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Everything posted by B.L. Pancho
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What's the best way to try and catch/chase air recoveries with Jin?
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BattleGrounds CT present Fight Club every Friday! YouTube page is up!
B.L. Pancho replied to Vigilante's topic in Archive
Heh. When you come to look at it, neither do I really. I never played CT, and just got into it now with Shift. Im a Street Fighter player. I do happen to think that CS is a decent game though Hazama obviously dude. You know I haven't played nearly enough Mu to comp her. Cheese: Hey man you should just put effort in by default. It's pretty fun! -
BattleGrounds CT present Fight Club every Friday! YouTube page is up!
B.L. Pancho replied to Vigilante's topic in Archive
Nuclear Cheddar: Ill get you next time. Keep those eyes open... ;] -
[CS1] Carl Clover Tactical Discussion/Questions/Help
B.L. Pancho replied to Slowpoke's topic in Archive
So basically 5B+[D], 2B,5C, 6]D[ A Vivace? Depending on Nirvana spacing of course. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
B.L. Pancho replied to Slowpoke's topic in Archive
what are the best pressure strings to use with Carl? Im studying the combos right now but I have no idea how to go about pressuring my opponent. -
Ok thanks. I will leave the former question open to anyone else who might like to add anything, in case there is anything to add. Conversely, what counters exist for dealing with people who are OSing your blockstrings with the technique you mentioned?
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Are aerial normal > OS'es prominent in BB? I.E. Whiff aerial normal to protect air space > buffer special. If the opponent happens to jump in the special cancels and you get extra damage, if not you get nothing. If yes, any characters specific examples of the better variations of this technique?
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I remember there used to be one for 1-frame jumps in GG.....I don't remember what it was though...S+HS when close? or what it character dependant...
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Can I be directed to a list of Option Selects for this game if any exist? thanks.
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I would like to direct this next post directly towards aksys games and Arc System works, with the hopes that they could potentially read this and make some sense of what Im about to state: Im sure one could say an almost infinite amount of positive things regarding just how much the community for this game would appreciate and support a release of Accent Core through the use of XBL and PSN, but since I suspect that most of this thread has been spent discussing that very aspect of this topic, I will instead focus on providing good reasons why this would be a good venture for Aksys besides overwhelming fan support, because the die hard GG players here have likely already voiced that enough. Let me start with the my central thesis: Downloadable games of the niche variety are proving to be an extremely succesful venture for many companies looking to provide these types of experiences to the more hardcore players. One needs only to look in the direction of games such as Super Street Fighter II Turbo HD Remix, Marvel Vs. Capcom 2, Mega Man 9, Shadow Complex, Prince of Persia Classic and Bionic Commando: ReArmed and many others to realize that producing downloadable games, be they ports or overhauls, is economic and produces great enthusiasm amongst the niche crowd of gamers who adore these types of games. To be even more specific, the downloadable fighting game "vector" of the downloadable world has proven to be extremely successful, with HD Remix having achieved the highest sales of any downloadable game thus far, and Marvel Vs. Capcom 2 closing that gap at breakneck speeds. This formula has thus far proven to lead to great results for Capcom, but they are not the only ones capable of producing great fighting games, as can be seen simply by looking around these forums and taking note of just how passionate the players are about the fighting games created by Aksys/Arc System Works, namely the Guilty Gear franchise. This past year or so, as well as the year that is coming, has been affectionately known as the second great era of fighting games, with good reason. Many new fighters have been released, and several older ones were repackaged and made new again, and I think it is time that Aksys gave that opportunity to Guilty Gear, the game that truly is your greatest piece of work. Right now people are really enjoying Blazblue, an overall fantastic fighter and one that has been embraced wholeheartedly by the GG community....BUT THAT DOESN'T MEAN PEOPLE DON'T STILL WANT TO ENJOY GUILTY GEAR GAMES!. While it is eassily understood that there may be many different reasons why Arc systems has temporarily chosen not to continue the franchise, I think it shouldn't be beyond reason to provide a new format on which to enjoy what is considered the best iteration of the franchise thus far: Accent Core. While BlazBlue has a strong tournament scene, Guilty Gear still has a strong following in america and is still a top ten competitive game in Japanese Arcades as you well know. However here in america, despite having an enthusiastic following (one I have had the pleasure of experiencing firsthand), the lack of an Arcade scene makes it difficult for players to justify continuing to play GGAC despite their inmense desire to do so, because most main fighters are being played over the PS3 and 360. For all of the reasons I have mentioned above, it is quite obvious that there is virtually no good reason why Arc/Aksys wouldn't want to provide a simple (or maybe slightly upgraded:eng101:) port through the use of XBL/PSN, which has proven to be such an easy yet such a wildly successful way for companies to provide great niche games to the hardcore communities that would happily pay for them just to enjoy them again. Thanks for your time. Brandon Roque P.S. Please throw the GGPO netcode, its amazing!
