Koozebanian Fazoob
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Everything posted by Koozebanian Fazoob
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Once people get over the gimmick of spamming 6P, they can realise that it is in fact, just an insanely good anti-half-of-everything tool. Combine it with the fact it combos into huge damage, and often a dizzy, and along with the rest of Kliff's good pokes and good combos... and you get a pretty stupid character. I don't know about being better than Eddie though. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Once people get over the gimmick of spamming 6P, they can realise that it is in fact, just an insanely good anti-half-of-everything tool. Combine it with the fact it combos into huge damage, and often a dizzy, and along with the rest of Kliff's good pokes and good combos... and you get a pretty stupid character. I don't know about being better than Eddie though. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Hrrrm... Poon should be able to help you with that, as he says he does it regularly. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Hrrrm... Poon should be able to help you with that, as he says he does it regularly. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
I'll try and sort through some of the better points and move them to the front when I can. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
I'll try and sort through some of the better points and move them to the front when I can. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
It's already been answered. The voice type is dependant on your color and the other character. In other words, you'd just have to memorize which button to hit for every character you play against if you wanted a specific voice set. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
It's already been answered. The voice type is dependant on your color and the other character. In other words, you'd just have to memorize which button to hit for every character you play against if you wanted a specific voice set. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
I'm pretty much forced to play turtling in fighting games because EVERYONE likes to rush down so much. So my basic early-level stratagy is to learn the weaknesses of the other person's offence and how to exploit it. It took me a long time before I started getting good at offensive poking and attacking with Pote in GG. Different people play and learn differently though. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
I'm pretty much forced to play turtling in fighting games because EVERYONE likes to rush down so much. So my basic early-level stratagy is to learn the weaknesses of the other person's offence and how to exploit it. It took me a long time before I started getting good at offensive poking and attacking with Pote in GG. Different people play and learn differently though. -
Millia is a mystery to me. I mostly try not to get hit and then FDB wildly and scream a lot. I'm not sure there's much else you can do in particular.
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Millia is a mystery to me. I mostly try not to get hit and then FDB wildly and scream a lot. I'm not sure there's much else you can do in particular.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
No, Dizzy and Eddie are just insanely good at turning a neutral state into an offensive state. This is because they can basically set out a projectile and move totally independant of it. It allows them to control an entire portion of the screen and make it incredibly safe to get in. Dizzy wants you knocked down in the corner with a fish out, so that she can do her bubble/spike setups and mixups to score big damage. Eddie wants you in the corner with Ed out, forcing you to get hit by a command throw into big damage or unblockable. Dizzy/Eddie don't want a neutral state, but they just have the ability to make a neutral state into an offensive so easily, it hardly matters. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
No, Dizzy and Eddie are just insanely good at turning a neutral state into an offensive state. This is because they can basically set out a projectile and move totally independant of it. It allows them to control an entire portion of the screen and make it incredibly safe to get in. Dizzy wants you knocked down in the corner with a fish out, so that she can do her bubble/spike setups and mixups to score big damage. Eddie wants you in the corner with Ed out, forcing you to get hit by a command throw into big damage or unblockable. Dizzy/Eddie don't want a neutral state, but they just have the ability to make a neutral state into an offensive so easily, it hardly matters. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Uh, no, turtling is used extensively by a large part of the cast. Turtling is the act of making attacking a mistake... it baits the other person into trying to come to you, but punishes them for doing so. Sitting still and blocking all day isn't turtling, that's asking to lose. Good examples are Sol doing Run Forward > Jump > Back Dash > j.H. Enemies who try to follow after him find it very difficult because of the j.H's hit box. Baiken turtles similarly, by moving forward and then moving back quickly with a Tatami. If the other person tries to move in, the Tatami stops them. Proper turtling knows when and where to throw them out to make it as difficult as possible for the other person to get in. Axl also frequently turtles because his pokes reach across the whole screen. Venom turtles against some characters because it can be easier to play keep away than get in himself. RoboKy turtles because he can build meter without attacking. Slayer can turtle because he's totally invincible. Potemkin can turtle because his pokes are insane and will stuff things from all angles. He also can BD through half of anything, and his PB is the fastest, longest reaching, and most powerful command throw in the game. Examples of Turtling in history would be Guile. He can sit back and throw Sonic Booms at you, thus still having an offense, while still charging in preperation for a Flash Kick. Meaning that if you try to jump at him, he hits you. If you stay away, you have to contend with his projectiles. Hence the effectiveness of the turtling stratagy. Cable is one of the most effective turtles ever, as his attacks hit from full screen, lead into big damage, and are safe. There is no reason for him to attack you directly because it's