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brett_

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  1. A moves dont destroy webs (though they do break orbs.....) I generally just use 5C or 5B when reacting to anything he does since it will hit him out of web crap and also hit him if he goes for command throw. I've found it pretty common to throw a 5C out to kill a web and then the whiff cancelled 5CC CH's him in the air (in the case that he doesnt fly at you afterwards)
  2. I actually did some more testing and wrote some crap, then my draft got wiped on accident orz. I used to have the damage numbers, but I guess i'll have to confirm again lol. Anyways: I think you mean 2C(1) in your combo, right Azul? In general people should definitely make sure they're properly mentioning 2C(1) or 2C (writing 2C(2) isn't a bad idea maybe), since its a pretty big difference. In Azul's combo, I find that depending on the height of your dash C input, the 2C can sometimes whiff or the 214X~C 2nd hit may sometimes whiff. However, I find the following to be easier and do more damage, though its pretty similar to Azul's with just one extra addition: j.214A > 214B~B > 22 > dash C > delay 623A > 5B > (slight delay) 623B > 214CC > j.B > j.C > j.214A > 214B~B (> j.236B) linking the 5B is really easy, as is the 214CC. The only awkward part is the slight delay on the 623B, but in general whenever you go for the air juggle 5B > 623B route, you should always as a slight delay so you avoid the cases in which 623B will whiff (very often if you immediately cancel). HOWEVER, depending on the character, getting them low enough after j.B > j.C to hit with the last hit of j.214A in order to 214B cancel can SOMETIMES be iffy. I think I personally still prefer risking that than getting them improperly spaced after 623A though. The above combo does ~100-200 more than the one Azul posted, for obvious reasons. I'll recheck the damage on both combos later when I have time. And for those of you wondering, j.214A > 214BB is a very common blockstring, so its definitely worth figuring out optimal combos for (unless you can block/hit confirm consistently from single j.214A lol).
  3. Technically it's better if you input the second button followup for all his 214X series, because it makes it easier to do things like 214B~A, something you definitely want to do rather than 214A~A as part of a block string (for people who react to the 214B animation expecting a Dive etc). Also in terms of execution, pressing the button rather than holding also makes it easier to time your next cancel.
  4. When: Sunday, August 17th @ 5PM PST Where: twitch.tv/thebrett Bracket (currently placeholders): http://ubw.challonge.com/uniel_08172014 What is a same character tournament? This is a 3on3 team tournament where each team can only use ONE character. There are 16 teams total - one for each character in the cast. What if more than three people want to play a certain character? Any entrant may volunteer to be a team captain. The highest ranking player _who also wants to be a captain_ will become the team captain for that character. The captain decides who else is on the team, and the order of the reserve players, in case a player cannot make it. How do I sign up? Signup for this event HERE: https://docs.google.com/forms/d/1YkplOIceNChKyyAxeEZPJouqV4ib_NuQxHvofxJOmVg/edit How do I see who else is entered? View the current list of participants: https://docs.google.com/spreadsheets/d/1Fnmdm8SIhhFqKDgxGQTVroi-bVt4NALxl41UALT-j9c/edit#gid=405126574 Current List of (pending) Teams / Captains - Updates periodically. Check the google doc responses sheet for guaranteed up to date list. Currently noted Captains are highest placing players who also volunteered, but positions are still up in the air. Merkava DC, mynus, SlothFacts, Isashu, xKintokidouji, Choco Gordeau GBRLKNG , Antiquarian, OmniSScythe (CPT), xStarwind, KenKuboDaGAWD (NerdJosh), SST_Demonik, Soniti Waldstein ReynTime Vatista DasDanke (CPT), Liaku, Brettbuyscookedrice, TheArm, Yogse, Sonikkuman, Carmine Team: SonicFox5000 (CPT), MArshallLaw, NecroUndine Reserve: Cat, Sanger, Scrubbing Eltnum Manabe (CPT), Maseorder, Ryyudo, dualseeker Linne Shaka (CPT), Gevurztraminer, Omnix~TSC, BoyToyKim, UniversalWolf21, Aya Orie ClassicMatt, pfhor, Dejaguar, 966Giovanni Hyde ThatOneBard, Winty, Yuzuriha SeraOD (CPT), Tari, Valin Hilda Eshi, Prototype, DarkRanger, Karune, takumi_tv Nanase Abelcru (CPT), MegaSeadramon, Tsuntenshi, Kuutochi Byakuya Kareef (CPT), Chickzama, SmellTheJava, jtwombat, Seth Team: Dsmoove12 (CPT), Vista, Kitsukami Reserve in order of priority: HnKay, Shin Dio, True tech Chaos Dooby (CPT), LucaNet Akatsuki Token (CPT), TheGoldenSon, Cris6z, Yogaaapants, Yuki, xoSmoove Feel free to use this thread to communicate with other team members etc, though the form also has everyone include the best form of communication
