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Klaige

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About Klaige

  • Birthday 11/23/1982

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    West Des Moines, Iowa
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    Klaige Revant
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    Klaige-

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  1. You want the 214C to hit at almost maximum height so you have time to recover and then pick up with 2B. I've actually found that punish combo is much easier to do by doing a dash jump and doing J.22C as you are falling as opposed to IAD J.22C, makes the spacing a lot simpler imo but it's all about what you are more comfortable with.
  2. Looks good, this tones down some of my fears that the PS3 version wouldn't be up to snuff. Aside from just not really having the extra cash to get a ps4+stick right now I think it's really important the PS3 version be a top level arcade port, as it's asking a pretty huge investment for potential new players to get everything required to play the PS4 version.
  3. Just a note if you are waiting on Japan-Codes for your psn codes, my order got changed to "on hold" with no notice, and i've failed to get a response from them after sending emails 6 times now through their contact page and through a paypal dispute. I highly recommend anyone whose order is stuck in limbo be prepared to take out a paypal claim because this has turned into a complete joke.
  4. Checked my junk mail even though last time the codes came to my email no problem. The order doesn't even say completed, it's still in processing, the fact that later orders have been processed already only makes it more infuriating.
  5. So has anyone else ordered from Japan Codes and is still waiting for their order to finish processing? I bought mine monday, the money came out of paypal an hour after the order, but i've gotten nothing since. Sent two emails asking what's going on and have gotten zero response. Last time I had my codes in less than 6 hours after ordering, so this is getting absurdly frustrating.
  6. Fireball "spam" looks bad to scrubs or people who don't understand the inner workings of the game, completely different topic in any way. When a game is trying to establish itself as a brand new IP, and honestly a brand new style of game, then making the point that this would be a bad look for it is absolutely valid. There's a huge difference in something that "looks" bad to players who aren't yet experienced with a game, and something like this that looks absolutely stupid to anyone with working brain cells. You are going to be very hard pressed to sell a competitive game to anyone of any level if they see a character abusing a timer scam and completely negating the purpose of a 1v1 match. When the game has a chance to gather a new audience and get more players to give it a look I fail to see why you think that's not a valid point in this argument. Note that I never said it was the only argument, i simply said it's another valid reason for casting a vote to ban it, nothing more.
  7. It's a perfectly valid reason. There are constant rule changes and updates to all sorts of games and sports that are made because something is bringing nothing of benefit to that game or sport and casts a negative light upon it. Especially in this case where it's an obvious programming oversight and not an intended feature of the game.
  8. From my perspective this is a pretty easy choice to be rid of for multiple reasons. 1. It does nothing to benefit the game or improve it from a competitive standpoint. Regardless of whether Wald was top tier, or worst in the game, this is abuse of a glitch to take a round that is not in the spirit of the game. It's effectively unplugging your opponents controller while you have a life lead and not plugging it back in til round end, and that wouldn't be allowed in any event. 2. Glitches whose sole purpose are to effectively softlock the game until the timer ends to win a round by life lead have been banned in many other games, so there is already precedent for this type of ban. 3. It only does harm to attempts to grow the player base and get more people interested in the game. Uniel has a lot going for it, it's a unique blend of anime and traditional 2d footsies that has a lot of potential to bring in players from multiple fighting games if given a proper chance. While it's not incredibly likely, if someones first exposure to a game is a timer scam infinite that wastes everyones time and interest, then it's not going to be a good look for a game that's barely started it's run as a competitive 2d fighter outside japan. This is all pretty common sense stuff, the infinite does nothing that is helpful to the game itself or the players, and the only arguments one could reasonably put up for not banning it are all slippery-slope or strawman points that need to be looked at more objectively.
  9. If i recall right I had Yuzu for a training dummy when i was working on it. I'll mess with it more this weekend, if nothing else the routes i posted are good ez-mode beginner combos that don't sacrifice a ton of damage for easier execution which i usually try to stick to when learning a brand new game.
  10. Good shit. Out of curiosity how were you getting the 2C to hit after 214CCB xx wiff J.A? Everytime i went for it, it was either too late or just wiffed completely.
  11. A couple basic Dash C Confirms using the combo ideas laid out earlier in the thread. Dash C can be canceled into a web anytime before the 9th hit and it will combo so both these routes work: Midscreen carry: Dash C (<9 hits) xx 214B, C, A, land 2C, Rekkas. (~2650, goes to 3100 with 236C at the end) Side Swap. Dash C (<9 hits), xx 214B, B, B, wifft J.A, land, 2A, Rekkas (~2700, goes to 3000 with 236C at the end). Cancelling into B web is pretty consistent if you are close to max range on the Dash C, you can adjust to A web if you are closer and both routes still work. Not a bad start for a pretty long range punish. I'm sure those of you with better innovation than I can probably optimize these much further.
  12. Nice write up Bobman. As for my numbers i just went through a couple different studies and general averages i could find online as I wasn't worries so much about absolute accuracy in the numbers as I was using them to drive home the point that multi-stimuli reaction based defense was a very poor way to approach the subject. I remember specifically about the elite response times merely said that reactions as fast as 100ms had been recorded but it did not mention whether they were just freak incidents amongst broader tests or if there were actual people managing to put their median average on response time in that range. Basically most of the numbers for response time in my episode are general averages among the data i read about and wrote down, which definitely was not as thorough as you're own research here. A lot of the stuff you wrote down here is great and some of it i actually wanted to explain in even more detail such as the sound reactions but i felt like i was already being too verbose on the topic when it was just one piece of me trying to explain overall defense in a single episode. Either way this is good stuff, I feel like it's easy to pick up a lot of myths about blocking and defense in ASW games, it's why i really tried to put a lot of effort into that particular episode. In my own eyes it's my best episode of IAD-TV in terms of the contents but i realize that defense is far from the most interesting topic for most players.
  13. For a really detailed response, check out the episode of IAD-TV i did on the subject here https://www.youtube.com/watch?v=NREjqcayD-w even though it's done using guilty gear for all it's examples, the concepts apply to any ASW game. The basic concept is that playing good defense comes in the same way most things do with playing an ASW game, by seeing more and more setups and matchups and learning how to adapt and anticipate. The more you play a certain player or certain matchup, the more familiar you become with the options and setups available to that player and character, the better you will start to anticipate and actually block or escape from different situations where you play defense. The reason playing raw reactionary defense is so bad in these games is because there are simply too many options for the brain to process and stop using only reaction time. Instead you have to be able to combine knowledge of the situation so you can eliminate potential offensive options (mixups), and start making educated guesses on how to deal with the position you are in on the defensive. I don't wanna derail this guys thread with my own work/thoughts so give that episode a look and if you've still got questions shoot me a pm or feel free to start a thread about playing better defense or what not!
  14. I did an entire episode of IAD-TV discussing why reactionary defense is more or less impossible to play in ASW games. There's a lot of data, numbers, and other stuff in the episode that explains why but the long and the short of it is that the animation of an overhead doesn't really matter in the long run because playing reactionary defense in these games is not only the wrong way to go about it, it's flat out just not possible unless you dedicate yourself to only watching one single move or option out of the many at any given point or situation in a match. Not to say the data here on the number of animation frames isn't interesting, but you can't really take much from it for a multitude of reasons, including stuff like false positives (I.E. moves that animate similar to another move where one may be an overhead and another is something else). How a move animates has very little impact on it's effectiveness compared to where and how you can use it based on the options of the character and matchup.
  15. Except that plenty of people have done tutorials with better information (by the way, that's what matters in a tutorial), for free.
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