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TheRealBobMan

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Everything posted by TheRealBobMan

  1. Not sure about that. I don't know if the bug was that you didn't animate with Pot or that you were sucked into it, but if you bursted Air Pot Buster, you'd finish your burst animation while he flew to the top of the screen, then warp into his hands as he landed and get hit by it anyway. So, what does everyone think of I-No's new theme?
  2. Eh... it's not quite that simple. Offense is a lot easier to learn than defense because defense is matchup specific. With a puppet character at lower to mid level play, you put in the work to get your offense down and start flooring people. Players absolutely need to know how to defend against that or they're going to lose. At higher levels you're assuming both players know how to attack and defend appropriately for that matchup and are operating in yomi layers, so the puppet player has to adapt their offense. Yeah, puppet characters can go far just learning how to use their offense to the fullest. It's hard to compete with unblockable set-ups and very strong mixup. Once the other player knows the matchup well enough to block regular mixup and avoid situations that lead to unblockables, the puppet player has to try to play around that. It's the same as any other matchup... it's just that the difficulty curve is shaped differently. It's already harder to learn defense than offense, not just because you have to learn how to defend against 20+ sets of tools, but because it's hard to learn it by yourself with the tools available to a solo player. We can sit around learning to block overheads in arcade mode, but you really need to use record enemy to learn to block more advanced stuff, which means learning the offense of every character in order to better learn to defend against them. Even just looking at one matchup means learning offense from their side to then teach yourself defense against it. The worst part about the puppet characters is that learning to block that kind of mixup usually means there's more mechanical skill involved. You actually can block those Eddie "unblockables", but you have to switch between high/low with like 1-frame timing, and you have to know which way to block first in some situations. I think I read that on oki, if Eddie meaties a puddle at the same time as his j.K, you have to block the puddle first, but can actually block first if you time the 1>4 input perfectly? Not sure on that one, so someone weigh in with how it really works please. Outside of those situations, you need to react with what you think would hit first based on what you're seeing, but it's hard when you factor that some moves occur faster than you can see them, and even harder to when you consider parts of the characters being obstructed which makes it difficult to discern what move is even being used. So, in the instance that you do learn where there are gaps to DP out or backdash or whatever happens to be a move that works for that situation, you need nearly frame perfect timing to do it. It's like dealing with AC Pot doing SlideHead after 6H if you're stuck blocking the 6H. IB > backdash works fine for everyone, but even if you know how to do it you're probably going to **** it up most of the time until you really hammer that down, and even then you'll still mess up if they use it at the appropriate times. Puppet characters have traps like that all over the place. When you learn what actually works to defend yourself when they have the initiative, you still have to train the dexterity required to do it. For example, I still have an easier time with slashbacks than instant block because it's easier for me to time the S+H button press than it is for me to do 4>5>4 on stick (I either don't manage to engage block when I mean to and get hit, or I wind up backdashing when I don't mean to which gets me punished). I've also heard that 4>1>4 works, but it doesn't seem to work when I try it. *Shrug*
  3. I've whiffed throws that were closer in +R, so that looks good to me. As for HCL/VCL, I remember seeing an airdash blockstring like j.K > j.S > j.K > j.P > VCL YRC. If it hasn't changed, VCL goes active on 11, and j.P is lvl1 so that's 10 frames of block-stun. The VCL was done sort of far away so it didn't immediately hit after the j.P, which could have contributed to the YRC working, but you'd have a 1-frame window to YRC, and it wouldn't matter that you left a 1-frame gap that they could reversal out of because you'd have time-slow to confirm that they did that and block > punish accordingly. HCL should work in similar situations, and you could probably even YRC to punish someone going for IB > reversal to escape your block strings. You could also intentionally delay the cancel into HCL/VCL if you use a move that's active for several frames, like 5K (not that you'd want to when you can TK dive / 2D mixup out of blocked 5K).
