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Everything posted by brett_
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I'm assuming your talking about Merkava (though there's also waldstein, the Grappler) - that matchup is indeed very hard. If he does 5C > 5A whiff cancel (long arm into jab for recovery), you can do Dash C and he can't really do much other than block or super you, so its a free in. At far range, he can use his stretch grab towards the air (214B) to catch you for making orbs / flipping around, but you can juke with fastfall / j.2C or just call it out and approach from the ground / punish him. If you block his ground stretchy arm grab (214A), it's extremely minus on block. Definitely recognize the difference between his 5C (long double arm attacK) and his stretch grab (214A). You can try approaching with 623A / B, which are both pretty minus on block but get you in, Chain shifting leaves you in a pretty good position on block / whiff.
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On block, nope. You can use 214C or other 214x moves to simulate it, I suppose, but you cannot jump cancel to re-pressure.
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Meaty Dash C is really important to know about, since it lets you beat most wakeup options. If they neutral tech, jump forward into crossup j.C > j.A (double overhead) > land > 2A/5A > 214A/B (crossup orb hit) has been one I've been favoring a lot lately. If they backtech you can react to it while in the air and assault instead. You cant really do any fast overheads other than double overhead stuff, because the game prevents rising normals from being overheads (so no fuzzies). You can string into 6C but it's a slow overhead thats unsafe against most of the cast.
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Sorry, it's neither a j.2C nor a 214B~A. He's doing a backdash then directionally influencing it forward. The reason why it looks like a j.2C and why it doesn't look like normal backdash recovery is because he's also whiffing a j.A. You can tell it's not a j.2C due to the fact that there's no slight momentum shift where a j.2C would occur (it also has a small animation when it starts up).
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
@Densuo: Funnels as a front vs funnels as a back, basically. You mentioned you have issues using funnels with nu / hi-nu. Not gonna get too in-depth but its mainly about knowing when to use them - I would describe them best as a time investment. If you can sneak in landings and still get away with funnels, they will help you the next time you engage or attempt to pressure. When you send out a funnel, you should be able to mentally track when it's going to fire and accommodate for that. -
That was a typo - I meant to say that it does 40 damage more. So you can sacrifice only 40 damage for an extremely stable non-CH specific version.
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2C CH Combo: 3210 from dash C ender. Pretty impractical considering it's not only spacing specific (point blank 2C unless you want to throw in microdash 2C(1) ), but also only does 40 less than the exact same combo without 2C(1), which also works from non-CH, and works anywhere. 5C CH > 3C > 5Aw > 5B > 623B > 623A > 2C(1) > 214AC > etc = 3345 with dash C - best 5C CH combo seen thusfar I think 5C nonCH > 3C > dl 623B > 623A > 2C(1) > 214AC > etc = 3281 with Dash C - best dash C ender damage, but 5C > 623B > Dash C > 623A > 2C(1) etc does 3307 with 2C(1) > 3C ender.
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Where: http://twitch.tv/thebrett @ Oct 12th, 5PM PST (Check-in starts @ 4:30) Signup / Bracket: http://ubw.challonge.com/uniel_10122014 Hey guys, this next upcoming UNIEL tournament is pretty special - though I've done this in the past, I haven't run a Swiss online tournament in a while. How does this work? The way this tournament will work is that we will run multiple rounds of Swiss until the Top 8 players are determined. Then, those 8 players will be put into a traditional double elimination tournament! You can think of this process as being similar to pools. What is Swiss? The Swiss format is very simple. Players are randomly paired at the start of the tournament, and everyone plays one match. Then, the players are sorted by score, and the next swiss round matches you up with opponents of similar win-loss record. if you are 1-0, your next round will be against someone 1-0. If you are 1-1, you play someone else who is 1-1. Why haven't you heard of Swiss / why isn't Swiss used at Evo / other tournaments? The Swiss format, like Round Robin, requires everyone play their matches simultaneously. This means you need setups for all players, which makes it very difficult to do IRL. Fortunately for us, Online Tournaments are the best environment to run Swiss, because everyone has a PS3! The Swiss format allows you to get more games in even if you lose, you're guaranteed to play more games than if you were to go 0-2 in a traditional elimination tournament. Other Details: - Top 8 will be traditional double elim with 3/5 for WF / LF / GF - The amount of rounds of Swiss is based on number of entrants - if there are ties for top 8 (aka there isn't a distinction between 8th and 9th place), tiebreaker rounds are run until there is a distinguished top 8 - You must check-in via Challonge or risk being DQ'd at tournament start. Check-in starts at 4:30 - look for the check-in button on the challonge bracket page when logged in. - You must be responsible for reporting your own scores - If you want to be featured on stream, please get my attention or that of a mod - If neither player can connect to each other after all possible options are explored, the match will be resolved with RPS. - In the case of disconnects, match is entirely restarted. In the case of repeated disconnects, the game is forfeit (but not the entire match). - If a match is not reported, the winner will be given a warning. Repeated occurrences of not reporting matches will result in penalties / possible DQs.
