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Everything posted by FlyingVe
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We spent alot of time discussing the DL's front page in that "call to arms" thread. I was wondering, is there a mechanism for users to submit content to be put on the front page? If there isn't it would be a good idea I think, it shouldn't be on the mods to find all the content.
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Good luck.
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Marvel is anyways. People on SRK don't like it when I point that out. I hope he plays the game for serious. Though, not really knowing the guy, he strikes me as a Makoto player.
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I wanted to point something out to all the Mu players: http://www.youtube.com/watch?v=o60SVSI5X8Q&feature=feedu Go to 3:10 in the video. If you ever block a DP in this situation and the RC it... Grab they ass. They have to press A+B+C to RC which will put them in a TRM-able state for a bit, so the throw is unbreakable. Just wait till the laser hits them and grab them in guard stun, it doesn't matter because of the TRM situation.
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Oh shit, I was not paying much attention and was reading hitstop (13) and not hitstun (16). I'm dumb, ignore all my 5C is faster statements.
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You'd need a speed increase for 5B>5C to work on standing and not just airborne. My math could be wrong, your much better at frame math than I.
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It all depends on how the charge actually works, how much time between the release and the 'splosion.
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At this point it's really just a difference of opinion. I view system mechanics as something that is standard regardless of character. I think that a character specific system mechanic isn't really a system mechanic at all. Also, the amount of times where this problem comes up isn't really very great, most (all) burst safe setups and tactics work on everyone, not just Tager. Lastly, it's not that I don't understand your point, I just think you're wrong.
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No my point was that the system mechanics are the system mechanics and shouldn't be made character specific. My example was how it can go wrong, not proof that it will. You BB throw example doesn't work, in BB throwing is a character specific move, in MvC3 everybody throw range is the same... except Ammy. In addition, the throw mechanics are different so the comparison doesn't work.
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A mechanic (or anything in a FG really), isn't defined by it's function, but rather by it's action. In this case The mechanic i that a burst is X big and does X. If you changed it especially for Tager, it would, burst is X big and does X, except with Tager where it is Y big and does X. They are different. A good example of something like this gone screwy is Ammy's throw range in MvC3.
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Well, Tager's burst box being bigger would make it harder for other players to judge where the burst will be. As much as it sucks, I would rather maintain the purity of the system mechanics than arbitrarily buff Tager. I didn't have any in mind, but typically when there are exceptions like that, it results in stupidity and/or general badness.
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A man went into the doctor moved his arm around and exclaimed, "Doc, my arm hurts when I do this." The doctor replied, "Then stop doing that." But I do get your point, Tager's options are limited by a system mechanic. The problem is, it just a result of him being big, we can't really make him smaller, and making his burst hitbox bigger could have all kinds of unwanted implications, on top of being a very unintuitive change.
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If 5B lvl3 is confirmed, you can confirm 13f 5C by extension.
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Actually Tager doesn't benefit very much from heat compared to the rest of the cast. His RC stuff is crap and is supers are crap. The character that will get the most from the new burst meter is Jin as he can do alot with just 25 meter. Secondarily, characters with DP's, it gets them much close to that magical DP>RC point where you are almost forced to respect them.
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I done gimmicked your luck. Seriously, I'm still thinking low tier, but that's an improvement for us...
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Biggest thing for me is, I'm thinking we might be looking at our first BB game without a Tager tier. And yes, I am being very optimistic.
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This is what I was talking about when I said the 5A hurts more. Move individual damage isn't really how I evaluate threat in a combo based fighter. Not school even...
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If it's like Zero's buster, where you'd just give up the D-button for a bit, she'll be godlike, if its like SoD, it'll be a neat toy.
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Can you 5C while charging 214D?
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I wouldn't play that game. Sledge charge goes further, and it's still +3. On top of that Tager has combos now.
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By learn about, do you mean understand? Check the frame data page and system mechanics. In a nutshell, P1 is proration when the move is used to start a combo, and P2 is proration when the move is used in a combo. For example, Hazama's jayoku has a bad P1 and a good P2, this is why doing something like 5A>Jayoku is better than just a naked Jayoku.
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The DP is fine because we get the corner oki which is bigger than the damage. Also, j2C fatal might just be for show, like Tagers 6B. It's a big looking move, so letting it fatal "feels" right. I'm curios what charged 'splosions do if people are calling it Bullshit. We got almost 6k in CS2 and nobody seemed to care.
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And still no one will play her. It'll be like CT Rachel...
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Nope, gonna be in a class.
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I hate it when that happens... Though I really shouldn't be doing alot of 6C pressure to begin with. It's a bad habit, like over using jC and 2A.