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Everything posted by Osuna
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The game has more than a few universal mechanics so tutorial can be with the time to get introduced to this new fighter. Challenge mode doesn't have a Ton of practical combos in the 30, but it does a pretty good job of teaching you various properties of your moves that you wouldn't find just messing around, so there is value there. Especially if you aren't the best at fighting games, challenge mode might get you to think of your attacks in different ways. For more experienced or well researched players I might recommend skipping the Challenged for more practical combos, but I came into this game mostly blind and it helped me learn a lot about Kanji. Don't sweat it if you can't complete all of them either, just learn what there is to be learned.
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Sooo J.D combos mid screen are Gone Even on CH. 6C does a bounce if they are air born, but doesn't even knock them down on normal hit. This is freaking me out. also I guess they want us to end air combos mid screen with 'grand punish' since j.D has knock back that leaves you in a terrible position. I had long hope we'd continue to not need the corner for good combos, but alas it seems to be our turn, unless someone finally figures out something awesome from collider. (Which would have been the first thing I would have worked on, but beggars and choosers and all that)
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I think that people were surprised because the last ton of new characters beside mu (KINDA) were all in the story before inclusion.
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I thought Blsledge after colider was confirmed day 1?
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Well, I don't know what to do, but I know a couple things to not do. J.214X is really bad against her because she has a really good anti air which she can combo off of and is a crouching move. Even if she reacts to slow to punish before you get there she should still crouch in time to be safe. Up close her normals are faster than your slow ones and out range your 'fast' ones, any and every mistake should put you pretty much full screen again so don't even try to hit her at the range of her melee normals.
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[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
Osuna replied to A.X.I.S.'s topic in Kanji Tatsumi
Ahhh Rejumps of course. I play so many slower characters I forgot all about rejumps. -
[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
Osuna replied to A.X.I.S.'s topic in Kanji Tatsumi
Fully charged 2C, 2B > 5C xx 236B, 2A > 5B > 2B > 5C xx 236B~214B OMB, j.B |> 2B > 5C xx 236B~214B xx 236236A(2)OMC, 214214C Wouldn't it look like this? Also this is just me personally, but I never saw the point of labeling when you land mid combo. The moves change from j.blach to blah. It is implicit that you've landed. Might as well just label jumps/jump cancel and landing and drop the redundant j. prefix if we're going that direction. -
While that's an interesting list of things that can or do happen during a match it isn't really quite as meaningful as you seem to think it is. Most significantly the idea that these phases happen in some sort of order is pretty flawed. Or rather that these things exist as phases is fundamentally wrong? The predicted outcome doesn't make sense in particular. Fighting games are not analogous to chess, if you have a little life left and you managed to burst out of the combo you can still win. If you're about to die mid combo and you don't have a burst is basically the only situation where you can predict someone's defeat granted they are sufficiently skilled and if that's the case then why does it even deserve mentioning? The beginning phase seems to imply that it happens every ...match? round? playing for the first time in a while? Equating gathering info with having a plan isn't quite right either, once you're done gathered data you don't just stop planning for things. The possibilities should never get so staggering that you can't follow the match either. I'm not sure what you were trying to say there. At every frame of every battle there are a finite number of possibilities and the reasonable ones aren't that hard to grasp. You say so many abstract things that happen basically all the time and try to divide them between phases. Like you said adapting as you go was a bad thing that happens only in the mid game phase, which confused me a lot because that is the method by which you do pretty much everything in fighting games. Maybe if you had more concise language I would understand what you're talking about, but I don't feel like you really are on to anything as it stands.
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Does anyone else feel intimidated when playing online?
Osuna replied to M.C.Dillinger's topic in Beginner Mode
A lot of things in games aren't important. If you take everything super serious of course it is stressful. There is one number I pay attention to a little bit though. Number of matches played. Usually, but not always someone who has played a lot will present more challenge than someone with a 100% win rate (No offense to any 100% win rates I may have broken) -
*watches 8 times and then successfully catches the frame of the clash* That hits REALLY low that clashed pretty far down and that it clashed instead of got stuffed means it at least doesn't have a horrible hitbox.
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I don't know if that's what we saw but one of the new moves is Air Driver 360C IN THE AIR. He has another air move which Could be the body slam, but who cares, we have an air command throw+mystery air move.
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It looks more like a regular air throw into a body slam to me. The body slam didn't even combo. The combo count and number stay at 2, and switches sides which matches up with an air throw. The damage is different from current airthrow damage though.
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I think it is a fair criticism. For having been working on adjusting it from day one (and not adjusting their dlc policy) they haven't gotten That far. Some of their issues were some really fundamental problems with gameplay and the Rolento thing was kinda really bad. I can totally see someone critique them for lack of quality control and stubborn application of a dlc plan that no one likes. Or not learning from those mistakes. After all that, hearing that they actually were listening to feedback and promise to use it in the future easily inspires a sense of "I'll believe it when I see it" in me.
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If the timing was different you should be missing rather than bluebeating, typically. Because the untech time doesn't change, the only thing she can do is not be at the right place.