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Totally don't know why it didn't cross my mind before, but after the corner unblockable setup into A orb > 214B, you can just do the following: j.214B > Orb Hits > 6C > 236B > j.214A > 214AC > Orb Hits > 6C does 2649, works on every character.
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Just skimmed it and wrote down a few minor corrections - I would edit them myself but I figured you should probably know what's off so you can reword it yourself. 足回り can be translated as neutral game. Your initial description of 伸び is fine, but it's really NOT as a term used in the context of combo'ing, It's mainly used in the context of a melee's ability to "reach" the opponent when pursuing someone. 判定 , while it can be equivalent to priority in some contexts, doesn't in others. I suggest using hitbox, since having a good hitbox is an easily understood phrase, and also works when translating something like 自機にもダメージ判定がある攻撃 地上 (地上撃ち) - there's no reason to elaborate on how the term can be confusing: just call it Standing or Grounded and move on, imo. クロス - This is mainly referring to ABC Mantles (Cloth), not Crossfire. ガン逃げ (ガン攻め) - This actually has nothing to do with "Gun" - it's derived from ガンガン. Pretty much means all-out X or hardcore X etc etc. 起き攻め - okiZeme 着地盾 is shielding after landing. sometimes refers to landing cancels and then shielding afterwards, like BD, or other times performing ground plummeting moves into shield, like Heavy Arms 8B. 擬似タイ - This refers to a pseudo-1on1 situation, Rather than refering to just 1v1'ing an opponent, it's often a phrase used for discussing tactics that involve creating a 1on1 situation for the team (splitting). For example if you are a back player and your front player has a considerable 1 on 1 advantage, it's often a decent strategy to create a pseudo 1on1 situation and stall while your partner has the advantage (splitting the opposing team). リロキャン - Reload cancel is actually NOT the same as reload amekyan. They are two different things. Reload Cancel is a very specific technique, which I also explained in my Cancel's List page. It utilizes a very rare trait certain moves have where rather than being simply non-vernier, they have a weird forced free-fall state. They are certain reloads and cloak/assist toggles, which is why this cancel is also referred to as rainbow fuwa bc in JP. A full list can be found on my cancels list page but the most common ones are Full Cloth's BC manual reload (extremely important) and X-2's BC cape. If you go into training mode and test, try jumping really high, then do BC, and immediately start holding [C]. Normally with any non-vernier move, such as a beam rifle, you will start rising again immediately, but with cape / reload, you actually are forced to fall for a set time before you can do other on-angle actions. Now, if you do a backturned BR into BC with X2, even if you were told that the BC has some weird forced-freefall state, it would look the same as any old turnaround freefall cancel like Turn X's turnaround BR -> Sub. In fact, there's only really one specific way to utilize this state, and it's called a Reload Cancel. For some weird reason, during your RAINBOW STEP, if you also jumped, performing a Fuwa Rainbowstep (66+C), during your rainbowstep if you input another action with C, though you technically press C twice, you do NOT get a boostdash. Thus, by rainbowstepping and jumping at the same time then immediately inputting BC, you are able to forcefully drop from a rainbowstep and cancelling the upward rising momentum from the fuwa into a plummet generated from your cape / reload. This is extremely important for Full Cloth because it lets him do things like Turnaround BR -> Sub into Fuwa Rainbowstep BC to allow him to do what looks like an Amekyan. ' tl;dr it lets you do something similar to an amekyan from a rainbow step.