  5. Sorry for the double post, but since this is entirely unrelated and kinda important: after 6C > 236B knockdown, if you do 2/5A -OR- 214X~4A > 214X ~ A > 214X ~ B, the orb will instantly hit them crossed up. Tested with dummy and against humans. Obviously there's no sameside option for the orb since blocking with [6] would still block the orb, so this is more of a GIMMICK rather than a mixup, but this is just an example of how you CAN get orb mixups into your game in correct dosages. The "mixup" here is that if they know you're always going for a crossup orb setup and choose to block backwards, you can just do other things to mix things up, such as doing 623B after the 214X~A rather than 214X~A > 214X~B. Rough testing on myself with randomized dummy slots tells me that if you're good at reacting to the upward teleport blink you can probably still block normally then switch crossup block if you see the tp blink, but if you get lazy blocking it'll definitely catch you off guard, not to mention this 623B sameside option was just a rough example, and I'm sure there are better ones. Plus the 623B option is safe on block anyways (orb covers it). You can also just do things like after 236B knockdown just doing (optional 5A) > 214C > j.B/j.C/j.214A (crossup) > Orb Hits or instead of the final 214X~B orb crossup. All just random examples. tl;dr - anything Seth does that makes him REFACE the opponent will bypass crossup protection, so go ham. Will post something less sloppy and more helpful later, but I have had limited time to actually lab recently orz.
  6. (No Prizes this time, sorry) Stream: http://twitch.tv/thebrett Bracket / SIgnup: http://ubw.challonge.com/uniel_08102014 When: 5PM PST What is Checking In? Approximately 30 minutes before the tournament starts, I will post a check-in link. This links to a google document file where you can fill out your PSN name and twitch chat name, and "sign in" so I know you are physically present for the tournament. Failure to complete this process at the time of the tournament start will indicate to your opponents that they can DQ you, so please make sure to do this. In the past I used to just verbally call roll, but after the 100+ entry tournament we ran, that is definitely not very efficient. I will send out a private link to the check-in sheet via CHALLONGE PM, so please make sure your registered challonge account is linked to an appropriate e-mail address. Please Have Access to the Stream Chat Stream chat is the main way in which communication between opponents and tournament organizers is performed. Please make sure you're able to communicate so that we know where you are and you can find your opponents properly. I generally also will use stream to call out matches, look for people, etc. You're not obligated to listen to the stream the whole time, but it does generally help me if you do, especially if you need to communicate with me. Regardless, you're responsible for understanding all the rules and protocol and clarifying with us if you don't understand something, especially if you're not listening to my pre-tournament explanation. 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 Double Elimination, 2/3 (3/5 WF/LF/GF) 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.
  7. 3B can actually be used as an anti air - it's not bad. Though it may do more damage like Nereus said, I'm more interested in its STARTING proration. I'd test but I don't have access to training mode atm. the A follow can sometimes work as a counter to wakeup mash, which I like doing, since if you time / space it right you'll be too far away to be punished and on the other side. Especailly if you're moving at an opponent and they might not think you'll be close enough to properly meaty you in time, and decides to say....wakeup grim reaper you :P. Also remember that rather than holding down 214[A]. you can TIME the button press. I generally like it against people who mash anti airs against 214B options, as WILD mashing is much more easily beaten out by just diving at them a lot.