  4. Looks like she can get decent damage off of 2K, so while it sucks that 2S doesn't have +R range and isn't a low, I guess we'll manage STBT looks kinda shitty. Can you even get anything off of it without spending meter? It's like... on regular hit, you get a reset opportunity, and on CH you get oki.
  5. Instant Kills also beat BS right? Or is that only when the target is in Hellfire?
  6. Now that MOBAs are popular, people would probably be willing to try Overture out. If it came out for $20 on steam, there'd probably be an influx of sales during the summer/holiday sales at 50%-75% off, and it's digital so they'd probably make as much profit as a physical copy would selling at $20 because of the reduced overhead. GG fans get it at launch, then it goes on sale and people who want a break from LoL and DotA try it out. I think it would be profitable, but they have other things on their mind (Xrd, BlazBlue, Persona) that are making them money at the moment and taking their full attention. They'd have to outsource the work to someone, and that always carries risks. If they outsourced it to the right team it could work out really well though.
  7. Went from being tied with May for second best airthrow range in AC to being the absolute worst in +R (96 down to 80). I really miss being able to airthrow everything all the time, including bursts from 1/2 screen. It's part of the reason I picked up I-No dammit! I'm hoping that they left her good throw range on her regular throw since you now only get knockdown. It feels like an elegant nerf to let you risk a whiff animation and not have the ability to option select throw when going for damage + meter gain, but still have her old air throw too. If her regular airthrow sucks then I'll be sad, but whatever. About how long is the recovery when you don't YRC it? I've seen lots of command throw attempts that were YRC'd, but I don't think I've ever seen the full whiff animation.
  8. Would you rather have the random mechanic kick in without any warning and cause you to get CH for 100 years of hit stun into a perfectly set-up combo? It disrupts the flow of the match, but if you accept what Danger Time is, that's sort of ok. Danger Time changes what's going on in the match because of how drastic the effect might be, so the pause is there to give newbie spectators a chance to get excited, and more importantly it gives the players a chance to get ready. I'd rather it be fixed 100% on specific clashes... like only if level 5 moves clash or something. It's irritating if someone triggers it when you're about to perfect them and they turn the match around on one combo, but they'd be able to go for the clash intentionally rather than it be a random effect sometimes on a clash, and you'd have the option to avoid creating the situation by not using level 5 moves. That's not a perfect solution because it might remove some options which could skew some matchups a little bit... that's like a band-aid fix.
  9. It looks like she tripped trying to do VCL.
  10. I've written up a response to this "OMG WITHOUT YRC HOW U DO COMBOZ" business several times and my browser keeps crashing and/or eating it. We don't have enough data on the scaling and guts system to know how to optimize combos right now. At least in AC, you wanted to try to hit with high-damage high-level moves early, since high-level moves tended to have low -GB values which means they scaled better (of course there were exceptions). If this is still the case, you probably want to do the counter-intuitive thing of confirming with a RC early into a better set-up with the time slow. I-No might not want to HCL > FRC> airdash in combos anymore because it's not worth the meter for the damage, but it's not like that ruins her game. That was definitely a high-damage combo route, but it gave her corner push and let her follow up 5K links that she wouldn't have otherwise gotten. We can still corner push with 6P > 5H > IAD combos, 6H causes blowback and can be dash canceled so there's that too. I'm not seeing anyone confirm off of TK Sdive or random STBT (STBT looks terrible now... it's like you get stagger for a reset attempt, or knockdown for oki on CH). Maybe I-No wants to RC early in combos (like off of the 1st or 2nd hit if it's unprorated), position herself for 6H 2nd hit (1st hit was only 20 damage, though it may have been buffed), then dash cancel after them into the corner and keep going. Or if they're already in the corner, upward dash cancel into j.D > late VCL > c.S > whatever. Maybe she wants to combo into Fortissimo for damage now. Maybe her dash cancels are super important to her max-damage output, and we don't know it because no one is using them yet? Also, I saw an I-No do an air blockstring, end it with j.P > VCL YRC. j.P has only 10 frames of blockstun and VCL starts on frame 11, going by our old data. Let's her keep the pressure up and run another mixup, and the time slow makes it safe from reversals which j.D could get hit by. For now, maybe think less about how to combo without FRC, and instead think about how to use RC/YRC for stronger mixup and oki. I saw another I-No player RC a note on oki, which I'd assume was a mistake (would have wanted YRC), then dash in ahead of it in the time slow for mixup > block string > mixup > note catches up, which allowed for another mixup > blockstring > mixup (though I think he messed that up since he wasn't expecting it to work out).
