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Everything posted by qwerty
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you guys aren't exactly wrong, but you're thinking too technically. yeah, vineeth could stand to learn the double j.C combos and he needs to learn to play footsies vs arakune, but those aren't his biggest problems. quite simply, he gave copperdabbit too much respect. it was probably a combination of choking and lack of matchup experience as opposed to a conscious effort, but the point remains. notice how he stopped using counters almost entirely in the later rounds? or how he stopped blocking 6A? or when he blocked the crossup, only to get nailed by the low? stuff like that is telling me that he's overthinking and giving dabbit too much credit. as good of a player as dabbit is, he struggles against people who can block his mixups because his footsies are rather subpar (sorry jared ). but yeah, i think you guys were on the right track; though like vineeth, you're thinking too much and about the wrong things.
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average for me is 19-22. though any time she does a double overhead that shoots up to 28 or so.
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when's spring break? because i wanna come down and test this theory. asians ain't no match for me in INITIAL D, so i don't see how fighting games could be any different.
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if you want some real yakety sax shit, watch the ct sbo quals sometime
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the only reason anyone ever played bb was because it was new and guilty gear has been "dead" since 2007
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quick shoutouts batman: for the venue. chun: for hosting, as usual. coopa: gg's man. stick with it, pot is the perfect choice for you. koogy: for co-designing accent core hd remix with me. also this bag is nice. rin: i have those vids zipped up and ready to go. tone: for playing shitty snk games with me (let's hang sometime). vineeth: as of today, you have become a 10th dan in the school of "mash hotaru".
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walljumpman vs copperdabbit @ 59 minutes in let's see if anyone here can point out what he did wrong
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i wouldn't mind commentating bb
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get hype (nsfw)
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hey, satou does AC combos and even he confirms into dash jackhound. it is rough at level 1, but at level 2 and 3 any move that isn't called f.S isn't too bad.
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just do a dash jackhound instead of a regular one
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mixup means you're forced to guess; as in, you can't react because it happens too fast. i don't know about valk, but i don't know of anyone in cs1 arcade with a truly unreactable high/low.
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mightfo, you can feint slayer's 6K. and let's not forget that there's actual high/low mixups in gg as well.
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i normally wouldn't go out of my way to make a post like this, but this is the beginner forum and there could be kids reading this. probably the closest thing to sound advice you've ever given; only problem being that you should be able to block most stuff in bb on reaction because overheads are hilariously slow in this game. not to mention that learning to ib will actually make those situations BETTER for you, so if anything, learning to ib is MORE important. you advise people to mash a 12 frame startup move from +5, then go on to say it's not such a good idea? as if any character can afford to NOT block? if you're talking about getting guardcrushed, THAT'S EXACTLY WHY INSTANT BLOCKING EXISTS- SO YOU CAN GET OUT BEFORE THAT HAPPENS. what does any of this have to do with "openings"? how is this any different from "ib'ing for advantage"? not even delving into the technical errors here. in the sense that ib doesn't negate guard primer i guess you are technically correct. but like i said earlier, if you ib and jump/mash out, you will avoid the situation entirely.
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i'll tell you the second worst kept secret about bb; it's a dead game.
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this is america son. matchups we play every day are even, and matchups we've never played are 7-3.
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i'm going to tell you one of the worst kept secrets about blazblue; instant blocking is really easy. i'm not exaggerating in the least either. especially if you have good execution and/or reaction, you should be able to ib a lot of stuff. the input window for ib is absolutely huge, and the frame advantage is ridiculous (+5 on the ground and +10 in the air, though this is all changed in CS2). keep in mind this is in a game where most moves put you at disadvantage on block to begin with. as for doing it "effectively", it's really a matter of just learning how to do it. start recording blockstrings in training mode (like ragna blahblah 5C or jin blahblah 6B) and start practicing ib'ing the moves that put them at disadvantage on block (even if they can gatling after them like ranga's 5C, it's still important to have the frame advantage whenever possible) and then start seeing what you can do with that frame advantage (jump, hakumen counter, dp, whatever). one last thing to note is that the game will actually ib for you a few frames after you input one ib. to see what i'm talking about, have lambda do 5CCCCC6C and only input one ib at the beginning of both moves, then see how many hits the game ib's for you.
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funny story about my experience at ufo: some guy came up to me and said "as fun as this is, i'm really bad at sfiv". all i told him was to pick yun, do backfierce a lot, and block on wakeup. i only tell this because seven months from now when a random austin player qualifies for sbo with yun, you'll know who to thank.