Jump to content
Dustloop Forums

Corbenik

Members
  • Posts

    124
  • Joined

  • Last visited

Everything posted by Corbenik

  1. I think a couple of easy one questions are what changes would you like to see in Ramlethal/what changes would you like to see in other characters. How do you feel about current state of Calvados? What do you use as your signals that you should be setting swords in neutral? Unrelated, but none of the video thread's links seem to be working for me. Did we lose all of that with the update?
  2. As far as combos go that vid that figured out optimal combos for tension and damage was pretty helpful. Would you mind linking Kuni's stuff? I'd really appreciate it. I'd also appreciate some links to Daiji's and whoever else's nico communities. I'm really new to Ram and a ton of games away from discussing anything with any real depth, so I'm mostly just trying to use what people post. Give me a hundred games or so and maybe I'll be able to actually understand the discussion. It's not so much that I think there shouldn't be complaining as I think it needs it's own place. When I'm reading through the Millia matchup thread and I see a ton of stuff like "she's a better version of Ramlethal" I find that unhelpful and discouraging. It just derails otherwise helpful discussions. I'd also imagine that for players considering playing her it can be dissuading. Is everyone here on the gg player list? Do you guys have twitters I could follow?
  3. As far as combos go that vid that figured out optimal combos for tension and damage was pretty helpful. Would you mind linking Kuni's stuff? I'd really appreciate it. I'd also appreciate some links to Daiji's and whoever else's nico communities. I'm really new to Ram and a ton of games away from discussing anything with any real depth, so I'm mostly just trying to use what people post. Give me a hundred games or so and maybe I'll be able to actually understand the discussion. It's not so much that I think there shouldn't be complaining as I think it needs it's own place. When I'm reading through the Millia matchup thread and I see a ton of stuff like "she's a better version of Ramlethal" I find that unhelpful and discouraging. It just derails otherwise helpful discussions. I'd also imagine that for players considering playing her it can be dissuading. Is everyone here on the gg player list? Do you guys have twitters I could follow?
  4. Pain is pretty great. Do we know where he ended up at evo? There's also at least one other good japanese ram that showed up on biscuit's japanese guilty gear lobby stream. Uses color 6, I think. To be honest whenever I see discussion on this subforum, it usually comes with a lot of complaining. I mean, Ramlethal is a mid tier character with a couple of notably bad matchups. I usually don't see anything this bad from the bullet subforum, and she's low tier with a bunch of unwinnable matchups. The negativity really makes me not want to discuss anything.
  5. CH 6d > 236[a] > capture > 236d > 6c > jc j.c > j.d 623c > 5c > 5d > 623b Heat level one to heat level two combo with about 5k damage. If you 180 while the 6d animation is in play you can either press a or c on the counter audio cue for the confirm. Still really hard to do and probably impractical.
  6. The timing is pretty tricky but you're jump canceling behind the opponent and then either using j.c or going straight to j.d. What helped me was just practicing that side swap and seeing if I ended up behind the opponent.
  7. I actually like that layout a lot. Do we have a timeframe on it's implementation? Thanks for the link.
  8. Went ahead and took the combos out. My thought process as a relatively new player was that if I wanted to learn a what can combo off of what move on a per move basis the current structure kind of makes it difficult. It's been something that frustrated me a lot with Ramlethal. Appreciate the feedback, and it definitely looks cleaner this way. So right now I'm thinking that I'll be adding a bullet to a couple of moves, like j.b's side switching property and j.c's safe jump. Then I'll do a pressure section with midscreen, corner, resets, and serpentine sub sections. Eventually I'll try to get to the tedium of writing all of her combos. I think I'll try for a quick section explaining general combo theory and then just start listing. As far as combos go I'm planning on listing a easy combo and an "optimal" combo, where the optimal will be the most damaging that I'm aware of. Do we know what changes they're making? Are they going to wipe the old wiki completely?
