Agile
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Awesome job Kyle! This looks great. We all appreciate your hard work. Way to rep TenKai.
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Very sound points you make... Especially FDC-ing dashes with option selected GC's. That sounds like a powerful tactic. I would imagine one would choose a GC with FRC though, or how do you determine the GC to option select?
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Ah, I see what you're saying. While most good players don't get by 5D, and it's arguably faster to FDC 5D after a dash, I find that if I cancel Baiken's dash with a 5D at max range, the way her dashstop goes into 5D throws people off from time to time.
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Out of curiosity, is there a table with this information. I've looked through the system data and DL's GGAC guide and haven't heard nor seen the "dashstop invincibility" property.
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Is it lolcat time in here or something
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POscrub, is there a thread with the current character translations, or do they only appear throughout this post? I think it's awesome that you guys spend your time to get this information to us ^^b * secretly wants Baiken's translation *
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Umm, so what's up with the broken image source in the top left hand corner of all forum pages. It's been broken for a long time. I'm acutally curious what it would look like...
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Thanks guys, this really helped a lot!
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‹— Claiming this avatar 1st! I have one specific technical input question I would like to ask you guys. It's regarding Baiken's j.D > FRC > a.Dash > Tatami from minimum height. For this sequence to be solid, I think one needs to input the dash to essentially be "buffered" after the FRC and into the board, but I'm unsure. Unfortunately, I've learned incorreclty how to execute this sequence and now it's muscle memory (the non-working version, or the not-as-reliable one). In relearning this, I'm curious how other Baiken players get this consistently with regards to their FRC dash. I assume this is the ideal input string for this sequence (assuming pickup from of 2K 5S): 8-6-D-FRC-6-236K Meaning that after you jump, but before you hit the dust button, hit forward (6) then dust, then after the FRC you only have to tap forward one more time to activate that 1st frame dash. What I'm doing is this, and it's not working very well: 8-D-FRC-6-6-236K (I realize you could use 9 or 7 for the initial jumping dust, I just find hitting the minimum height j.D easiest with 8) One of the problems I identify in training mode with this sequence is my reluctance to press two forward inputs before going into the board motion. How do other players input this? Do you buffer the first forward of the air dash before the FRC, or just FRC then press forward forward. It seems that you have to wait longer than you should to input the forward motion after the FRC for it to count. Getting this motion is key to maximizing damage with Baiken, and scoring corner knockdown. This is hurting my game and I really want to better myself, starting here. Any advice?
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I agree with Hellmonkey on the notion that you don't have much time to do things after FRC'd tatami, and most things should either be dashing 2D or start with dashing 2K if you want more pressure. One key point to remember is the mind game after the FRC. You don't have much time, but even if they instant block, a quick 2D or running 2K will CH any normal attack. One character specific caution point about 5HS > Kabari. Testament can punish this badly with IB Warrent. This is very bad for BA, so if you see this happen to you, you'll know you can bait warrent and punish hard. New Safe Idea: when opponent is in corner, you can TAT FRC back airdash TAT. If done correctly, this should be 100% safe to do and get our best opener against an eager opponent, CH Air TAT.
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I find that after and FRD'd tatami people *usually want to do something to either escape or punish. With the FRC you have a wide variety of options that include: Close Tatami FRC : X * stop, bait shoryu or other attack to punish * tick throw (as soon as guard stun ends) (risky) * 5P tick throw * 2K 5S YZN (risky w/o RC) * backjump j.K, if they jump and this hits j.D for KD or corner combo * backjump j.K, if this wiffs or they don't jump, possibly backdash tatami (danger if they dash), or wait for miniumum height dash and pressure with your choice of SPK [50/50] D or land 2K > combo * 2D TAT FRC + dash + 2K 5S 2D TAT FRC (if you continue this a few times you will likely get a combo pickup off of an eager opponent, surprisingly, this hits fairly good players) * insanely hard: ground pressure > tatami FRC + YZN FRC + j.K. This j.K hits so low and fast that they will often eat it. To follow it up you can either just do j.D for KD, or if they're in the corner and have lots of tension j.D FRC + TAT > corner combo. While this is very hard and seems like a waste of tension, it's setups like these that if you have them in your aresenal, your opponent will guess more and you'll get a lot more 2K 5S 2D TAT pickups, as most people just block low on Baiken. I usually try these kinds of things to get that last 10% of my opponents health. This is fairly safe also, but slightly suspectible to the IB TAT + shoryu, but that's hard! Further Tatami FRC : X * kabari > tetsuzansen FRC > pressure * 2D TAT FRC + dash ... (same as above) * my favorite (note there is a safe distance that makes this LH shoryus, but can still be punished with a super or jump): ground pressure > tatami FRC > 5D. If done correctly this can be very safe and is confusing to opponent. At this point the guard bar is slightly cranked so it's risk vs reward with 250 dmg dust, use sparingly * ground pressure > tatami FRC > tatami: this is very safe and htis them with CH quite often, if they're in the corner is massive dmg time Max Range Tatami FRC : X Most of these I consider a waste of tension, but I really want to build the guard bar and maintain pressure at this range you can go: * ground pressure > tatami FRC > 2S > kabari : [insert close/further pressure strats] Stupid "Triple Jump" Setup (not really applicable to FRC TAT but cool nonetheless) * for oki pressure against non-shoryu chars (still vulnerable to BD but nothing is pefect!): meaty j.K dj.K YZN FRC j.K D [FRC pickup]. This one is farily difficult to time but most people will not expect that third and forth overhead attack and will eat at least the last j.D. Ah, that's it for now. I really want to get active in these forums, as I've been playing about a year pretty intensely, but don't frequent here often. Let me know what you think. Disclaimer: i'm not advocating all of these, but as I said they are useful and different tools with Baiken to have. It's just about changing things up and showing your opponent you have many tools to use. -Agile
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Marn's just pissed b/c he lost all his monies betting. This is me still pissed at you for saying I was paid to lose some match footage, which is complete and utter bullshit. qO_Op
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Awesome stuff Mike! Makes me want to go to Japan like now
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Fuck you Marn. I take this as an assault on my personal character. Agile = ReetFighter
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There's nothing going on like that Marn. I assure you we put up all videos that we possibly can. The only ones I was responsible for I've put up. Half of the DVD I was in charge of I cannot decode or view for some reason. Sometimes this shit just happens. Careful dogging a whole state
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Thank u Jay-is =]
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Fix it Chase >.> pwease my brainz fried
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Ok guys, need some help here. This DVD was the last one recorded downstairs. These matches are from the last half of the DVD; the first half is corrupt or something. I *believe* these are from State v. State. I'm not sure since I didn't touch DVDRs all weekend. #1: SE-Rv.2 Unknown(SL) vs. Unknown(AN) #2: SE-Rv.2 Doomscyther(RO) vs. Unknown(AN) #3: SE-Rv.2 Doomscyther(RO) vs. Unknown(ED) #4: SE-Rv.2 Doomscyther(RO) vs. Unknown(BR) #5: SE-Rv.2 Unknown(JO) vs. Unknown(BR) #6: SE-Rv.2 Doomscyther(RO) vs. Unknown(PO) #7: SE-Rv.2 Unknown(JO) vs. Unknown(PO) #8: SE-Rv.2 Unknown(SL) vs. Unknown(PO)