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I gotta look into this matchup a bit more, but one thing I should point out is that Robo-Ky has a bunch of tools that can eassily run through traps and put you on the defensive.
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I can't find any matchup vids featuring these two characters against eachother (represented by good players). If anyone has blueprint video/s of this matchup I'd like to see it/them.
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Im really interested in some information on this subject if anyone has some. What things should a Testament player do/know to stay ahead of opposing testament players within the context of a the matchup? I can offer a couple of conjectures: Good EXE Beasting can perhaps beat Testaments who are being predictable with when they are laying down a ground trap? F EXE can perhaps disarm Trees? Can Testament Warrant non FRCed beasts everytime due to bad recovery on EXE Beasts? I haven't tested number #2, but still all three are burning questions that could offer forth interesting answers...
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I just played the matchup a bit today, and after reading through some posts in this thread Im convinced that one of my bigger mistakes was placing traps outside of using them at the end of pokes/gattles. You may be able to dash over slidehead, but that means absolute squat if he catches you while your placing traps, (not to mention it will eat any trees you planted). The only time you should be planting traps is in the air, on the ground you should be looking for slideheads actively and maintaining your space with good patience. Using 5P sounds like a great idea to escape pressure, Im probably going to try that a bit. I allowed myself to fear good gatling strings into > whatever mixup and I even tried jumping out a lot. BIG NO NO. Ill try 5P next time. K curse IS useful, but don't be paranoid with it. The insane startup/recovery means you can eat a slidehead plus lose valuable space. If you feel you have the frames then by all means, establish it and keep him honest.
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Random notes: Don't waste frames on nets. Instead work on your Tree placement since she has a harder time dealing with those than anything, especially if she's using Dolphins to move around. The only time Nets are worth anything at all (in this matchup) is on wakeup as usual. Any other time, refrain. Limit senseless backdashing. If you really need to move away, IAD backward should be your best bet, but simple things like doing a regular backdash way too much can get you killed by random dolphins that happen to come out right when your getting ready to backdash. This is a semi tough thing to do for some people (at least it was for me for a bit), since basic trap formations that make you want to backdash and gain space simoultaneously well....require a backdash. I just don't find it worthwhile in this matchup since before you have anything established, May will probably be actively advancing with all four of her dolphin arc's, and will probably nail your backdash as I said above which is a really big deal for me in this matchup. K skulls are as useful as ever to control air space, but make sure you have the necessary time to get through the insane startup before getting punished. If you spam this without thinking you can get caught by fast dolphins. If you have one out there you are all set since you officially eliminate her ability to use long vertical dolphins. Should she be taking too much time pondering what to do (or if she has a skull curse on her from earlier), you can use this oppurtunity to work on some more trees and use your beasts to keep the screen under your control. OHK might just be the scariest thing she has in this matchup, but she has to get in to use it correctly. However, knowledge of obvious setups, good use of OFJ, and doing things to protect against it actively go a long way in reducing it's power. (on that note, 2S is very good in this matchup for some reason, it helps you protect your space around Range 1.5 so you can use it to beat some of her longer range pokes as well as prevent her from doing a quick run in > OHK) If you tag her with anything, my suggestion is to get a skull curse on her ASAP. It fucks her hard. Whale OD Has deceptive speed, unless your approaching her on wakeup with a net, be very careful of running into one of these because of rushing her down prematurely. Any feedback on the above?