  9. I went ahead and edited 2a on the wiki with how I'd have information displayed and what information I'd look to display. Comments, criticism, suggestions, etc would be helpful. Not really planning on continuing unless I'm sure this is what the subforum wants.
  10. Outside of frame data, which I just can't do. I can maybe do plus/minus stuff (I'm like 99% sure orange lock is always minus). I started doing some editing on the wiki and realized that I might be making things worse by adding in example combos. My overall thought process was for each move give a basic use, "special use" (like the 2a > 4ab OS or j.c's safe jump properties), and a short list of combos on each move. I'm not sure if that style would be more readable or less readable than the current standard format. It would end up having fewer bullet points and more paragraphs in each move. I really don't want to start making changes people won't like though, so feedback on these ideas would be really helpful. Outside of that I was thinking of adding in a section for serpentine. List of setups, when to use, when not to use, that kind of thing. Partially because it's really useful and partially because it's a really satisfying move to land and I think newer players would enjoy knowing when they can use it.
  11. Alright, thought I'd actually start the thread. For this first match I picked Dekuno vs Fuku (BA), mainly because I don't really know much about the matchup and wanted to learn more. Link is below, match starts at 4:53. On mobile so not sure how to get the link with time. http://youtu.be/QNkex49UniA I'm trying out the play by play, but I'm not sure if it's something I want to do in the future. First that it takes forever and second that most of what I'm writing feels obvious. Jump to analysis if you don't feel like reading it. Round 1 Overview: Dekuno immediately jumps back while Fuku moves back slightly and then advances. They enter into a mainly air-based neutral game. Dekuno catches Fuku super jumping into barrier block with a throw, which is the second time Fuku did so. Dekuno uses safe jump j.c to open his blockstrings and catches Fuku with a 2a after a second blocked j.c. The combo that follows puts Fuku in the corner. Dekuno again opens with safe jump j.c, this time catching Fuku with and IAD j.c. Fuku bursts out. They go back to the air neutral. After Dekuno blocks a nail he gets caught by a throw and combo'd to the corner. After Fuku jump cancels and throws a nail in his pressure, Dekuno successfully zones him with j.d. Dekuno air dashes in with j.b but after it's blocked whiffs j.c, which Fuku punishes. Fuku's pressure fails when he is pushed away by barrier and his low (2c?) whiffs. Dekuno backlashes the run up attack and starts his blockstring but gets his 5c parried. Fuku baits Dekuno's dp. On his next wakeup Dekuno backlashes through Fuku's attack (what attack is that?) and hits with 2a. Fuku gets side switched into the corner. During Dekuno's pressure Fuku attats to punish the gap between j.c and 2a but gets blocked and RC's into block immediately. Gets caught with 2c and Dekuno spends his meter for the kill. Round 2 Overview: Dekuno and Fuku have basically the same start, with Dekuno dashing back and Fuku waiting for a split second and advancing. Fuku attempts to bait an anti air whiff. When they both meet Fuku gets a free j.c(?) hit but drops a combo (if that combos). Dekuno air techs back towards the corner. Dekuno attempts a 6b as he lands, which whiffs, then super jumps forward while mashing j.a for an air confirm. Dekuno opens Fuku up with 2c but drops (or purposefully delays?) 