  8. I honestly don't really use skype lol Edit: typed this up as an example of what I was talking about. Much easier to understand, and that's not even with any actual explanation of how things work (which is also necessary)
  9. A lot of the combos are good, but the main issue with the wall of combos on the wikia / the 2nd post in this thread is that it is really hard to process. Combo theory for the 6C > 236B route should just be explained, as well as the various options afterward (2C(1) > 623A, delay j.214A, back airdash j.214A, Dash C, 5B > j.B > j.6C, 623B, etc etc) so that you can just see stuff like "Dash C > 623B > 623A > 2C > 214CC > 6C > etc" will make things a lot cleaner. Also things like how there are random VO combos in random places, when they should have their own section. Also no real explanation on when you can end in oki setups. The corner 623B > un-corner 623A > 6C combo is on the list, but there's no mention of how you can end in 623A > 236C > (236A/B) for a really nice oki unblockable setup. What people really just need to know is what his basic 6C route is and how to adjust your starter to go into it if possible, and then what to do if you can't go into 6C route.
  10. If you teleport and blink to the ground (A), you should be able to at the very least Shield, if not time a 3C (I need to test this out a bit). Remember that shielding just gives you a free punish on jumpins for the most part. Don't forget that you can also just make an orb after a B followup, rather than A diving. Raw cancelling into 214C with no followup should also beat a lot of slow mash like jumping out. You can also do things like throw in 6C to make them guess more about when you're actually going to go for teleports. I'm pretty surprised that that j.C can beat out an immediate A Dive from a teleport though - didn't know that lol. If he does Dash C into 22A (shoulder tackle into scythe drop), which is a very common blockstring ending in frame advantage, you can actually mash out a 5A in between. It'll beat out his 22A and it will also beat out his command throw. Obviously loses to 22B and also if they cancel into the command throw early to force a yellow throw, you may forget to tech it since you're mashing 5A. Overall it's a good thing to remember to do on reaction to blocking his Dash C to keep him honest. His 2C beats 214BB > j.214A, so be sure to mix it up by doing orb instead of dive in the air, or even maybe the C followup, as well as the A followup. The A followup is really good for people who try and call out your shenanigans with poking. Be aware that throws beat stuff like 214A. The same goes for Gordeaus that mash 3C during teleport, which is equally obnoxious since it will make your dives whiff etc. Use A followup or set orbs to prevent this. You can also use j.214B to call out mash as well, provided you're not in range of the flailing. In general, the A followup property is very unexplored I feel, and proper can actually help you get in! From far range, if you think they're going to randomly grim reaper or press a button, you can do 214B~A and you'll blink to them, catch their normal, and auto throw them! I haven't messed around with it TOO much yes, but it's worth a try (you need to kind of hard read what they're doing though). While in Vorpal, 623B > CS is very useful, as with any long range matchup. Be aware that there's no invincibility, and you can definitely be hit out of it (I've been hit out of 623B by Gordeau's 2A lol). Still, getting in is pretty damn important. Know what is minus on block from gordeau (Mortal Slide, Grim Reaper, etc) and know when you should be closing in the gap. Seth definitely wins in speed so try to learn what ranges you can challenge him with dash 5C / 5B / 5A If you think he's going for a command throw, call it out rather than attempting to tech it. assault or jump forward j.C or tk j.214A etc. Make sure you get rewarded when you call him out. Bait 3C (the sweep). That move is pretty obnoxious and it's easy for gordeau's to get addicted to outfootsie'ing you with this move alone. Don't let him. I'll probably write more about punishing grim reaper later on, but for now that should hopefully help. Much like the actual dash C bnb, you want them as low as possible when you dash C. rather than inputting it as 6, 6+C, input 66, and watch for their falling body, then press C when they get to the right height.
