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HZMN

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Everything posted by HZMN

  1. Most of it is just Theory Fighting for those of us that don't have arcades. Just as long as the videos keep coming in, we should be able to keep up. But yea, most of us are still relying heavily on just videos though, including me. So I'll keep my mouth shut for awhile on CS till I get solid frame data or throw out a theory to only have it shot down by someone who actually has an arcade lol
  2. The lag just seems to be REALLY random for me, but its ALWAYS just enough to screw up some inputs and make generally safe moves very safe or marginally unsafe moves potentially safe. Which as Raven, is VERY annoying
  3. Sounds about right. I don't bother with T6 online just cause its absolute garbage with characters that can take advantage of easy to use characters in lag
  4. Ahh I see, didn't think sledgeA clashed with Rhapsody. I just usually try to barrier and watch for Carl's mixup
  5. I know you can carry people over to the corner with SledgeA, assuming they don't tech at all. Also, someone is going to have to confirm since I am not 100% positive on how Nirvana operates, but I think anything that hits Nirvana counts as being onblock, which if true, would put Tager in + frames. Might explain why you were able to sledge through Rhapsody. Hitting Carl just sounds like he didn't tech, which if I'm understanding your explanation correctly, is kind of dumb on Carl's part since most Carls are going to sandwich you while Rhapsody is going on.
  6. We have a combo on the front page that involves 6B via a throw throw, SledgeB, 5C, 6B xx AC (Spark bolt, 2C xx AC can be added if you have the gauge) Try it yourself. Doesn't work on Carl, Hakumen, or Kune though
  7. Wait your in NC too? what part?
  8. Hotaru used to be my main before jumping ship to B.Jenet once I got the hang of her differences in KoFXI and Garou. bjholmes can confirm this since he has played my (crappy) Hotaru, but forget about punishing it online. WAY too much lag. However offline, and I've somewhat tested it, but yea she can get squarely punched in the mouth on block for that super. Grant can definitely punish that, not to sure about Kevin though.
  9. Thats what I am saying though, sledging is an incredibly high risk move here. I've seen some Arakune's deliberately hold one of the bugs (usually B) in anticipation of Sledge to just get the counter hit and go to town. The curse cloud that hangs above your head also locks you out of using AC
  10. Free meter at the cost of never getting any closer to Arakune and letting him come up to throw a curse cloud to keep me in the same position or reset the curse meter? So I stand still, get free meter, and get zoned into place cause I'm too busy trying to IB or avoid bugs, while Arakune throws out occasional curse clouds to keep me cursed indefinitely. Never allowing me to get close to him. I go forward and try to be aggressive, get bugged to death. Arakune's zoning against Tager locks him down just as much as Nu's Zoning ability locks down Tager. You can never get close if done properly.
  11. A properly timed DBug or any other bug for that matter totally stuffs Sledge in every regard, same way sledging with Nu is almost pointless. I lost count how many times I've tried sledging into Arakune, only to be picked up by the DBug or counter hit with one of the other bugs. Sledge, on paper, is supposed to work REALLY well here. Reality check: It'll get you killed most of the time. So I call BS on your speculations.
  12. how can you tell if you have infraction points anyway? Or is it just a simple PM saying "Hey you got an infraction." with rainbows and unicorns all over it.