236a which Fuku techs through into blocking it. Dekuno's j.c gets parried when he attempts the same jump cancel + barrier block into j.c. Fuku immediately hits with j.b and Dekuno bursts. Dekuno immediately afterburners and barrier blocks Fuku, who ran up to pressure. Fuku crosses up into the corner and tries to bait 6b, Dekuno whiffs 2b instead. Fuku puts Dekuno in block with nails and lands a j.c(?). Combo gets dropped. Fuku hits with an overhead rapid cancel and pushes Dekuno to the corner, which he tries to roll out of but gets hit for his trouble. After some weird crossups and a missed CA they return to neutral. Dekuno catches Fuku with a j.d but drops the combo after the side switch. Fuku backlashes out of Dekuno's pressure and they return to neutral. Fuku catches Dekuno's j.d by throwing it at contact, ending the round. Round 3 Overview: Dekuno again retreats, Fuku immediately ground dashing forward. Fuku starts his blockstring and counterhits with a low(?). Dekuno gets repeatedly hit by pressure until he lands a dp counterhit, which he drops. Fuku incompletely punishes, then crosses up and finds a hit. Dekuno bursts with a sliver of health, but after a return to neutral gets hit by an aerial. Analysis: As far as I can tell, Dekuno's immediate retreat at the start of every matches their means he's incredibly confident in playing defense or not confident in taking the offensive with either this player, Bang, or as Bullet in general. Going off of Fuku getting in very random hits in his blockstrings, I'd pin this to matchup inexperience. His defensive play really isn't that great. Notably that he just sits and tries to block when Fuku approaches in the second round. A snapchance would've counter hit when Fuku just runs up like that. It's worth noting that I'm not criticizing him for not snapchancing, I'm criticizing him for playing defensive like he was when he just didn't seem that good at it. His throw in round one was probably a read that Fuku would be barrier blocking. As far as pressure goes, the jump canceling is useful but if Dekuno was going to go that route that often throwing in that crossup more often probably would've been helpful. I actually do think he could've won in the second round of he didn't drop his combo. Third round was a steamroll mainly because of a very late burst and what I'm assuming is matchup experience and poor reactions. I actually realized that what I'd called a drop on Fuku's side was actually probably burst bait. I would be willing to say that if I played a bang of roughly my level it would have a similar tempo as that match, with maybe me starting out well but the opponent taking the advantage once I'm forced to block. Only with much less skill involved. In unrelated news I'm going to be dropping bbcp for a while and focusing on xrd. I wouldn't mind continuing to write for this thread, because I like spectating almost as much as playing, but I'll probably fall behind if new things are discovered. I'd also appreciate verification on bang's moves and corrections if I mislabeled them. Edit: a couple of questions I have but forgot to write: Why does Dekuno start with j.c so often at first and what encourages him to stop? Does bang have a meterless dp? Does bang have a parry that doesn't work on j.c? Dekuno always seems to jump cancel in his blockstrings instead of using 6c. What are the benefits? Do you think there was a point in which serpentine should've been used but wasn't?
  12. Oh yeah, I definitely wouldn't call her an effective grappler. It'd be cool though, and from what I can tell of her 1.1 > cpex > cf changes I think they're trying to head in that direction. I actually did a tl on why I think they designed her with as many limitations as they have. https://twitter.com/ctlaxel/status/626882414711832576 Tl;dr they're probably afraid of making her overpowered.
  13. Mind if I get the stream link? Or are you not planning on streaming the training lobbies? Also, I dropped BBCP but my ram is finally good enough to where I want to practice her in actual games and not just in training mode. Sorry for being as absent as I have been.
  14. The bullet subforum members have been developing and adding a lot of serpentine setups, so she's not actually as bad of a grappler as you'd think. It hasn't really been set in the meta enough for people to really respect it, which has it's ups and downs. The addition of a command throw in CF should help a ton though.
  15. CF is already better because we have Nu's many nerfs and a fullscreen drive. Regardless of Bullet's other confirmed buffs (and some notable nerfs) this is going to even out her worst matchups. They might not be even, but they'll be better. I'm a lot more okay with a character that goes 4.5/5.5 against every char than one that has 4 or 5 7/3 and then a bunch of 4.5/5.5 matchups.