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Nets are useless in this matchup. All dolphins travel through nets to their intended course with no care in the world. FEXE Beasts are risky because a vertical dolphin FRC > combo can punish you way too harshly for just trying to use a natural zoning tool, and lastly backdashing can result in May getting damage because she happened to do a vertical dolphin. Not that you want to block too much either, lest you risk having her do OHK and suddenly dolphin loop you. I hate May =(
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Oh I see,thanks for clarifying. I didn't notice how High he had jacked the Guard Bar. Aas for 5K after 2D, FEXEB I ended up working out the timing of it and finding out that it works just fine.
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Thanks a million Darkside. Here's an old video of Shonen vs. Kedako...I watched it to see if I could get some hints on max combos against May but I found something interesting that Im hoping someone could explain. http://www.youtube.com/watch?v=r8D7zKDH4C0 At around 1:02 shonen lands 2D into Forward Exe beast (non FRC, another part of this combo I don't understand nor can get to work, I always have to FRC it) and just look at the damage he gets in that combo. I got that combo with a Beast FRC instead and I can't get that kind of damage at all. What gives?
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I would like to know what staple combos I can use against Sol, Im having difficulty getting a lot of BL reps against him...i.e. I can't get more than two off 2k,5c.S, 5S, HS, 2D, F EXE FRC, TK BL, TK BL......
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I haven't had any luck finding any matches of Shonen's testament vs. any capable eddies... I can't find those tutorial vids either even after checking under that name...
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I don't see what reaver said wrong...he was just making a general statement? I mean people might be overreacting...?
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As a Johnny player I once in a blue moon like to burn 50% Tension on double Ensenga against Dizzy (TK Ensenge RC Ensenga) which isn't the most painful thing in the world but does do a decent amount on Dizzy (I consider this free damage since the Dizzy is almost never going to block high). This is something you might wanna look out for once in a while against Johnny's. I think this one of Johnny's only even matchups, predominantly because if he manages to tag her for a LVL2 KJ FRC combo he can do the kind of damage that top tiers do, and he can punish her for naked summoning or making mistakes at range. Johnny is awful at dealing w/ pressure though, so if the Dizzy is on top of his/her game and makes full use of her pressure/ lockdown and Oki it can be really bad for Johnny especially if the Dizzy is excellent at landing her combos and her complicated mixups. She has to play a meticulous and well thought out game because unlike other shit tier characters, Johnny's one strength is dealing very solid damage, which against dizzy equates to god tier damage.
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I have this matchup going Anji's way for sure. Anji has better pressure and and technically much easier time landing his damage even though his damage isn't as good as Johnny's. HSfuujin is very good against Johnny as has been mentioned, and obviously can be timed to go through coins eassily (as well as general pokes), if Johnny is using coins predictably just fuujin right through and get your free combo if you have 25% tension. Reversal fuujin's also means he has an easier time escaping pressure, Johnny on the other hand does not, so FB butterfly pressure pretty much beasts him for large periods of time if the Anji can execute the pressure well and has the tension to keep it going (although regular butterfly pressure is still tough for Johnny because he is so shitty on defense anyway). Good blocking, patience and good timing on Hfuujin's should be enough to weed out most Johnny's as well as the general rules of thumb (i.e. save your burst for anytime he lands Level 2 combos). 5.5-4.5 Anji.
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What he is saying is that, because of the way she's designed the ABA PLAYER needs more time to overcome opposing players strategies, you have to think about the long game with her as opposed to the short game which she cannot do if it's just one game... This especially rings true because this type of situation is one that many players of other fighters recognize in other characters, usually when the character is ultimately good but has to gamble a lot very often to make her mechanic work, characters like this benefit from a long game where the player can bring out an extended mind game so to speak.
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^You can always play a less random game or a character who is less susceptible to lose to randomness but more likely to win WITH randomness..... Hehehe just kidding...what am I doing here?