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just a tiny note: that set vs Hilda is post-tourney Casuals, not actual tournament.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
This post I wrote earlier should help you: http://www.dustloop.com/forums/index.php?/topic/8143-fb-gundam-exvs-simple-qa-thread-ask-anything/page-12?p=816227#entry816227 -
[MB] The Maxi Boost General Discussion Thread
brett_ replied to Setsuna Yuki's topic in Gundam Extreme Versus
What Tari said regarding Turn A is also my guess too. The notes basically say: If cancelled during startup but before firing, no longer consumes the charge. -
Stream: http://twitch.tv/thebrett Bracket / SIgnup: http://ubw.challonge.com/uniel_09282014 When: 5PM PST (4:30 Check-In) What is Checking In? Challonge brackets now have a check-in feature which lets us know you are present for the tournament on the day of. You can check-in on the challonge bracket page as early as 30 minutes before the tournament starts. If you do not check-in, your opponent can DQ you for not showing up to the match shortly after the tournament starts. Report Your Own Scores We primarily use Challonge so that you can report your own match results without having to go through us. Please do not post in chat what the results of your match are, because we don't do anything with that information. Want to be featured on stream? All top 8 matches are streamed and recorded for YouTube archives, but if you want to be featured on stream PRIOR to that, there is actually no real protocol other than asking me (preferably ahead of time). If it doesn't look like I have any upcoming matches scheduled for the stream, try and get my attention (highlight me) and let me know you want to be on stream. You can also inform a mod if it looks like I am busy. Details WASEDA FORMAT: A plays A, B plays B, if 1-1, winners play eachother. If neither player can connect to each other after all possible options are explored, the match will be resolved with RPS. In the case of disconnects, match is entirely restarted. In the case of repeated disconnects, the game is forfeit (but not the entire match). If a match is not reported, the winner will be given a warning. Repeated occurrences of not reporting matches will result in penalties / possible DQs.
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So....in case anyone didnt know, apparently 2A whiff is actually just as good as 5A whiff in terms of frame advantage from reverse beating - we just actually did some more frame data tests. My google doc has some of the updated frame data on it
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Finally got around to posting our GG Rankings! Norcal Rankings for GG - updated 09/19/2014 1. KBNova - 1897 RR 39W-0L (100%). 2. magz - 1770 RR 47W-21L (69.12%). 3. Tenkai - 1743 RR 28W-5L (84.85%). 4. Ehuangsan - 1720 RR 63W-31L (67.02%). 5. JOS - 1635 RR 32W-20L (61.54%). 6. Honnou - 1618 RR 21W-15L (58.33%). 7. PhaethonH - 1613 RR 24W-15L (61.54%). 8. Sims - 1597 RR 22W-16L (57.89%). 9. Lark - 1591 RR 23W-16L (58.97%). 9. YAT - 1591 RR 13W-8L (61.9%). 11. Saif - 1518 RR 2W-2L (50%). 12. bbz - 1517 RR 3W-2L (60%). 13. TheBiter - 1515 RR 3W-2L (60%). 14. Tone - 1511 RR 12W-12L (50%). 15. Danny - 1508 RR 9W-12L (42.86%). 16. Fiestament - 1507 RR 4W-4L (50%). 17. ho-chan - 1505 RR 5W-6L (45.45%). 18. ShiningAquas - 1503 RR 3W-4L (42.86%). 18. Delta - 1503 RR 2W-2L (50%). 18. Aginor - 1503 RR 17W-17L (50%). 21. KaneBlueRiver - 1499 RR 3W-3L (50%). 22. Tari - 1495 RR 13W-13L (50%). 23. stealthduck - 1494 RR 4W-6L (40%). 24. pikapika - 1490 RR 3W-4L (42.86%). 25. Chainer - 1489 RR 1W-2L (33.33%). 