  16. So the problem with Bullet is everyone does what she does but with better something. Her damage is generally capped at 6k with full resources unless you land a once every thirty matchups hit. Even characters with notoriously bad neutral have better neutral than her and better damage. Bad neutral/high damage characters are normally low tier anyway, but Bullet's damage doesn't even hit higher than say Ragna's. I'm really sorry, and maybe I'm misunderstanding you, but I just can't accept the idea that Azrael is a harder matchup for Bullet than Nu. I've played hundreds more matches of vs Nu than I have any other character, and from what I've experienced and what I've seen from high level play (not mine, I'm trash) Nu vs Bullet is at best a 7-3 matchup. With characters like Azrael you just run into the standard problem of them have better normals than you.
  17. I appreciate all the advice. Thanks.
  18. I'm sure all of these moves were intended to provide ways to deal with projectiles and zoning in general, but they just don't. Afterburner in cpex is incredibly unsafe at any range due to high recovery, capture's projectile invuln starts pretty late and most of the time you can be punished with a normal even if you dodge the projectile, 3c as a projectile dodge doesn't actually slip below a lot of stuff. You're not wrong in that each of these tools can punish the opponent if used correctly, but you are exaggerating their usefulness and Bullet's ability to deal with zoning. God I can't wait for CF. Edit: Since I recently dropped CP because of all of these bad matchups, I thought I'd expand on my frustrations. Lambda actually isn't a bad matchup for the simple reason that dodging her projectile usually puts Bullet in a position to punish. But for Nu you're either not close enough to punish or gravity pool stops you from doing so by crippling your already crippled movement. Afterburner is never an option to guard projectiles because her projectiles lead to automatic blockstrings. Most characters can just fire the same projectile twice and get free damage (which I'll often trade for a heat level). Capture and 3c both get slowed by the gravity pool. And then you have Amane, where projectile invuln doesn't actually help in any way. So I can't "make use of" jack shit in that matchup. So yeah, highly anticipating CF, even if just for Bullet's almost fullscreen drive and buffed afterburner.
  19. On that first one I was trying to say that when Ram doesn't have swords, she seems strongest in the air. It was a really unclear way to say it. My bad.
  20. I pretty much just want to know what my most common confirms will/should be. Am I looking to mostly be hitting with f.s when I have swords? When I don't should I be mainly focusing on getting a set sword hit and confirming the combo with dauro? As far as meter usage is concerned, is there something I should be specifically spending it on or is that a stylistic choice? Things I've gathered that I'd like corrected if I'm wrong. From the few matches I've played, Ram seems to be strongest in the air while swordless. If I don't do the kk4k ender I can only set one sword. The command grab can be used pretty much any time a throw can and is preferable.
  21. Thread in question. http://www.dustloop.com/forums/index.php?/topic/11074-%5BCPEX%5D-Izayoi-Video-Posting---Analysis-%26-Discussion-Thread I was thinking of starting a similar thread for Bullet. One one hand I do think this style of write up is a lot more useful than posting however many matches pop up, and I do think skd's reasoninghttp://tl.gd/n_1sn5nbu for doing it that way is sound. On the other hand, the problems I see with trying it for Bullet are -we don't have anyone nearly as knowledgeable as skd (or as good) -the best western Bullets that I'm aware of don't frequent the forum -the best Bullet to watch (as far as I can tell, Uido) probably just isn't that great in comparison to top players -these write ups are very long so they take quite a bit of effort to write and slightly less effort to read So I just wanted to do an interest check of how many people would be interested in reading and how many people would be interested in writing. Would you guys be okay with lower level analysis from people like me, or would you want better players to do the match writeups. That kind of thing.
  22. Watching a lot of Uido's stuff and I've been wondering why he never seems to serpentine anyone. Is that just something he's not good at? Is it not viable in the higher levels of play?
  23. I suggest not being gentle with MobiusWan.
  24. Is there any list of stuff like that? Shortcuts, option selects, that kind of thing?
  25. I was going to come in tonight but someone ran into my car and I'm tired. Sorry about leaving the xrd lobby so quick, I realized I need to do lab work on her and learn combos. Once again, thanks for holding these. I think they're great.
×
×
  • Create New...