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Everything posted by FlyingVe
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In addition attacks inflict different hit and block stun times. An attack with alot of hit stun leaves the opponent vulnerable for longer after you hit them. Counter-hits increase hit stun. Block stun is how long and opponent is stuck in the guard animation when he blocks the attack. When you combine block stun with attack recovery, you get the Static Difference (SD) or frame advantage. and attack with -3 SD, means that is the opponent blocks the attack they recover from guard stun 3 frames before your attack recovers. An attack with positive frame advantage means you recover first. Learn which attacks give positive frame advantage, they are very important.
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Well, I'll do my best to explain frame data, but it's a bit mathy. Frames represent time, the larger the number the more time has passed. There are three parts to every move, startup, active, and recovery. Startup is how long it takes before the move can inflict any damage (or go active), in BB anything 10 frames or less is fairly fast. Active, is when the move can impact the opponent. some moves have lots of active frames, like Ragna's jB, it just hangs out there and you can hit someone with it long after the move started; but most attacks only have a few active frames (this is the area where 5B got buffed). Finally, there's recovery, which is how long it takes the attack to recover and your character to return to neutral. Because you can cancel normals with other normals via gatling, you can often negate the recovery on moves.
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It's not night and day, it makes is a better oki option, and a slightly better AA (not important since you have 6A). The biggest thing is, that when you do a Dash5B, you can hit even later in the active frames. 5B is -7 assuming you hit with the first frame, but if you only hit with the last of the 8 frames, it would actually be -1. Much better, and very tricky.
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It means you have 3 extra frames to connect with it. So, for example, it's harder for Tager to back-dash because the hittable box stays out longer. It's still at the same disadvantage on block.
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That's a notation strange people like me somtimes use for a string that isn't a combo. I was just trying to point out the obvious, 5B doesn't combo into 5B.
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Actually, I think it's the same. Either way, the problem with 5C isn't safety, but that it ends your pressure. You can't dash in after it, and it sends out a signal to the opponent that now you will either try something risky, or back off. Ending with a B series, or 2C forces the opponent to think about alot more potential options. Many times, 5BxxDash5B is better pressure than 5B>5C
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Depends on which character I'm playing with, but, my worst matchup in CT and CS is Ragna. Even in a mirror match I don't entirely know how to deal with him. I beat alot of players because I have better fundamentals, but on the whole I do very badly against him. Character specific hate matchups: Tager - I hate Hazama. Fucker can't fight me up close so he just runs. Ragna - Ragna, I am so bad at this mirror match it's embarrassing. Otherwise Hazama is obnoxious, one mashed out Jayoku is 60% of my health. Tager has nothing on that Mu-12 - Bang, nothing Mu does works for shit vs Bang, it's very frustrating.
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No prob. You actually did pretty well. There isn't really anything Ragna related that I could find terribly wrong, just improve on the fundamentals, blocking, footsies, mixup. If I had to recommend one thing it would be to not use D moves for pressure so much. Anytime you do a 5D or 6D your taking a fairly big risk. I used to have this habit, to break my self of it, I played for several weeks and commanded myself not to use 5D,6D,2D,5C outside of combos.
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I don't think so. Player matches affect PSR but only slightly, and PSR is crap anyways. But no winning or losing in Player rooms doesn't affect your leader-board standing at all.