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Everything posted by Osuna
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Y'know I've been wondering why the whole combo thing isn't its own page on the wiki. I'm gonna find iunno 15 minutes a day to just update the wiki with what I can find in here. I'd like to encourage others to do the same. Especially people who know combos that maybe never made it to this thread because of character specificity or just not having the data listed for that starter. After the combo list is a bit fleshed out a little, I'll probably spend those 15 minutes trying to discover variations of updates to existing combos. And remember for notation > is a cancel , is a link. This is the simplest way to make notes while still actually saying something. Might as well be using the space bar if you're not going to use both of those. At least that would save time.
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Is there another resource for Tager combos that's updated around?
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I'm living in Seattle for the foreseeable future. Fremont area. Near the Fremont Troll if you know where that is. I'm much more proximate to many more people now. I'm a little busy getting used to the area and looking for work, but I want to get out and game when I get the chance. GG and BB are the only games I still play.
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4.6 seconds is 276 frames. Why would you convert the accurate and relevant number of frames to an inaccurate and far less relevant measurement of seconds? Seconds is even more wobbly because 60 frames rarely adds up to Exactly 1 second. Also I'm not on board with the speculation 3C combos are back because they would have to make 3C Really Fast for that to be possible. It takes more than 2 or 3 frames difference to make that work with the existing data for 360's.
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Whenever something catches your backdash you shouldn't think "What can I do after my backdash to make it safe?" Especially if the thing you do after has vulnerable start up. That just makes it easier to get you. If you're getting constantly called out on your backdash then you need to stop backdashing so much. Tager's backdash lasts so long that if it gets caught it is often being targeted or you're backdashing something that will Always catch it. In either case the advice is not to backdash more. You have to do something else (often block) and/or backdash smarter (change timing/frequency to make them work harder) Edit: actually more on topic aren't bullets drives active for like 18 frames or something crazy like that? With a fair amount of start up too. Backdashing that would be really awkward most of the time. It definitely isn't my first instinct.
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So what is optimal AC rc combo? Without mag or spark of course because if I had that I'd save the meter.
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I'd like to challenge everyone to spend some time figuring out some hopefully optimal combos against Kokonoe.
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Questions about using online play to learn a game
Osuna replied to crimsonstardust's topic in Beginner Mode
Never assume things are going well because you're doing well online. The trap of online is that you start feeling like some things become good ideas when they aren't offline. Everyone always talks about this. What they don't talk about as much is that you can learn a lot about what characters can do online way faster than offline unless you happen to live with someone who plays that character. Learn what people can do and how things interact with each other try to play legit even if it doesn't work right and never assume you are awesome. It has been my experience that people who play online in addition to meet ups in BB are much much stronger than people who just go to meet ups (unless they can play against strong players like all the damn time). My home TV lags by about 2 frames, so online is always worse than that for me, and stupid stuff happens. I also talk to people I play as much as possible to get feedback on what was online weirdness/missed inputs and what wasn't. Checking stuff in training mode is excellent. I also check frame data if something new I'm trying is oddly successful online to see how plausible it actually is. You don't have to go That far and I know I'm echoing some stuff a bit, but I just want to stress how good all this stuff is when you use it right. Back in my day I had to spend 3 hours each way (on a bus waiting in the winter cold and then on another bus) if I wanted to play Guilty Gear with someone and those someones were crazy strong and I basically lost constantly for years. I would get seriously sick and it became impossible to do for long stretches of time because it took all day for a few hours of GG and I didn't have the time. And after all that I only had experience with 3 of the 23 characters in GG. All of that experience losing. -
I thought it was wrong because the values seemed off. I guess collider automatically applies combo rate now instead of ignores it? That seems so backwards to me. I thought the Head attribute invulnerability numbers were a little weird too. Guess I'm just too suspicious.
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MTW used to be so good. It shall be missed.
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Does anyone know the new data on atomic collider?
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Who are you doing that first combo on? I'm having trouble hitting hakumen with the j.D. I suspect the timing is just weird and I don't know it. On Hakumen I was able to do 5A > 5B > 5C > 6A > 2C > 236A->236A , j.C > j.D , 5C > 623C , 623D , OD , MTW > TB , GF for 5812. Slightly increases the distance from the corner you can be too. I don't really like this combo path at all though. It requires you to be right on top of them pretty much. Kinda fun to mess with and it gives me some ideas, but I'd like people to show more interest in something that isn't point blank in the corner. What is everyone doing after a CH sledge? I never watched any videos so I'm playing catch up with a lot of combos. Right now I got Meterless no mag 236B(CH) , j.C , 5C > 6A > 3C > 236A , 5A > j.A > j.B > j.C , sj.A > j.C > j.D > GP 3733 Pretty often you can get j.D to wall bounce, but you only get an extra sj.C for like 70 damage. Mag 236B(CH) , j.C , 5C > 6A > 3C > AC(whiff) , 6B > 6C > sj.C > j.B > j.C > GP for 3900 Tested on litchi, nu, noel, and mu. And neither of these really work on kokonoe. Also I hate the new pushback on 5C. It makes so many things at so many range just barely not work. It drives me crazy when I land a CH 5C and there is literally no way to follow it up because I don't have spark.