  11. Fix'd. It may not be solved yet, but I don't want try to "outsmart" a person in a game where a 100% dominant strategy can and eventually will be discovered. Related comic: http://media.oglaf.com/comic/theautomaton.jpg That one is safe, but a good 70% from that series are NSFW.
  12. There's like 4 people with that name when I search. Which one are you?
  13. Note to force them to block works as your basic thing. They might still buffer a DP in case you leave a gap, so you'll need to mix in: f.S: You can't really dash in for a follow up out of this because it's not + enough on block, but you can frame trap with it. 6P/5H/2S/6H work great depending on what you wanna bait, and you can also HCL or do another f.S. Low j.K: It's sort of hard to time, but you can time your dash > j.K such that you hit meaty but would land before a DP starts. Also doable with j.S, but I have more trouble with that when it should be easier with her sticking her body closer to the ground. Dash j.H landing cancel: If you suspect a DP, delay your 2K/2S/2P, or do 2P early like you were gonna tick-throw, then block as they wake up. VCL crossup or j.D FDC crossup shenanigans: Cross up their input and the DP doesn't come out. You have the option to FRC the VCL or keep blocking out of j.D FDC. HCL FRC in the corner: It's +3 on block and HCL hits crouchers now at point blank. Just time it right since it goes active on 11 for 11 frames and the cancel is at 16/17. Do it too late and you'll get owned. FF VCL FRC also works, but you might get thrown because you'll land earlier. Risky Fortissimo crossup: Fortissimo is great and it's scary as **** if you 50/50 it on wakeup like that. If they DP and guess the direction right you'll lose though, which sucks. The screen freeze lasts longer than our invul. Still the best super ever. I wouldn't try to STBT under a DP unless it's Ky's, but if you are playing Ky, you can low-profile under him with even 2K oki. One more derp thing you can do in the corner is use H-Note oki instead of P-Note, so that it goes off the screen behind them as they're committing to blocking. It's super dumb for really slow walk-up throw, and that'll piss them off and scare them into doing DP more, which you can bait, or hitting buttons, which you can beat with regular oki. Also, simply standing there or walking towards someone on oki without a note covering you can scare them into blocking since they'll expect that you're baiting the DP, so that solves the problem. There's a risk of them hitting buttons and getting out for free though, so know when to use this (not often, usually when you have a large health lead and some meter so that you can afford to give them the initiative if they're not scared).
  14. Sorry, should have responded to that. I also haven't seen regular airthrow do anything more than knockdown, even point blank in the corner. I also can't tell based on the videos if it has good range again or not, but I hope so since you can't follow it up for free. Command throw... I've seen followed up into immediate Pdive > airdash follow ups. Leads to 35% combos pretty easy, and I see people YRCing it, so either there's stupid startup time, or you can do that on whiff to become safe for less than a PRC which is kinda nice.
  15. Lol at Sol not adjusting for time slow in that first match in the first vid and whiffing WT. at 5H whiffing in the corner like that though. For ****'s sake... In that second vid, that airdash blockstring into j.P > VCL > YRC > mixup was awesome. You leave a 1-frame gap for them to get out (or more with IB), but the YRC let's you bait a reversal, and if they don't you get to run your mixup, which is also a frame-trap because of the time slow.
  16. Lmao at Throw > RC > Pdive > Pdive > dash > Pdive > Sdive > 5P pickup. I love it. And finally someone does Dive > YRC > mixup.
