Siefer
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Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
Has Proto really fallen so far that he's spamming j.A? I am pretty sure you'll be better than him soon enough. -
Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
lol, Proto just gave me my first ranking win...as Fiona...against his Clarice... -
Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
I dunno, dealing with 4GCing is one of the first things you have to learn in this game without getting destroyed, and Proto has had the game since Japanese launch...crying about it seems pretty bad to me. That's like getting mad that you can't do damage because someone is blocking everything, seems pretty silly. Yea, I'm not a big fan of IRC channels, but I like going on Prod's stream sometimes to troll people, lol. Ken does offer good advice though if you ask and he happens to be there. -
Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
This proto guy is terrible if he can't handle that. I don't really like the AH IRC channel. -
No AH3 makes me sad, oh well, what can you do.
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I didn't see Rin reply to this, and I could care less about this tournament, but I just want to note that what he PROBABLY meant was that a round-trip flight for "only" $300 between North-east/WC is actually a really good price right now... The avg. price is around $400ish. TGS still has the most godlike avatar on this forum.
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Hokuto no Jersey thread: Fist-pump of the North Shore
Siefer replied to bbq sauce's topic in East Coast
I'm not sure what you're talking about since this forum isn't as cool (or pink) as Homingcancel, but if you guys do something at Mike's Body shop or something and there's enough notice, I'll do what I can to make it out there despite it being a long ride, I'll also do what I can to get the other lazy NJ people to go. EDIT: This is obviously in regards to AH 3, I don't play GG anymore and if I can't troll with Platinum BB does not interest me. -
I have nothing substantial to back this up, I was under the impression that she simply believed that he would win. From a logical standpoint, she probably knew that Ragna couldn't win, but regardless, she probably believed that if anyone could do the impossible, it was him. ...how he came to do it is of no concern to her.
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In certain situations mid-screen, oki combos are actually his most damaging option (meterless), however, you don't push them as far across the screen, and isn't the corner where we want them to end up anyway? In the corner, you lose a lot of damage going into oki, however, this is where you can argue where the oki is most applicable.
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I asked this before in the simple Q & A thread, but it was never answered. Is full-out oki really the best way to approach Jin? I know that Tetsuo uses this approach with great success (and he's one of the few Jins qualified for SBO), but the last time I saw Ren play, he did not, and he was still pretty successful (can I assume that "Len" is the same as "Ren"? If so, he's another qualifier). I understand there are certain match-ups where you really want to stay in their face all game long, and off of certain starters, it just makes sense to go for Oki rather than damage because you're not going to get much damage to begin with, but for a guy with a "terrible" mix-up game, I just don't see the appeal in full-out Oki all the time. Is Ren really just that good? Is Ren's approach not working the reason why Dennou and Buppa abandoned ship? Does anyone have any vids of Kogetan so I can see how the third qualifier plays? Thanks.
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Hi, I have 2 quick questions: -If given the opportunity, should Jin ALWAYS go for Oki set-ups? I've noticed that Hiroshi/Tetsu is pretty successful this way, and his qualifying match against Fio of all people was quite impressive to me. On the flip-side of this, I haven't seen too many other Jins as consistently successful via other styles of play. -I'm having trouble landing 5B>3C>2B>5C>hj2C>jD>air dash > j2C > jC > 5B > 2B > 5C > 3C. The issues is with the air dash and the follow-up. Typically, one of two things happen: the air dash doesn't come out at all, or the j2C comes out too late. Does anyone know what I'm doing wrong? Does anyone have any advice on this combo? Thanks in advance.
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I personally think Tsubaki's biggest problem is the fact that she has extremely limited ways of getting in, and has a hard time scaring people once she's in. This can be remedied by: -Allowing her specials to be more practical outside of combos for getting in safely, without burning charge. -Giving her a command throw. I think giving her those two additional options would benefit her more than any other two options, and can boost her up fairly well in terms of competitiveness.
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I have a question. Why is Tsubaki so much fun to play, yet so bad at this game?
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"Let's go Ragna!" Lambda's new moves are Act Pulsar - "2"
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Inferno Divider.
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j.C will beat Ragna's 6A. j.A should also beat Ragna's 6A. j.C can also clash with ID depending on positioning. Take ID and 6A away from Ragna...and what does he have for AA? It's not the greatest example, but if you notice, whenever Kaqn plays Buppa or Ren, he usually tries to do j.A preemptively to take out Jin in the air rather than 6A.