  11. what I've had the highest accuracy with are the following: Off of 6C > 236B Knockdown: Dash up 2A etc, jump forward (while orb is incoming) 22 land 2A/2B. Generally I time it so even I cannot tell which side it is on, but the sameside version seems to hit very often. Similarly, point blank jump forward assault immediately cancel into fastfall 2A hits A LOT. dash up meaty string into 5C > 236C > orb comes in > react to what they do. if they ground blocked just unblockable them. if they air blocked, air unblockable them. if they jumped, anti air them. In the corner, off of 6C > 236B knockdown: Forward jump falling j.C > j.6C > j.214B unblockable. This is pretty impossible to avoid without a DP or shielding properly. either way, you can always go for other mixups (j.C > j.214B, j.C land 2A, bait, etc etc) Corner blockstring that pretty much has worked almost every time stuff > 6C > j.236B > j.214A > 214BB > air backdash (into corner) > j.C (corner crossup) > Orb Hits > combo etc. Going ham with 214A also works really well for messing with people. stuff > 214B4B > j.214A > 214AA > 214BB > j.236B > air backdash > j.214A > 214C > j.B > j.6C > j.236B > j.214A > 214AA > 214C > assault > air backdash directional influence j.C on either side > land 2A > repeat. j.214A > command throw works if they respect, though easily mashed out if you dont want a yellow throw. If they mash, j.214A > 623A/B etc. if they're not very familiar with seth, going ham with j.214B works well too. also for whoever said that seth's throw leads to more pressure, you actually can't really get there in time to meaty, at least not with 5/2A. maybe dash C, but I need to test more.
  12. Hot off the heels of our 100+ entry singles tournament from last Sunday, we're doing another one this Sunday! I'll most likely be running these every 1-2 weeks at this rate :P Stream: http://twitch.tv/thebrett Signup and Bracket: http://ubw.challonge.com/uniel_08032014 Rules: ---NO SAME CHARACTER, CHARACTER LOCK. You can only have ONE of any given character on your team, and you cannot switch. -- Prizes: One UNIEL Keychain for each player on the winning team! Double Elimination Start Time: 5PM PST You MUST be able to communicate via Twitch Chat to compete. Please report your own scores via Challonge, and use Twitch Chat to communicate. 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. 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.
  13. I mentioned this on twitter, but the really stable way to get 6C KD with an orb already is: Orb Hits > 2C/5C > 214CC > 6C > 236B > j.214A > 214BB > 22 > 5B > j.B > j.6C > j.236B. The second orb hit will make j.B > j.6C connect. doing 2C(2) > 6C gives you a slightly better knockdown but it does less damage and is a lot less stable. also the knockdown isn't that much different tbqh.
  14. if you're doing dash C (dash 6C is a typo, sorry >_<), the orb should just hit afterwards, you don't need to do anything after dash C unless you're going for an unblockable or alternate oki setups (which are unorthodox but not wrong) If you want to use 623A, as I mentioned in my post, fastfall > 2C(1) > 623A > (orb hits) > 6C is what you want to go for. It's very stable as long as you are good at letting them get low before 2C'ing the j.2C should be COMBO'ing from EX command grab. IF you want to practice the unblockable ender portion, just go in training mode with dummy set to block and do: run up point blank, 236B > EX Command Throw > j.2C (should combo) > j.214B (the orb should force block inbetween). The "reset" portion is the j.2C > Orb portion. Also remember that a few characters cannot be hit with j.2C after EX Command Throw.
