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QSpec

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Everything posted by QSpec

  1. My issue is Megafist gives him a fairly easy in, and once he's in... ouch. Anyone have a good counter to megafist? 6p was not doing for me. The timing is super tight on it, and I couldn't stick it at all online. It is -4 on block which means I get the advantage technically, but it is a small enough window that you aren't punishing it if they block. I've no real idea what to do to keep Pot honest with this move. Thoughts?
  2. I actually don't mind the lack of a throw tech in Xrd. I think it keeps the pace up. Someone is generally going to get thrown or get hit. Add to that, throws aren't as strong as they are in some other games (like in SG in which most characters can get the better part of a combo) so the reward for landing them isn't as immense. I can see the gripe in a legacy sense (we should have them since we've always had them), but I see less of a reason to actually implement them.
  3. I agree. Though generally persuasive writing avoids things like "my opinion is..." because it is assumed that the opinion expressed by the author is their own. It is interesting though, you're right that MikeZ and Sirlin are similar in some respect. Their articles often mirrored each other exactly. As I stated above, the interesting bit is how given such similarity in where they start, they end up in very different places. MikeZ sees YRC as a step backward even though he is not a fan of previous implementations of RC. Sirlin sees it as a step forward in that it removes artificial barriers. I really just thought the articles themselves were interesting read one after another as I respect the opinion of both and in this case, their opinions were contradictory.
  4. I don't disagree with many of the things MikeZ says. I'm probably more on the side that YRC is insanely strong. It does encourage making unsafe things safe and with meter gain where it's at, you generally have enough to spend on YRC. I'd like to see YRC pushed to how Sirin described FRC. You commit to doing it so trying to cancel big whiffs is more BRC and YRC is a very intentional thing that you usually know that you're going to use ahead of time (like Bedman deja vu > YRC > stuff as opposed to Task C > Oh shit, I'm going to get killed > YRC > stuff). All of that said, where I really disagree with MikeZ is that none of this detracts from my experience in any appreciable way. Were the game to stay exactly as it is right now, I'll continue to main it... danger time and all. It did detract from the experience for him; however, and that is equally as fine. What's this mean? I'm very, very new to the GG community. What's FAB been doing to help the community? Edited to add: @tataki I agree 100%. People have been unreasonably nasty for really no reason. Sirlin things it is an upgrade over AC... that's fine. MikeZ thinks it is a downgrade from AC... also fine. They both bring up interesting points worthy of consideration. I do understand the OS thing to an extent. It is an artificial barrier, and you are either doing it right or you are not optimal which seems silly. But unlike Sirlin, I think by adding it into the tutorial all is forgiven. It explains it clearly, "do it this way for 'such and such' reasons" which removes an artificial barrier of knowledge that is worthy of bitching about in my opinion.
  5. I view them as opposing because they are effectively both pros and cons lists with one concluding that the pros outweigh the cons and the other concluding the opposite.
  6. I've seen Tsubu open a few matches with f.s. My question is why? It might stuff something obvious, but can it confirm in to anything useful at round start range?
  7. These have no doubt been posted already, but I didn't see them in a cursory search, so I'm posting them here. MikeZ on why he's not playing Xrd. Sirlin with thoughts on Xrd mechanics. Anyway, thought they could generate some interesting conversations.
  8. Yeah, task C is a lot less mindless than I would like it to be. There seem to be a handful of important "whiffs if x" or "hits 3 times if y" type moments with it.
  9. Not unbelievably recent, but decent: http://keeponrock.in/match/index/page/1/character1/be#content
  10. He seems to have a pretty solid footsie game kind of reminiscient of SFIV. Now reversal options on the other hand... I have such a hard time when I'm getting rushed down. Part of that is not knowing characters and their blockstrings very well, but part of it is definitely Bedman's lack of decent buttons in a rushdown situation.
  11. For 33, I was calling the jump stop a jump cancel. My issue is just execution. My timing for the stop (and thus everything that comes after it) is off. For 36, I know I'll get it eventually. It is easy enough that I just have to throw a thousand attempts at it and I'll get it. I was just curious if I was missing something. So I guess it is just a tightl ink?
