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Kristoph

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Everything posted by Kristoph

  1. no vehicle means sad kristoph, but feel free to add me on PSN if anyone wants online matches.
  2. Populations tend to stabilize themselves with stuff like disease and famine anyway. don't have anything to say about the actual game-related stuff since I pretty much agree with you there lol. I agree that, practically speaking, 'perfect balance' should never be considered a feasible end result. What developers can take away from my stance is that if they can ever improve the balance of a game, they should, as long as it doesn't take up too many resources or interfere in other aspects of the game like diversity. "Balance" in and of itself is strictly a good thing.
  3. Okay, practically speaking, you are not going to get a fighting game with nothing but absolutely perfect, 5:5 matchups, unless all of the characters are identical. This is kind of completely obvious, and only really exists for hypothetical purposes in the first place, making it completely pointless to talk about at all. As such I gave Spirit Juice enough credit to assume that it wasn't the point he was trying to make. Instead I assumed that he was making a point with some actual implications on the meaning of balance in competitive games. In other words, I took his argument as saying that "when you make an imbalanced fighting game balanced, it makes the game less interesting just by virtue of the fact that it is more balanced." I hear this sort of thing all the time, and there are plenty of people who are literally under the impression that imbalance is sometimes a positive force, even when it has no real impact on diversity or depth or whatever else. No it isn't, in the same sense that asking for world peace is not 'fucking stupid.' Nobody actually expects it to occur, but it is still strictly superior to its alternatives.
  4. because it's terrible in many completely-unrelated-to-balance ways, afrikaan
  5. do you have any idea how little sense this makes?
  6. the best defense is a good offense, so bang or rachel, because all she can do is defend or hazama cuz of JAYAKU HOUTENJIN take your pick in all seriousness though, 'most defensive' is incredibly vague so it's kind of difficult to reasonably answer your question without everyone just making up their own little definitions of 'defensiveness.'
  7. I think the real story is that fourth guy putting Taokaka in S tier. edit: actually, looks like he's just weird as fuck in general.
  8. How should I be handling Tager pressure? Could someone just give a rundown of what stuff Tager usually tries to pull when he's on the offense, and when he makes himself vulnerable? In the meantime I am checking frame data and the Tager forums to get more familiarized, and I do sort of okay against Tagers online anyway, but the clearer things are, the better I can execute without being tempted to "experiment" mid-match.
  9. What/where are the standard, important-to-learn combos for Rachel? The OP was updated last in like, february or whatever, and I'm hesitant to learn combos if they might be obsolete.
  10. http://www.youtube.com/watch?v=8xd1z5qsg_4 http://www.youtube.com/watch?v=hA_p83ucfO0 http://www.youtube.com/watch?v=z6Nz7N0fsLk http://www.youtube.com/watch?v=pt73GfOp_Bk videos of my clumsy-ass Jin. I remember feeling a bit clumsier than usual during those matches, but who knows. It seems I have a terrible habit of going "oops, why did I 6c there, uh uh uhhhh, oh yeah just cancel into 6b teehee, that'll patch things up!" I also use j.236d all the time. Like, when the room I'm playing in gets 1 degree hotter, I instinctively ice sword or some shit, I don't even know. Also feel free to ignore the several completely random D DPs. I don't know if it was slight lag or just hasty inputs, but those were actually supposed to be j.236d crossups. And there's an Astral in there somewhere too, but not mine. >_> That's always fun Anyway, if anyone has any other observations/advice or whatever, shoot. I'm really looking to improve and fill up the terrible holes in my game.
  11. Question: how should I attempt to open someone up who can actually block? I guess this is something that's supposed to come with experience or whatever, but people online are usually pretty impatient, so it's not often that I run into someone who has the discipline to just sit there for a while and wait it out. When I do, I'm sort of just lost. I guess what I'm trying to say is that I don't really know when I should using each of Jin's particular tools when I'm pressuring an opponent. Right now I use 6b and 6c just sort of uh, "whenever I feel like it." I am not sure whether 3c is a terribly important move in general (or 2c, for that matter). I do use 6d or throw when I want to keep them on their toes a little more, but other than that I don't really go in with any real "plan." Any advice on this?
  12. You're thinking 623C counterhit. He's talking about D DP's corner followups, which really aren't that strict. On that note: eventually you'll also be able to tell when you've messed up the timing, and go for a run-up 2b instead of whiffing the 6c. I mean you don't want to be messing up the timing in the first place, but whatever.
  13. 2d gives you +5 frame advantage, so if they're pretty far away it should be fine to just 5c? That's what I usually do at least. dunno if they're closer, I usually just dash in 2a or something.
  14. Oh, yeah, I meant on wakeup specifically. IAD air sword crossups/fake crossups can be plenty useful during pressure strings or whatever.
  15. you want to just sit back and block more often than not. It's very important that you avoid making your 'default' wakeup move be a DP. Barrier blocking can help too, but it's not something you want to just spam either. Offensively, well I'm ass with CS Jin so I'll let someone else handle specifics hopefully, but j.236d (triple air swords) is something that will only really work online, and against mediocre players at that. I'd mostly consider it a waste of meter.
  16. what a terrible reason
  17. but... it's interesting...
  18. I intend to. The question was more out of curiosity than anything.
  19. When people say that Millia is really hard to use, are they mainly just talking about technical demands? Or is the mental game just as big a factor in how noob-unfriendly she supposedly is? This question could apply to the other characters listed too, I'm just personally interested in Millia specifically.
  20. What are you doing after the 623B -> 623A that's so special? I feel like the only thing you're really giving up by going for the purple throw is the guaranteed damage.
  21. PhoenixBR is not talking about Jin being "in your face" and then just purple throwing out of nowhere, for no reason. He's talking about air combos into 214D into the corner, into 2C. Normally you could just 623B -> 623A them or something. Or you can jump up and purple throw, and maybe continue pressuring them after they tech it.
  22. I don't see anything too egregiously wrong with purpling a lot in the corner or whatever. I don't really know why Leonil thinks they are a bad idea, other than that they don't fit his arbitrary definition of what a "reset should be," but I mean, everything PhoenixBR has said is pretty much factually correct from every other standpoint. I'd like to know why Leonil thinks "setting up for a continued pressure and mixup game" is a "terrible online Jin tactic." Considering that he apparently thinks 236c oki is bad because of all the online players he's wakeup DP'd, I feel like he has something to prove other than posting videos of him successfully j.A whiffing into j.B pressure against Hakumen three times in a row.
  23. does that make up a 2 point difference?
  24. that's exactly what dumb smash kids say about L-cancelling all the time. and I don't object to this thread being locked, it's not like this discussion is really going anywhere anyway.
  25. I don't even personally mind high execution requirements much. The reason I hold this position is that it's correct, not that I just like to whine or whatever.
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