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Do you mean when they get up or in a combo? When they get up 2B is strong because it is plus on block even if it isn't meaty and it recovers quickly so some reversals don't work on it. It is also a low, so you can mix it up with throws. Low/throw is a pretty good mix up and depending on distance you can pick up rolls with them too. Not really a "trick" so much as a nice mix up. Tager doesn't usually end in a hard knockdown in the corner though.
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It isn't like you can't make friends without winning. It is actually pretty easy since that stuff is more about communication than anything else. As long as you are proactive keeping your skills sharp and finding people to play isn't much trouble. I don't like to say good games often myself unless it was a particularly good game, which isn't often. Winning doesn't actually Do anything unless you're at a tournament or hate waiting for you turn and are in a big room. The advice given to you, by many of us, was a little more elaborate and specific than "Don't get angry". We tell you facts about win rates and such to help give you perspective too, we know it's hard to change, but if you didn't think you could you wouldn't have asked right? I really recommend you give them a try. They are pretty legit. You could also do very high level personal training to pump up your win rate, but if you ever stop losing altogether it is because you gave up.
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Always be on the hunt for what has to change to do better and then remember that there's a transitional stage where if it is something new you have to get your body to recognize it. When Tiger Woods improves his swing he goes through a series of bad showings in competitions while he's mastering his new swing. Just Know that your results are normal for the situation and you can change them, because it is true. I don't even have to look for successes in a match as long as I think about what to work on or the work in progress I have to do to win. I'm too focused on everything that happens to be bothered usually. If I have trouble performing I actually do some breathing/blood flow exercises. This is usually to undo food related grogginess though so I don't know how it'd work for emotional turmoil, but it clears my head. I also have trigger phases that keep me from going bad places after losses and some for nerves before a match. After some losses I say "I'll get you next time inspector gadget, next tiiiime" and shake my fist. At the start of a match I used to say "Hey look over there", but then sometimes someone would look even though both of my hands on the controller when I say it, so I'm doing it with different timing now. Just tiny rituals to bring me in.
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I think it is important to remember that unlike a rubik's which is a success/fail type of things, Fighting games are more like batting averages where as long as you have a certain percentage of successes then you're doing Great. Match ups are even listed that way in fighting games. Even if you're a little more skilled than your opponent and have a character advantage you're not likely to win 100% of the time. If you're evenly skilled you should still lose several times in 10 matches. I felt really in control of my last extended gaming session where I went 21 to 15. It was a strong showing that I felt pretty good about, but if a few of the close games had gone the other way I'd have lost more than I had won. And yeah online can be very difficult especially if you end up playing a lot of different people. Many things fly online that wouldn't irl and not just because of delay. Gimmicky strategies become strong when they play a new person every game.
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I personally enjoy playing the games I play. There's a certain amount of time I need in training mode to get started, but playing the game is what I enjoy and the only thing I hate is waiting for my turn and when there isn't enough info available on the game I want to learn. You don't really "fall" much in fighters. Losing doesn't make you into a worse player (usually it makes you better) so it is only following if you're investing way too much fun/self esteem in being undefeated. Really good sessions involve many losses and the knowledge and experience you gain is much more meaningful. At least if your goal is to be strong. If you want to be a winner, then you can continue to beat up easy computers and playing other single player games that you can't lose at (I'm playing breath of fire 3). It isn't like it makes you less of a man or anything those modes and games exist for your enjoyment. Not everyone has to be a competitive gamer. I just think it'd be a shame to be too focused on how matches end to remember that there's a lot of neat stuff that happens during the match. The best part is before the match is over after all.
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That's quite a tanget. I don't know if it is actually like this for anyone else, but I Still have blocks whenever I learn anything new. Every little change requires me to conciously do it once in a real match otherwise I just forget it exists no matter how much training mode I do. That's the only advice I have on getting it done in a real match. Tell yourself to do it the first time and make your hands consciously do it. Then make it a habit. I really can't make any changes without doing this. I'm not great at execution I guess.
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I've gotten 720 to go the wrong direction And hit someone with it. That's got to be like a million points.
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Ok so this discussion has devolved into people quoting images excessively and making very weak jokes while trying to find the best controller to mash out 720 on. How about that Tager guys? With his meter gain, and occasionally surprising active frames. Anyone got option selects on rolls in the corner with j.B or something?
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Except not? The only clue is "have you tried", which is ambiguous. And nothing is marked as from your phone. I really don't want anyone to have to waste time figuring out why things aren't working. That's why I kept blowing up at Dacidbro before. It's alright to brain storm and share ideas, but this was confident sharing of fundamental errors. When I corrected you gently, you tried to defend your combo. That could have given an even worse impression to someone else who didn't know any better. You could have been more explicit that you wanted to know whether such links worked, but instead it sounded like you knew they would work especially when you argued for your Hammer link. You also could have asked whether such links worked, or asked someone to test them more explicitly or whether hammer knocked down or whatever. Or you could have gone "Man, I can't wait to get some training more time with this one~" and not posted, recognizing your limitations at the time.
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You can barely stick in a 5B. And if you did, you'd still not be able to 5C 6C after the Asledge because the opponent would be too high to hit them. And you can't 22D whiff in your second combo even if you add in 5B because there is no knock down. I'm going to request you test things, or have someone else test them before posting them, least someone be misled.
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I'm pretty sure you can't link a grounded hammer to 5C. I'm willing to bet those combos just don't work.