  13. LOLWHUT?!?!?!?! I can only assume you mean get in close just for that initial curse combo right?
  14. or who can control magnetism better and I mean both ways, when you are magnetized and when you have your opponent magnetized. I've seen some Tagers get magnetized on purpose just to bait 5Ds and get a forward dash into 360B or 720.
  15. You just have to be patient and anytime you do have control of the match, make sure you maximize it the best you can, cause it might be a bit before you get that control back. Tager you can learn to play him in about a day or 2. However, the real task is learning the matchups and knowing how to take advantage of even the stupidest of things that each character has that most others would largely ignore. And in a weird twist of irony, people trying to exploit Tager's weakness actually can end up being one of your weapons. EX: People usually jumping after you wakeup to keep away from the 360s or 720s is usually a free AC. Just watch what your opponent is doing and react accordingly to his habits, changing as he changes (or do the same thing if he doesn't get it)
  16. Goddamn the bots are just getting craftier and craftier. Anyway, just add me if you want to play Garou. I'm always up for a game. I use B.Jenet btw. Sometimes Terry if I am in the mood for Epic Engrish (ARE YOU OHKAY?!?!? BUSTA WULF!!)
  17. Thats really only something you learn with practice against actual opponents and your ability to actually IB in the first place. Some moves, you don't even have to IB to get the 720 buffer(example is the 1st part of Ragna's Hells Fang), though it still helps since it gives you more time to buffer and less time for the to react. Key thing to remember though, go for the 720s on moves that are fairly slow to recover.
  18. Well if the netcode clears up then I'll show up on Tekken online again. However in the meantime, I've been playing locally via a gaming cafe we have here. So far I'm the best that has shown up there as far as Tekken goes, but no one has shown up that isn't just casual level yet either. So how good I actually am in comparison to the hardcore area is yet to be seen. Hopefully they'll let me get a tourney going for both BB and Tekken. I've been looking to create a scene and common meeting area for both games since everyone is so scattered out here.
  19. Until the lag clears up, some cases of kick spamming or throw spamming in Tekken can be considered cheap for some characters. Tekken has typically had a large window for throw breaking, in lag, forget it unless you are a psychic. As far as the kicks go, it depends on the character your picking and who you are up against. Normally a kick spammer gets trashed by anyone with a clue, but in lag, that same kick spammer can get away with stuff since the lag makes what is normally VERY unsafe (which most of the kick spammers are) into something that actually gives them frame advantage.
  20. Yea I've been around the RTS block with Starcraft awhile ago. Luckily there are more people around here that play Tekken than BB, so I should get some hefty competition (finally) and the Tekken 5 arcade machine that we do have here is at least in good working order. Hopefully I expect to have an Arcade Stick by Christmas too and MAYBE Tekken 6 Online will be fixed to a more playable form so I can at least enjoy myself in minor lag rather than raging over dropped (EASY) combos due to insane lag when I can't play locally.
  21. Raven has some issues, but he is fun to play. Largely unsafe in his move list, online lag makes this even more obvious. Offline he is still solid, still unsafe, but at least you have options. He has a pretty good mix up game imo too, but you got to make almost every hit count since you'll get punched in the mouth more often than other characters due to his recovery. Also gets out poked by most of the cast. Though last I checked I thought Raven was a solid mid tier character, not low tier
  22. Yea that is true, but since he can maintain high bravery without even blinking means that when he does get that HP attack in, its over or near over. @ilikeusingdizzy SF2 wasn't really designed for competitive play but it layed the framework for competitive fighting games in general. SF2 started off as a simple game and kind of evolved from there with its many versions adding balances along the way. Probably partly driven by the competitive area. So I would call SF2 unintentionally competitive by design. Other mainstream fighters can be lumped into this as well. They are designed for the average consumer but also keeps the competitive arena in mind as well. Smash brothers on the other hand, was designed as a Party Game from the beginning. Melee was designed as a Party Game. Brawl was designed as a Party Game (creators have even said this). Brawl+ is 3rd party project so i'm not going to go to heavily on this version. But if Nintendo really wanted to make SSB into a game designed to be competitive, they could have easily done it considering Melee in the competitive arena, despite most "advanced" tactics being glitches by any other game standard. But you got Brawl with almost as many shenanigans and inbalances as Melee and took a 3rd party group to add balances of any kind into the game. Now I'm not attacking people's rights to play any game competitively, but anytime you have a scenario where 2 people can play each other and results in one person beating the other, you are going to have people trying to play w/e it is competitively. Regardless of whether or not whatever activity that is being played competitively was actually designed for it in the first place. There is competitive Ironing for goodness sake (I kid you not, google Extreme Ironing)
  23. Well its not so much learning the tricks cause alot of it is easily telegraphed. However, some moves are speedy enough and coupled with lag, makes for some hard lows or mixups to block, regardless of how telegraphed they are. SCIV had the same effect, and you probably heard me saying something about the lows being too good online. Even the most minor of lag was enough to cause what would have been a simple block from high to low in X amount time, gets effectively reduced in even the most minor of lag. It was pretty much the bane of everyone's existence on SCIV Online, but most of those lows ended up just being simple pokes and couldn't do much in the way of combos after them, save for a few characters. Tekken, I'm getting the same vibe from in that aspect. Except one low hit can lead to HUGE damage via juggle or wall rape. That is my main concern with the lag. I'm not saying I'm the perfect blocker, but the concern I have is far from unfounded.
  24. I understand the need for the rules, but it just seems like it takes out some of the fun in the game. Dissidia (like Smash Bros) was never designed to be played in a competitive fashion. It was designed to be fun game w/ friends. But Square has to touch themselves by putting in abuse able elements, like in nearly every FF game in existence, so character power gets out of hand VERY quickly and the only way to take them down is to have an equally overpowered character. I can see why there are alot of Squall users on that board. Considering squall racks up Bravery regardless of equipment. But you can't really deny that some characters on the roster can get horribly crippled in terms of combat efficiency w/o equips though.
  25. Some characters are VERY easy mode and in some cases just seems like you can mash your head into the controller to get combos to come out. Which ironically (or sadly) are these kinds of characters are what I see most often online. I think Raven falls under medium, you can mash some things out, but his advanced stuff will never see the light of day with a masher. Hell a simple 7 hit juggle combo for 60 damage requires me to go into Labyrinth stance, back out of it, and back into it to complete. I have to work for some of my damage while characters like Steve or Bob can slam there head into the controller and out range/damage/ect me all while being faster Lag doesn't help either considering some of these guys have speedy lows too. Lag+Speedy Button Masher friendly characters= gl to anyone trying to actually learn the game
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