  12. Some trial questions: 33: That cancel? How?!? 34: Just interested in how he crosses up? Both the (dv)A' and j.D hit the same side, yet he teleports to the other side. I can get the same thing too, but not consistently, so I'm just curious of the how. 36: Is it just a tight link to hit the final S > Task C at the end? Or do I need to do something before that to give me enough time?
  13. Yeah I have the worst luck with our "parry" dash. If it is far enough for me to do it on reaction, I am generally minus when I reappear. So the only reasonable option seems to be some next level yomi shit... which I don't have.
  14. Any help doing this one? Throw > RC > 5K > (JS > float 3 direction > JS)x2 Holy hell does that link seem tight. I either move 3 too slow and the computer techs or I do it too fast and get 5k > c.S. Any advice landing it reliably (though at this point, I'll take landing it once).
  15. Is there a quirk with Task B? Going from j.hs > Task B only seems to work if I land the j.hs pretty high up.
  16. 6HS works nicely after Task A' too as it crosses up. You can get thrown out of it so train them to block first (I like 6S+HS).
  17. What do you do when they are above us and we are in the air? On the ground, 6p > c.s > (stuff) is always solid, but if they get above us in the air, I never feel comfortable. Is that just a "don't get in that situation" type of thing, or am I missing something?
  18. Yeah my blocking got infinitely better after just a few short matches. My problem is I could never go from blocking to pressure, so I basically just stayed in block stun until I inevitably screwed up. Chipp seems to have similar pressure, but his damage is low enough that I know a few good hits brings me back to even. It doesn't seem that way with Millia who was taking off huge chunks of life. Is her abarre pretty good?
  19. She's got the swords she can place which make it a little bit tougher than just walking in. I do need to use yrc more for damn sure. That (along with other things) are novice mistakes that I'm making as I'm learning. I'll try out yrc stuff more.
  20. Most of this is going to be "learn to play" as I'm really new, but: She's super tough for me to catch. A common theme with most of my Bedman matches is I have zero idea how to chase some one down. I was having a hard time doing anything when I'd block her dust. It puts her -10, but she's far enough away that I couldn't punish reliably. Same with Iron Savior. It seems to put her just far enough away that I can't do much vs it except breath for 13 frames. Admittedly though, I have a hard time doing anything vs her at all once I'm in block string. Advice?
  21. So my issue wasn't when Ram was up close doing a string. That was actually a little bit more comfortable. My issue is catching her. I've had a disproportionate amount of games end in time out with Ram getting a negative penalty and still winning since I have no real idea how to chase her down. She seems to just as often as possible put out her swords and jump around only going close to stuff me jumping in. Task A and A' don't seem to work since her swords have huge hitboxes and our moves have huge recovery. I've had some luck with air Task B. Task C helps me to move around a bit, but I don't think I hit with it much. Help?
  22. Does Task A deja vu have any purpose regularly? The only time I've found any use for it at all is if I have the seal in a unique position like high up. I did win a match tonight after a guy jumped over the seal, and I was able to call it while it was both off screen and behind him. Though generally, I don't use it much.
  23. Does he have a 'get out of jail free' card? I find when I get locked down, I'm in a position waiting for the opponent to fuck up as none of my buttons seem like a great 'mash to gtfo' option. Their priority seems... no bueno? I'm still learning and so much of this is a 'learn to play' issue too. Also, I play him mostly as a Vortex-ish character. Is that pretty standard? I'm always looking to hit with 2D > A Prime or just a Task C if possible to start something of a Vortex cycle. Of course, I still lose more than I win so...
  24. Yeah that's why I ask. I got baited and punished by a Leo for doing it too much. That said, it definitely took him by surprise the first time it happened, even at full screen, and I was able to get a throw out of it. That very likely could have been just luck though.
  25. Does anyone know frame dis/advantage when we parry with our forward dash?
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