  15. There's a TON of combo information available but not much filtering. I figured I'd go ahead and write out my own personal findings of which routes etc I feel are integral and worth concentrating on, and neutral game stuff. I think a lot of people already know this stuff, but it should help people who are just picking this character up and have no idea what they're doing, since written information beyond a list of combos / moves is practically nonexistent, and this character is so much more than that. Combos: 214C~C > 6C route You basically want to go into this whenever possible. The damage is good and it ends in oki. A full notation example using a midscreen 5A starter: 5A > 5B > 5C > 214C~C > 6C > j.236B > j.214A > 214B~B > [stuff] > Orb Hits > 6C > j.236B. The [stuff] section is basically anything that hits them enough to buy time till the orb you made earlier hits. The basic easy one is 214B~B > 22 > 2C(1) > 623A > Orb Hits > j.236B. You actually have a good amount of time to link that 2C, so executionally I find this one easiest, since you can visually watch them drop and time your 2C as they fall near. Once you get the hang of this, I personally suggest using this route midscreen: 214B~B > 22 > dash C > Orb Hits > 6C > etc. The reason I suggest this one if you can do it is because you can go into an unblockable setup extremely easily from this. The timing is a bit stricter. I haven't confirmed it, but either his 22 fastfall is dash cancellable or it just psychologically is really easy to time if you immediately input 6 6+C right after doing 22 (or 2 A+B). In any case in my personal experience, taking your time with the 214B~B > 22 link, and then executing the dash 66C quickly works much better than the other way around. Also if you want, you can cancel 6C into BC for a charge in the middle of the combo. The third common way to fill midscreen is with 214B~B > back airdash OR delay j.214A. This route is nice because if you're bad at getting your 22 out, you don't have to worry about it here. It's a bit easier on the hands so if you're having a lot of trouble, try this route. If you're having trouble with the 214C~C > 6C link, if you look at the opponent who's being stunned by 214C, you'll see that the initial "stunned" effect diminishes right about the time you need to input 6C. If you're having trouble with this link, try that as a visual queue. Alternatively, looking for when seth recovers from 214C~C looks viable too. Also if you're not getting your first j.236B > j.214A link, try doing it later than you might expect. The main issue with this 214C~C > 6C route is that it only links from certain starters. The big one is that 2A into a B then a C before 214C won't combo. You need to do 2A > 5C straight into 214C or something similar if you want it from a 2A starter. This actually influences the way you poke and do block strings if you're looking for something good from 2A (unless you're just a god at confirming off of single 2A hit Kappa). If you are combos off of 2A and you're not confident you can hit / block confirm well enough, that's when you should start looking for alternate combos. Unblockable Route - ~214B~B > 22 > dash C > Orb Hits > 236A/B > EX Command Grab > j.2C > j.214B (Orb forces block inbetween j.2C and j.214B) Really straight forward unblockable setup (in case you don't know, j.214B throws them even in block stun) and one of the main reason I'm going to list comboing off of j.214B > CS as an essential thing to know how to do. If you're already familiar with the dash C version of the midscreen BnB, adding this ender on is really great. Gives you ~4.5k total for using one super . Note that if you are not close enough after dash C, you won't reach with EX command grab. If you're having issues with this, hold your 66 input for a bit before pressing C, gauging the height as they fall. You want to hit them as low to the ground as possible so that you have more time to dash and get closer to them to be in range. Air to air stuff > j.B > j.C > j.214A > 214B~B > j.236B Doing oki off this setup can be a bit more awkward than the 6C > j.236B route, and seems to be less prefered, but it's an extremely crucial combo route to know. If you had to many ground hits etc to do 214C~C > 6C, this is the route you want to do instead. The main issue you may come across is that when you do j.214A too high in the air, it either becomes really obnoxious to actually special cancel into 214B, and sometimes nothing will come out. Other times, 214B~B won't combo, even