26. Manabe - 1486 RR 3W-4L (42.86%). 27. ginseng - 1485 RR 1W-2L (33.33%). 28. RagnaHades - 1483 RR 1W-2L (33.33%). 28. VietDavid - 1483 RR 1W-2L (33.33%). 30. Scamp - 1482 RR 1W-2L (33.33%). 31. AcidAce - 1479 RR 0W-2L (0%). 32. tupac - 1478 RR 1W-3L (25%). 33. thkthkthkthk - 1477 RR 6W-8L (42.86%). 34. ShelledMenace - 1476 RR 0W-2L (0%). 35. Geobuster - 1474 RR 8W-11L (42.11%). 35. dakanya - 1474 RR 19W-28L (40.43%). 37. Viridian - 1473 RR 2W-4L (33.33%). 37. bakuhatsu - 1473 RR 2W-4L (33.33%). 39. iPirate - 1471 RR 0W-2L (0%). 39. Aug - 1471 RR 0W-2L (0%). 41. MikeMusclesMurphy - 1470 RR 0W-2L (0%). 41. Judge - 1470 RR 0W-2L (0%). 41. Joe - 1470 RR 0W-2L (0%). 44. hagure - 1469 RR 0W-2L (0%). 45. Brett - 1467 RR 4W-8L (33.33%). 45. ZeroHour - 1467 RR 1W-4L (20%). 47. James - 1465 RR 0W-2L (0%). 48. Tsubasa - 1462 RR 21W-32L (39.62%). 49. Stumble - 1455 RR 1W-4L (20%). 49. Fatacon - 1455 RR 0W-3L (0%). 51. notKBF - 1446 RR 4W-8L (33.33%). 52. Miguel - 1444 RR 0W-4L (0%). 52. OGUPASSA - 1444 RR 0W-4L (0%). 54. MoogleParade - 1443 RR 0W-4L (0%). 55. DacidBro - 1438 RR 0W-4L (0%). 56. DarkTalon - 1433 RR 1W-6L (14.29%). 57. blkmage - 1431 RR 3W-9L (25%). 58. ImpetusVenti - 1430 RR 9W-19L (32.14%). 58. 2GBCombo - 1430 RR 1W-6L (14.29%). 60. smiles - 1429 RR 4W-10L (28.57%). 61. LordRaptor - 1427 RR 2W-8L (20%). 62. AngelOfHope - 1422 RR 3W-8L (27.27%). 63. n4us - 1418 RR 0W-6L (0%). 64. SteelToedLoafers - 1414 RR 0W-6L (0%). 65. Oiboi - 1408 RR 1W-9L (10%). 66. OrionXElite - 1396 RR 3W-11L (21.43%).
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
If you're attacking their back player and you're letting your partner get 2v1'd, it either means you're being ignored, or you're being knocked down. Both of those issues are just a matter of practice and getting better at close range exchanges, or learning which matchups allow you to pursue as such. There is also nothing really too wrong with being too conservative on his first life - it's much better than overdoing it - it's not that hard to adjust appropriately and start being more aggressive in the second half of the game. If he's dying too fast even while trying to do so, your partner is probably not adjusting fast enough. In general what you are describing is the dilemma all back-melee players suffer from, and is pretty much the heart and soul of playing 2k melee in a nutshell - understanding how far you can stretch yourself, when to be passive and when to take risks. You're pretty much required to be playing on a knife's edge most of the game, teetering between these two extremes, so if this is what you're having trouble with rest assured that this is the correct direction to be trying to improve in. My honest advice is that since you have a good understanding of this concept, just play more and reflect after each game about possible places you should have been more defensive / aggressive. -
There has always been established things for notating the very basics, certainly enough to at least handle what's being discussed in your anecdote. The notation discussion is simply on what to call boost dash melee, as well as whether the nicknames like main / sub are preferred over A or AB. things like followups, rainbowsteps, bdc's, etc, are already universalized and people who aren't using those aren't people in disagreement, they're just people not following the standard notation format.
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also can stellarcircle either update his post, or can tigre put my guide link on the first post? I simply want less people wasting time struggling to find correct info etc.