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Can people make an effort to use commas to represent links? Otherwise > is pretty meaningless. Also it is just correct notation. I mean I know enough about Tager to understand the posts, but there really should be a push for something a little more like proper notation. We should also start compiling notes on what characters combos don't work on.
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So does anyone have any advise that involves set ups a Kokonoe player would actually use on Tager?
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At that point 41236D and 623D average fewer characters and it is no longer short hand.
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Run when you land on the ground and then hit them with 5B into stuff.
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The only way I know to do 720 without buffering is to do 632147D8for the first 360 and do another one ASAP. They let you cancel 214D into 720 if you do it really really fast. Otherwise, just buffer it behind something. You can even buffer a 360 walk 360C to get 720.
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on faust you can sj.P > j.P > j.K > j.S > j.H |> c.S > tk.APB frc 2H > 623H from mid screen into the corner. Does 1 point less damage than HPB but I like heat knuckle oki and the option to burn more meter for the kill. On Axl, I was getting sj.p > j.p > j.k > j.S > j.H to hit really low using the same concept, but even though I was hitting it pretty reliably before I seem to be screwing it up everytime now that I want to test what I can follow it with. So either I was doing real good before and it is hard, or it isn't super hard but my bad execution is a barrier.
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There are often character specific combos, so just be aware of various hitbox shapes and practice on a variety.I like to practice on Makoto, Jin, Tager, Rachel Hazama, Hakumen and Litchi since the combos I like to use are performed differently on all of them. Then I just practice on Ragna or something for the more generic stuff. That's all specific to my character and to a degree my play style though. If you're still getting used to how characters fall and stuff then I recommend practicing on a wide variety. I used to hit random every time I went into training mode. Once you get a better understanding of the different hit animations you can make educated decisions on which character you'd rather practice which things on.
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Fighting games are designed with stick in mind. Being able to use your whole right hand instead of just a thumb is kinda a big deal. Especially because normal controllers aren't made to a very exact standard. I have 4, and I can tell you they all handle differently, I even have a favorite. None of them convey directional inputs completely accurately, but I know how to use them to get the results I want. That's a pretty major difference in quality. Sticks are expensive and require maintenance, but they are held to higher standards and provide a lot more freedom. They are preferred because you get more out of it on the high difficulty/precision commands long after the basics have been mastered. If it made it easier to do easy stuff then what would be the point? If you want precise control without the awkwardness of getting used to the stick portion of the arcade stick, you probably would have been better off with a hitbox style controller. EDIT: Is it really a fact that sticks break less easy than controllers? I've never broken a controller in my life, and it isn't like I'm paranoid with them. I drop them time to time. But like I've known many people that have had sticks crap out on them. I know sticks are easier to repair, but harder to break sounds wrong to me.
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Sweet. Now I have something new to work on. I'm all pumped for Gear from the TGS Xrd trailer.
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I can't figure out anything besides j.D ender on Axl. Anyone else got something?
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I hadn't even thought of 6H HFB FRC in the corner because 6H HF FRC is quite a lot of damage. What do you have in mind?
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I've never done a ground combo of 5D j.H j.H. Can you tell me more about the execution? I'll try it, but I gotta say my executions is actually quite bad and I spend many many hours drilling combos even in easier games like BB, so any hints could get you info that many hours earlier.
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Been really busy and stuff I'm good at doesn't come up between games. On top of that the time I Do have left has actually been invested in the new AC+R. I've been posting on the pot forum more than here. I'm a hands on guy. I haven't been contributing more than a little wiki work to Tager specifically in a long time and I could do that while not a mod anyway (and I think my last edits were to the pot wiki). I'm pretty much dead as a mod at Least until CP is out, maybe longer if Gear ends up being a priority for me. I was gonna talk about getting replaced or something and found my status revoked and all was cool, or will be when someone better with pre console stuff gets status (maybe even you?). I only regret not making massive edits to the Tager complete guide thing when I had the chance. So back on topic, I mispoke earlier, what I was thinking at the time was 'wouldn't overdrive make That combo not work'. He was wondering how much That combo would do in overdrive and I wasn't sure it would work at all in the corner, I don't think I've seen 3C OD MTW connect, but I don't watch a lot of videos until I can get my hands on a game so maybe I'm totally of base.