  17. Most projectiles didn't build meter in AC (moves that counted as projectiles like I-No's f.S did, whereas things like Stun Edge or Note didn't). In +R we got some special cases like FB-Note that build meter. Seeing projectiles barely build up the guard bar seems really reasonable to me to prevent things like Pdive knockdown > 5hit note oki > 80% combos for 25% meter in the corner, which I saw Koichi do in Slash. Also, I'm pretty sure I saw Eddie's drill build a little bit of guard bar in Xrd, though that might have been from loketest footage? I can't remember now. Then you have to factor guard balance, which is a mechanic that few people seem to even know about, and even then it's not very well understood. I wouldn't be surprised if it's still in Xrd. It affected how fast the guard bar builds up for each character at the very least, and I think had some other effect. Then, we don't know how much each move builds the RISC gauge yet, or if there are still mechanics in place to reduce RISC building. I didn't know about it until recently, but the guard bar goes up by only 50% if you block string one move into another without gaps. This makes frame-traps a little more worth using, and also adds a negative to instant blocking. Hell, when you do see the RISC gauge built up, there might be unknown proration values on whatever started the combo. We have a lot of unknowns at the moment. Give it some time. Not everyone has the QA-Tester mentality of thoroughly testing new mechanics in every way possible, or testing old mechanics for changes. Eventually a MOOK will come out with hard data, and eventually we'll get some footage of players experimenting more, or tournament footage with the results of their experiments.
  18. I didn't know about j.K, but I-No's f.S and 5H show a little boob for like 1-2 frames.
  19. I'll somewhat miss being able to say I play one of the hardest characters in one of the hardest to play fighting games, but I'll be glad to be able to spend less time practicing to beat people and more time actually beating people. Can't wait for the ocean of salt from scrubs complaining that I-No is too good because she's easy now.
  20. The crashes still occur in the JP version, and they shouldn't have taken that long to fix if they were the problem. Someone in the other thread mentioned that they still occur in this version (not surprised since it's most likely the same code). I get the feeling that it may have been a business decision. Maybe they couldn't afford submission (costs in the $30K range I think?), and waited until after the Xrd debut to rake in some money from arcades. It sucks that US PSN got lamed-out in that regard, but maybe their sales numbers were stronger on X360 so they prioritized the patch for that? Maybe they actually submitted everything and failed just the US SKU, so they needed to raise some money for a second run? *Shrug* All speculation, but I seriously doubt that it took them that long to work on the crashes.
  21. In AC it had just enough throw invul to allow you to throw Sol anyway if you timed it right and he didn't space it properly. Best 25% meter ever. But it could cover ground, so it was decent to catch backdash and jump attempts at the right range, and wasn't too bad if blocked since it's +7. Better than whiffing a random GV or having it blocked when you didn't have 50%. You could bait a reversal throw with it since the throw invul was on startup, and if they backdashed instead you'd still tag them, but dumb shenanigans could counter that, like slamming your face on the buttons on wakeup and having anything faster than frame 11 come out.
  22. When the patch is available, the game will automatically prompt a download upon launch from the XMB. I think Xbox had some weird set up where they had to find the patch in the marketplace and "buy it for free" or something. Just keep playing AC and when +R comes out, you'll get it immediately. I'm sure there will be news on here as soon as it drops, as well as on SRK and other fighting game forums. There might even be fireworks and the Duke Nukem Forever devs giving out handjobs. But most likely ArcSys wont say anything when it's out, and there will probably be a patch 1.03 for all of the other versions when SCEA drops 1.01, just because.
  23. It's disappointing to see "Tool Assisted I-No" and get black beat combos, dropped combos, combos that don't end in knockdown, and almost zero use of HCL. I'd like to see silly burst baits, combs with H-STBT FRC thrown in the middle for no reason, unconventional use of HCL/VCL FRC, j.D FDC shenanigans, clairvoyant airthrows... stuff like that.
  24. We need translations for what everyone says when IK'd by BedMan. Has that been written up yet?
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