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For combos, I don't think it's a big deal, but at neutral I think it's really important to be using 2AB and 4AB bceause otherwise your hand goes all over the place at times. For example, doing a rising jump then immediate fastfall for mixups is so much easier if you do 9 > 2AB rather than 9 > 22, or doing fastfall -> command throw / throw etc. Just less of a hassle. also the j.214A > 214B4B > air backdash > j.214A > 6C route seems annoying to input as 44.
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Haven't really messed around with post-IW things - I think you can set an orb and oki afterwards? Don't really remember though. TBQH I rarely do IW enders lol.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
Ideally you should be regulating your health the same as if you were ranged. It also depends on if you're 2K or 2.5K. 2.5K is a more aggressive cost so it's often more justified to end up with poor health regulation in exchange for something big like an overcost, equally imbalanced opposing team, or various other forms of momentum shifts. A melee suit just means that you have a different range at which you're advantageous compared to other suits (close range, obviously). Your goal is just to use that to your advantage. There's a lot of ways to accomplish this, but here are a few general examples: 1) Sneak your way in and assault the opposing back player to create an OC threat, thereby limiting the opposing team's options 2) Run oki / aggression off of knockdowns created by your front player 3) Use your positioning to drive opposing back players out of central influential positioning, or herd opponents towards disadvantageous areas (corners, etc) 4) Create favorable one-on-one situations (depending on matchup) Just like with a ranged suit, remember that going in can be a gamble at times, and if you're constantly trying to challenge opposing suits, even if you win the majority of your exchanges you can be harming your success. Watch your health and gauge what risks you can afford to take. -
1) Ah yeah, that definitely sounds correct about the orb distance. I find that the drop point is between 623B > 623A usually though, and that if 623A connects, the orb usually does too unless something weird is going on. In any case my general advice is to delay your 623B after j.214A to get the height a bit lower. In my experience I've found that combo to be extremely consistent without doing 4C, so I've never considered it, but it seems like there's no harm in it either. 2) Yeah, general rule of thumb is that if you hit them deep enough with Dash C that you cross up, you can always delay cancel to same-side correct it. 3) this works from 623A starter? so you have two 623A's? Interesting, i'll have to go record damage on that when I have a chance 4) Command throw has some starting proration on it, so some things don't work. 5) On a side note, regarding command throw CS fastfall - I generally recommend NOT fastfalling - you can pretty much do every single CS followup without fastfalling, and fastfalling actually has variable amounts of effecting "frame advantage" because it depends on the height at which you actually CS'd. If you CS then fall, it actually doesn't really matter at what point you CS cancel, you can even do it extremely late and still get a dash C or whatnot. Gauging when you touch the ground is also a lot easier than gauging when your fastfall landing recovery is over - I think the only reason you'd really want to fastfall is to be closer to them if you want to do something janky like 5A > reset command throw or something extremely random. For all extensive purposes I think it's better to not fastfall.
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i was doing it with and without 4C and the positions looked the same after 6C knockdown - but maybe it's character specific. @Vatista: Hate this matchup too - I've had most success trying to just look out for when Vatista's go for j.C and anti-air them. I think if they're knowledgeable about the matchup they'll tend to lean more towards air to air j.C at mid range because for some sad reason it hits so far out that it will blow up your jump back B orb > air backdash cancel (hits you even while you're air backdashing cause of the range). Still haven't had amazing success dealing with proper stein lockdown in that matchup - my current things I'm working on vs it aside from yolo 623C are proper shielding into TK j.214C and jump back j.236A air backdash cancel into air assault > stuff. if you time Dash C right it will beat flash kick but its annoying. On pressure, throwing out assault to go over 2C occasionally feels pretty key to making them respect your pressure. @Hilda: Hate this one too, but I think I just need to study her frame data a bit better and be more on point on when to move forward. Dash C makes me sad in general. If they tend to use fireball, you can air block it then j.236B before landing to set orbs safely. The matchup I personally dislike the most is Carmine, because it feels the most like you need to just get lucky and ridiculously outplay them, one in which it feels like there aren't many actual "answers" to.