when the proration etc is fine, just due to positioning. As a result, you want them to be as low as possible before doing j.214A. You can do this either by delaying your jump normals or adding extra normals in (doing j.A > j.C > j.B for example). If you're not sure whether it's going to work as an ender, remember that the ender is probably the most essential part of any Seth combo. If you don't know, try using the alternative of j.214A > land > 236A/B (for when you're unsure if 214B~B will combo) OR canceling your jump normal into j.236A/B). j.214B > CS > Assault j.A > delay j.B/j.C > 2C(1) > 214C~C > 6C > etc Since a lot of his gameplay runs around unblockables and the threat of unblockables, it's extremely important to know how to get damage off of landing your B dive. Comboing off of it via CS is one of the easiest ways. During CS, you have a huge buffer window, so you can input your j.6D fairly early during the CS flash and be assured that your assault will come out properly and as early as you need it to. The j.A afterwards can generally just be done early, with a big amount of delay before the j.B. You generally will want to use j.B, but use j.C on light characters. You don't need to delay much if using j.C. Corner: Stuff > 214C~C > 6C > j.236B > j.214A > 623B into corner > 623A out of corner > 236C > (236A/B) Really basic easy corner unblockable setup. Just watch what they do and then confirm into B dive once they block EX orb, or combo if they flailed. Can omit the 236C and just do a basic 6C ender which makes this an easy corner combo as well. Airhit 5B > 623B routes Note that a lot of the time, you need to slightly delay 623B. If you cancel immediately, the followup into 214A/C ~ C will whiff because they're too high (char specific I'm sure). Neutral Game Orbs Throwing orbs around is obviously a big part of your neutral game, but learning how to play around with your orbs involves more than just chucking them and waiting for people to run into them. Before I forget: backdash / jump back / etc into j.236B is really nice. It often puts the orb off screen, and can confuse people a lot as to whether or not you actually have an orb out (assault forward or dive or whatnot to move the orb completely off screen if it isn't already) In general one of the common effective strategies involving orb is to basically get them to block BEFORE the orb in some fashion or another. Common things after setting an air orb are flipping around a bit and stalling in the air, then forcing block with A Dive. Though it's minus, you can cancel it into any other special move, so you can do all kinds of silly things. The "honest" option is A Dive > 623A/B > Orb forces block. After the orb forces them to block, you recover from you slash and can start doing pressure. If the dive hit or they mashed before 623X, the 623X will combo into the orb and you can just do 6C > j.236B > etc. Off of dive you can also do things like 214B~B > B Dive for an unblockable while they block the Orb, or if they're scared of mashing after A dive, you could just recover and raw TK B Dive while they block the orb. A Dive > Command Throw is also a thing. If they're not putting themselves into A Dive / j.2C range, you can also choose to approach from the ground, especially if you fast falled after feinting an air approach. Most commonly, dash C > 623A/B is really effective and similar to the A Dive one, You just want them to stay put and confirm from orb block, and then if they respect that, do silly crap instead. If they approach you and try and attack you by running under your dive, you can instead just come down with j.C or j.B or j.2C to intercept that approach. Since you have great air options, it's pretty hard for your opponent to properly anti air, not to mention the fact that you don't have to worry about which side you're hitting from with j.C/B. Also whiffing j.2C or A/B Dive can get you out if you DO fear being stuck. Though there is recover, you also have that orb to cover you. Particularly good to remember if you're already out of air options and they're approaching from an awkward angle. Similarly after oki, if they're respecting the orb you set, you can also be gimmicky and after normal or two, do a B Dive as the orb is coming to unblockable. If they're wary they can mash you out or jump possibly, but it's still worth mentioning as an overall thing to keep in mind - if you think they're going to end up blocking an orb and you are in position, B Dive. You're more than welcome to go for a