nowhere near as safe or effective. It's obviously not a good idea to rely entirely on it, because often a direct mixup has better damage output and a more effective mixup, but it's not always feasable to be able to get into that situation (such as when your character has no decent way to 'get in'). That's why typically in GG you see situations where characters are at neutral (nobody is really attacking) and instead just throwing random pokes or projectiles that are totally safe. When someone actually does connect something, the match swings into full Offense VS Defense as long as the attacker can maintain his momentum. It can switch quickly back and forth between the two, or return back to neutral. For the most part, I would say trying to rush someone down from neutral is far worse than turtling. If both players are at neutral and you attack the other person, he can often just pick his move that approprietly beats yours. It's like playing P>R>S but one player can see the other's move ahead of time. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Koozebanian Fazoob replied to Kairi's topic in Archive
Uh, no, turtling is used extensively by a large part of the cast. Turtling is the act of making attacking a mistake... it baits the other person into trying to come to you, but punishes them for doing so. Sitting still and blocking all day isn't turtling, that's asking to lose. Good examples are Sol doing Run Forward > Jump > Back Dash > j.H. Enemies who try to follow after him find it very difficult because of the j.H's hit box. Baiken turtles similarly, by moving forward and then moving back quickly with a Tatami. If the other person tries to move in, the Tatami stops them. Proper turtling knows when and where to throw them out to make it as difficult as possible for the other person to get in. Axl also frequently turtles because his pokes reach across the whole screen. Venom turtles against some characters because it can be easier to play keep away than get in himself. RoboKy turtles because he can build meter without attacking. Slayer can turtle because he's totally invincible. Potemkin can turtle because his pokes are insane and will stuff things from all angles. He also can BD through half of anything, and his PB is the fastest, longest reaching, and most powerful command throw in the game. Examples of Turtling in history would be Guile. He can sit back and throw Sonic Booms at you, thus still having an offense, while still charging in preperation for a Flash Kick. Meaning that if you try to jump at him, he hits you. If you stay away, you have to contend with his projectiles. Hence the effectiveness of the turtling stratagy. Cable is one of the most effective turtles ever, as his attacks hit from full screen, lead into big damage, and are safe. There is no reason for him to attack you directly because it's nowhere near as safe or effective. It's obviously not a good idea to rely entirely on it, because often a direct mixup has better damage output and a more effective mixup, but it's not always feasable to be able to get into that situation (such as when your character has no decent way to 'get in'). That's why typically in GG you see situations where characters are at neutral (nobody is really attacking) and instead just throwing random pokes or projectiles that are totally safe. When someone actually does connect something, the match swings into full Offense VS Defense as long as the attacker can maintain his momentum. It can switch quickly back and forth between the two, or return back to neutral. For the most part, I would say trying to rush someone down from neutral is far worse than turtling. If both players are at neutral and you attack the other person, he can often just pick his move that approprietly beats yours. It's like playing P>R>S but one player can see the other's move ahead of time. -
Is that ground Tatami? Because as mentioned, air tatami Baiken will recover quicker when hitting the ground, and she will do so faster because she shouldn't be effected by the hitpause of the projectile. -4 is easy PB country, he only needs a -3 for guarenteed as far as I can remember.
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Is that ground Tatami? Because as mentioned, air tatami Baiken will recover quicker when hitting the ground, and she will do so faster because she shouldn't be effected by the hitpause of the projectile. -4 is easy PB country, he only needs a -3 for guarenteed as far as I can remember.
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Sounds more like they aren't using it right. It's like when we used to think Baiken's 2D would stuff a Reversal Volcanic Viper. Oh those were the days [when we sucked].
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Sounds more like they aren't using it right. It's like when we used to think Baiken's 2D would stuff a Reversal Volcanic Viper. Oh those were the days [when we sucked].
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I can check the frame data myself later, I guess. I dunno the exact possitioning on j.HS > Tatami though, but I can get a general figure.
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I can check the frame data myself later, I guess. I dunno the exact possitioning on j.HS > Tatami though, but I can get a general figure.
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It's hard for me to say. I would think in theory she should get away fine. She doesn't have any recovery when hitting the ground does she? And the tatami is a projectile, which means that she should move independantly from the hitpause created by the other person blocking it. I would wager a guess that she can just hit the ground and hold up and be well into throw invincibility before Pote could ever get a Buster out.
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It's hard for me to say. I would think in theory she should get away fine. She doesn't have any recovery when hitting the ground does she? And the tatami is a projectile, which means that she should move independantly from the hitpause created by the other person blocking it. I would wager a guess that she can just hit the ground and hold up and be well into throw invincibility before Pote could ever get a Buster out.
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You can't, as far as I know. Tatami leaves you in guard stun until she has time to 6K or jump or whatever else. Don't know the exact numbers though. I'd just assume stuff her j.HS in the first place when possible.