Brawl 9, that he doesn't often go into seemingly infinite block strings (unlike every Carmine I fight online) which I take to mean that Carmine's blockstring is eventually vulnerable to a good read or a lucky guess? What are some common round openers for us? Round start always seems like a disadvantage for Byakuya to me.
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Any vs Carmine advice?
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Posted this in the wrong forum so... correcting that now I guess: Just introducing myself. I picked the game up for the NA launch. Loving the game so far though a couple of bad Chaos v Gordeau fights almost made me put the game down. I'm picking up Hilda for a while, and I'm down to play about anytime I'm on. Feel free to add me.
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Well that explains it then. Now to work on converting 6C...
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Two quick questions: What determines the length before the lizard pops out of the shadow in 22B? It seems like it varies. Also, what determines whether I can attack after 236A? Is it just normal canceleable or are there situations in which I can actually move after it?
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Oh they are definitely still net buffs... it just seems weird to hit our damage is all.
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They are nerfs that won't really be felt, I think. But did anyone anywhere ever say, "That Bedman... dealing a bit too much damage these days."?
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I've been trying to learn other characters lately, and so I just recently got a few Bedman games in. I'll be honest, I'm going to miss the current start up on 6HS. At 50% meter (to make it safe if necessary), I get a huge amount of mileage out of it raw at neutral (seriously, walk up > 6HS works more than it hsould). That said, I'll take the more reliable oki cross-up, but just saying... I loved you 6HS.
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Haha, this. That's why I like the idea of being able to confirm off of our 2/3HS because at least then it gives us reliable lower damage off of almost everything. Either that or give HS better reach on the second hit because our punish damage is no better than a lot of bnbs.
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I don't RC except if it will kill or if I did something unsafe (get a Task B blocked for example). I'll occasionally RC on a punish if I'm swimming in meter, but we make such good use of YRC, I am loathe to use meter on anything else.
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Yeah this is all definitely pointing to getting a combo out of it which I think is great. We aren't a high damage character (seriously, anyone been to the Ram forums and watched the tears that they lost their meterless ~200 damage corner loop?), but a combo out of 2/3HS allows us to effectively get ~70ish damage + oki from basically anywhere on screen which I think is the more fun way to buff us than to just give us more damage on what we currently have.