mixup instead (which is better reward to be fair), but I don't think any of us will complain about free damage when it presents itself. About Orb and Crossing Up I posted in on twitter already, but if you didn't know, I wouldn't recommend trying to mix them up with the Orb ITSELF. Orb has special crossup protection in that as long as you are holding away from where the orb is coming from, you will block it, even if that means walking straight towards your opponent. If the orb is behind you and you hold [6] you will block. Hence the only way for the orb to hit them is if you cross them up with an orb that was originally behind them such that they are now walking forward AND walking towards the orb. This will still hit them, but it's less of a "mixup" and more of a "gimmick". They can always pay attention to the source of the orb and change block directions to [4] the orb regardless of what you're doing. 5C Be careful when you use this normal in footsies. 5C actually whiff cancels to 5CC, meaning that if you try and immediately buffer a 214C to yomi confirm the 5C poke, if the 5C whiffs, you'll get a 5CC to come out instantly, so don't be surprised if you see it. Blockstrings Though reverse beat pressure isn't TERRIBLE, I generally see Rion and other Seth's mainly going for 214X mixups from their normals. the 214X series generally needs to be respected by the opponent. If they try and mash, the A followup will auto counter anything they do that isn't invincible. The C followup will also blow up slow mashing. In general if they flail and you do the B followup into A Dive, they'll also just get blown up, especially considering you can cross them up. Once in the air, the A Dive > 623B string seems to be very strong, as mentioned above. On hit, you get a nice combo that's easily confirmable, and it blows up anyone who tries to mash after A Dive. If they respect A Dive on block, you can basically do whatever you want, so use j.214A > 623B to condition them. 214X ~ B into make a fireball is great too. After making the air fireball, you can dive like mentioned above, and you'll have an orb to cover what you do. If they try and run out, you can fastfall or air backdash and chase them. There's literally an endless amount of possibilities, but i'll just say that on top of all of that stuff, raw 214X with no followup is also decent. The timing differences on 214B and C can really throw people off, and sometimes a simple string into 214C > j.B/j.C works wonders. Chain Shift Chain shifting with Seth is really strong, and a necessary tool to understand in a lot of matchups that involve you not doing much other than winning the Vorpal War while blocking. I won't pretend to be an expert so I'll just say that you'll often see Rion / etc go for things like YOLO 623B into CS to get in. It has a decent hitbox so you get something nice on hit, and on block with CS you can start making something happen. I've written a crapload so I'll stop here. I don't really pretend to be an expert on Seth, and please don't assuming everything I wrote is all there is to the character nor 100% accurate, but I think this will help Seth players who aren't sure where to start or simply haven't put in the number of hours some of us already have in this character. Hopefully this will help reduce the need for every new Seth player having to re-invent the wheel from the ground up
  16. come any time from wednesday - friday at GC - we'll be mashing UNIEL still
  17. its worth noting, however, that the heavyarms 2k ->2.5k change has more to do with game balance I feel. Everyone was pretty disappointed when they nerfed all of his stuff post PDF2013, but they probably didn't want to give it all back to him and make him too strong again, so they returned him to his really strong state but as a 2.5k. They honestly just buffed all the 2k ninja suits to 2.5k (zeong, spiegel, heavyarms).
  18. 前作 means previous version. If where you posted it from is talking about NEXT -> EXVS, it's referring to those NEXT mechanics which ppl dont know about in the current version.
  19. I was talking in the car with some people earlier, we think his main might be a fire pillar, which would be fucking awesome if he was a 2k!
  20. Fundamentals are pretty similar. The main difference is just how things work in close range, due to rainbow stepping. Most Next players seem to feel melee is a lot stronger (and rightfully so). There is also learning Burst Timing, and getting used to universal shielding, but overall its the same core system.