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I'm by no means an expert on Jin, but I used to main Ragna and I now main Jin. That being said, I feel that Jin has advantage in this match-up, maybe 5.5/4.5 or 6/4. Jin pretty much rapes Ragna in the air, Ragna has very few answers to j.B in air-to-air...and well, that's pretty much it. I mean, Jin's j.B is one of the best air-to-air moves in the game as is. Jin is also one of the few people that can nullify Ragna's 6A as AA, and even ID becomes somewhat suspect against Jin's aerial assault via j.C and j.A. This allows Jin to get in and apply his pressure game. On the flip side, Ragna's 5B is pretty beast at its optimal range. This allows Ragna to sacrifice air mobility for ground mobility, and in his optimal range, Ragna beats Jin. Max distance 5C allows him to bypass Jin's 5D as well. Jin CAN 5A Ragna out of 5B, but I find this a little risky to do unless you know it's coming. Both characters can DP out of pressure strings...so yea...I feel that Jin's pressure game is a little more threatening than Ragna's though. Both characters can rape in the corners, but Jin is far more effective at it than Ragna. The one area that really differentiates them is their avg. dmg output. On avg. Ragna will be doing less dmg than Jin, partly because of their HP differential, and partly because combos at optimal 5B/max distance 5C range will do less dmg. than the avg. Jin combo without meter. Ragna also needs to sacrifice damage or meter in order to set up him for mix-ups and better positioning, whereas Jin doesn't have to do either (well...he does have to sacrifice damage for mix-up in the corner, but against Ragna, anything over 3.5k hurts). I also feel that Jin has more opportunities to set up optimal damage combos against Ragna than Ragna does due to their mobility options in this match-up. Outside of 22D resets (which aren't even that great against Jin anyway because he can DP out of the 50/50 mix-up), this is one case where I feel Ragna should actually be optimizing his damage output rather than looking into resets in order to make up for this differential in avg. dmg output per combo/hit. To be frank, I feel that Ragna needs to be the better player in order to win this match-up due to the endurance match being in Jin's favor (thus Ragna needs to create more opportunities than Jin does), whereas Jin can win simply because of his superior options in this particular match-up.
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Yes, you can do this. I have done this, and it's pretty funny. I'm pretty sure you can do it on reaction, but maybe I'm just doing things preemptively.
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If all this guy is doing is wake-up ID/HF, then the smart thing to do would be to simply wait for it and punish accordingly. The damage/reset potential is higher than the other options. Now, if he were to start changing his wake-up tactics, than things change.
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He must have been hitting you a lot of times, because Ragna can not dish out a lot of damage when starting his combos with ID unless he RCs it. If you're knocking Ragna down that much, you will kill him before he kills you, so I'm not sure what's going on here. If all he's doing is wake-up HF or ID, simply waiting and baiting them out will make him change his strategy really fast...
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It hasn't been answered, so I'll answer. It's Mecha-Su in the glitch video.
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Hi, I'm having some trouble with some basic Arakune combos, and I'm hoping someone can help me out. For his 6C loop, I'm having trouble connecting the 6A bug, his 2B bug will hit, but not his 6A (not reliably, it'll happen like once every 15 times), when exactly should I be inputting the 2B/6A? Likewise, for air combo (j.a-j.b-j.c-j.d) into 6C loop, I can't get the C bug to hit. Any and all help would be appreciated, I apologize if this has been asked before, but I'd rather not navigate through 30+ pages looking for it.
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It is not hard to do consistently, actually, your combo is harder to time than the D combo. The D combo is easy to do once you learn the "trick" behind it. It's harder to do online sometimes because of the input lag, but unlike 5D dash combos (which can't really be done unless you have a really solid connection), you can still do it even on a red, 2 bar connection. The reason why this combo is better than that combo is because of how it sets up your opponent. Yea, Ragna can dish out 4-5k dmg combos, but almost all of them reset the position and you're back to square one (this is particularly annoying against the zoners). The beauty of the 22C combos is that it sets you up to do more dmg afterwards, with you in control. I personally think it's better to do 2 3k combos than 1 4-5k combo, with myself still in control over the outcome after the 2nd combo, but I digress. I'm also not sure why you would waste heat on a 6B combo like that, when you can do almost as much damage without heat.
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I just want to note that unless he's got a really good connection with his opponent, both of those 6A combos will not work online. I don't even bother using them at all online, instead I use 6A-5D-214A (no D follow-up). It's less damage than an air combo follow-up, but it positions you better and pushes them to the corner. This combo is also iffy online, but my favorite generic combo off of 5B (as long as it isn't max range 5B, or close to max range) is: 5B (or 2B)-2B (optional, probably only do it if you're really close)-3C-22C-5B-5C-214 A-214 D. It does about 29xx dmg without the 2B (i.e. it does more damage than very generic 5B-5C-2C combos), but more importantly, it positions you better and puts them closer to the corner. I'm aware that 5B-6A-blah blah does more damage, but I don't like the positioning after the air combo (it often resets or they escape). This combo isn't screen position dependent, and should work on everyone. If you're in an ideal position though, Jiyuna's combo is better (5B-3C-22C-5B-236D-236C-236C-22C), although this doesn't work on everyone and is slightly situational. Personally, the only air combo that I think is worth the damage are blood kain combos or 6C combos...