  21. http://www.4gamer.net/games/234/G023420/20140702096/
  22. We'll be getting EXVSFB DLC as well.
  23. Since 99% of this thread is based off of miscommunication spread by people leaping to conclusions, I am closing it, since there doesn't seem to be any productive dialog. If you would like to discuss a topic that is actually RELEVANT (i.e. when there actually ends up being a tournament that bans pads or something), feel free to make a new thread. Let's stop discussing a hypothetical that most likely wont happen. =========== In an attempt to reduce time-constraint restrictions (which coincidentally happen to be the main conflicting issue with pad usage), we will most likely attempt to run Gundam EXVSFB @ EVO2015 with Pools on Day 1, and Top 8 on Day 2. Nothing is set in stone obviously, and you can feel free to discuss this when the EVO2015 thread pops up (Early 2015). Be aware that this will obviously require pre-regging AND/OR extremely early on-site registration. This will also mean we wont have time for a shuffle tournament, unfortunately. It's really fortunate that we're on Dustloop officially now, as it makes logistics for this kind of stuff actually feasible. IF we do this, it will most likely mean that teams are RECOMMENDED to pre-register on our dustloop thread and pay beforehand (paypal). OR show up and register on Day 1 before the cut off time (most likely Noon). This year, tracking down the people who pre-regged for registration fees was a bit chaotic, and it would be even more so if we ran pools, so pre-regging will probably require paying entree fee as well, as unnecessary as it may seem. Of the 25 teams that signed up this year, only 9 or 10 of them registered before hand, and of those teams, the vast majority of them were Stick players. We generally like running the whole tournament on Day 2 to give people time to register / hear about the tournament / get stragglers in. It would be nice if in exchange for this sacrifice, pad players can be prudent next year about registering in accordance with this accomodation meant to help keep pads viable. A random example of what you might see next year: Day 1 10:00 - 1:00 PM - Casuals, Open Registration 2:00 - 3:30 PM - Pool 1 3:30 - 5:00 PM - Pool 2 5:00 - 6:30 PM - Pool 3 6:30 - 8:00 PM - Pool 4 Day 2 10:00 - 3:00 PM - Casuals 3:00 - 6:00 PM - Top 8 Just to put things in perspective, this year's EVO had twice as many tournament setups (8 instead of 4) and took nearly DOUBLE the amount of time not including technical difficulties / breaks. That's on top of us being way more organized this year compared to last. Please do not panic under the assumption that pads are banned: we will most likely not be banning pads in the foreseeable future, hence why we are looking for alternatives. I will say this though: If we have more than 40 teams enter next year, running the EXVS tournament in one day while allowing pads may be physically impossible.
  24. I am finally back from EVO! First of all, a big thanks to everyone who supported this event, be it as a staff member, player, or spectator! Massive shoutouts to: All the people who lent out equipment: Myung, Roy, Aug, Kozu, Hiro, OrderShar, Myxeq, DoomBacon, Yon702, YYY, MINUS, Methdragon, Jinbu. This event could not have succeeded without your generous help, so thanks again. All the Team NorcalDogfight members for helping with basically everything: Dakanya, AJ, Tsubasa, Everyone else who helped staff, carry stuff, etc: Jinbu, BBV, Meth, Cosmic DoomBacon, Bako, Blitz, Shingin, DJ, Commentators who helped fill awkward silence: Bako, Airmaster, Lark, Dakanya, Tari, Jinbu, BBV, Shingin All the out of town participants who flew from around the world to support the scene: Calgary crew, jdg-king and his friends, East Coast, Montreal, Utah/Colorado, etc - you guys are godlike. Ogu, Sengoku, ASAGI, and all the other JP supporters for restreaming, retweeting, and helping us grow our event internationally. DJCream for putting up a note and reserving Gundam on Day 2 when I overslept - you saved the tourney \o/ Once again thank you all for your support. We'll be having HQ footage uploaded as soon as we can, and I'll be sure to inform you guys when it does happen.
  25. @Skill: You misunderstand me. I am saying that if you are someone acting entitled to pads being allowed IN GENERAL to a given tournament, you should reflect. I am not putting words in your mouth. Id also like to point out that no one actually mentioned the details behind the shuffle tournament. First of all, it's free, and only something I mentioned doing if time allowed. I specifically polled who would play on pad if we did, and two people out of around 24 players said theyd play pad. I then asked those players if they didnt mind having stick only, and only after hearing their agreement and weighing things did I make a decision. This entire discussion of banning pads without warning is absolutely absurd, and a baseless emotional reaction from people who weren't even at the event. If you are assuming this is what will happen in the future, you are out of your mind. If you are talking about the shuffle tournament, you are misinformed. Regardless, you are being extremely rude and spitting in the face of the dozens of people who helped put this event together by calling it elitism or unreasonable. I am at my limit in terms of being polite, so if you are making a simple misunderstanding you had best apologize for leaping to conclusions. I am looking at you Akai_GO If you want to talk about creating division in a community, how about people making up drama and being rude. There was seriously no issue on-site. Also this is in no way meant to support a pad ban, but I will disagree with stick being hard to learn for this game. I have witnessed someone come to our locals and play on stick for the first time and perform above average. If I see people being childish and unproductive I will simply close this thread. Confirm your facts before making accusations, because in case you don't realize it, that is exactly what people were doing.
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