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Skye

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Everything posted by Skye

  1. I got a Dazzle too, thing is we need two sets of A/V slots. One for input *game into TV* One for output *tv into capture card ~ into computer* That's entirely relative to the tv. If he have a VCR or a DVD player (most which come with both sets) then our problem is insta-solved. That's something we can work out in the coming weeks. I doubt anyone's gonna watch us play CT, we might as well wait it out and get all our equipment so we'll be ready for streaming when we get our hands on CS.
  2. Frame data is relevant, it lets you know how fast a move is, invincibility, where and for how long, reversals, DPs, static difference to know if you can punish and how well, repeated move penalty. All that is useful for match ups, amongst other things.
  3. Skye

    Are you the "Gates" I think you are?

  4. Oh, you're right, sorry, I was confusing it for 5b, which has the same start up. Personally, I was theory fighting tick grabbing, a little delay off of the 5a, or jump directly over him with a j2d. If he's dead set on 2ding out of overheads, those may work out, and they set up for good conditioning.
  5. You're way better off doing 6A > 6B. 6b is also a low, same start up as 2b (11f), but the CH stun can take you into 100% curse without the need to RC, it's like Rachel's CH 6b in CT. 2B is still pretty good for stuffing ground stuff, but the lack of a viable capitalization makes it's almost useless. Although I can understand some scenarios where it may come in handy, in this particular one, 6b is way better. He should experiment with turning invisible and try the cross up jc combo.
  6. He didn't mean a stream. http://www.onehitcombo.net/DLChat/index.php He's not there however.
  7. Dude, Dave, you better have AKFG's latest album, Magic Disk is pretty awesome.
  8. Internet hiccup. I didn't actually "leave".

  9. Pretty much this.
  10. It's not at all! In fact, it's literally on the way to Toledo or PoHu. Hell the only problem is Flint, but I'm sure something can be worked out using more than one car. So, let's break the ice, what games are you into, and who do you play? I'm Skye, I play BB and GG part time, I'm an Arakune and Order Sol main. Nice to meet you.
  11. 12k all day. Where is that from Detroit?
  12. Mind games and conditioning are not elements to a match up. The gaps aren't big enough to punish without worrying about an anti air bitch slapping you.
  13. That's his one and only option and it carries the same risk/reward as Sledging vs Lambda. Tager can turtle Lambda, but nothing will get done if that all he does. Same here. Get that theory fighter out of here.
  14. Yes, that's the anti air. And it's EX version (or whatever) is a FC. 214DB
  15. That's kinda the point. Hazama has his chain, the anti zoning, zoning tool. He can poke poke poke poke for free, and the best Arakune can do to punish is a 3c mid screen, and that's as situational as they come. Arakune has no space to zone or set up anything, and if Hazama is remotely threatened, he can just swing out. Arakune loses long range, so he has to get close. But when he does, Hazama has and autopilot 2c or Gashoukyaku waiting for him. Those little but effective things makes it too damn hard to get curse in. It's an uphill battle from any range until Hazama is cursed. D spam at long range;2c or Gashoukyaku at close range is the strategy that kicked Hima out of SBO qualifiers. That's food for thought.
  16. I'd like to enter a motion of Hazama vs Arakune is a lot worse for Arakune than 55:45. 65:35 it looks like.
  17. Such is the spirit of competitive play. A two sided street.
  18. Logically it's even more possible to react to that. But that's a different circumstance and actually adds a third option, the third requiring a bit of Yomi and Luck. The reason reacting to j214dc is tricky is that the window is much shorter. You're reacting to a 17/21 frame overhead, the cancel comes are frame 12/16, you have 5 frames minimum to realize that you've been had. Refer to frame traps/mindgames, the feint is really good with conditioning. Counter attacking? You mean stuffing an attack? Uh, sure, if you wanna try. Normally stuffing is done using certain moves against certain approaches, the circumstances are different. You could implement a little of abare, but that goes right in the Y&L category and isn't at all reliant on reaction time as it is on yomi and luck, which goes out of the "blocking overheads on reaction" topic that we were previously on. You could do some math and calculate frame advantage from the previous attack and start up from the next attack vs your range and speed of the counter attack, but I doubt anyone goes through all the research. BB is not srs busness I will say that stuffing a projectile with FC properties requires a lot of balls and spacing. And why complicate things by adding a 3rd, more risky option? I mean if all else fails and you lack faith in your own ability to block, chicken block, it avoids lows, blocks normals and over heads and is a get out of lambda free card if she chooses to feint. I'll stick to blocking, if I IB the Crescent (point blank), I can FC 2c her, which goes into dive loop 100% curse, more rewarding and guaranteed than chicken blocking or abare. If she feints, then it's anyone's game unless I'm conditioned properly.
  19. But why 3? In BB, the two real options who have to face is either a low or an overhead, unless you're fighting Carl which throws that into a game of miracles. So it's realistically whack-a-mole 1 vs whack-a-mole 2. The thing is, if you're always hitting the second hole, regardless of what's coming out (represented by predominantly blocking low), it still logically easier to react to the first upon seeing the mole (represented by seeing and reacting to blocking the overhead). But that's no fun and completely ruins the spirit of a debate, I'm sure there is no ill intent between either of us. I do not at all deny that yomi helps a bunch in blocking overheads, but it's not required to block one at all. In the same manner, fishing for/anticipating the green light helps, but it's still entirely possible with practice to click it on sight. You may not score 190ms, but when your leeway is almost twice that, is it really that hard?
  20. I should totally quiz you. Anyway, let me do this math for you. You said average visual reaction time is 190 milliseconds. There are 1000 milliseconds in a second. In BB, there are 60 frames in a second, so the bets way to map this out is to divid 1000 by 60, simply put to break up the milliseconds into 1/60th increments. With that, 16.6666667 milliseconds equates to one frame of BB action. multiply by 17 17 frames 283.333334 milliseconds. longer than it takes for average reaction time, yes? Again add in a 4 frame jump for Tking, 350.000001 millisecond for 21 frames of start up, almost twice the average reaction time. Hell lets even look at a fast overhead, TK GH, 12 frames, plus 4 frames jump start up. 233.333334 That's all more that your average 190ms. The power of science, amirite?
  21. I love this guy. ~Leaving.
  22. Debates often don't. I suppose I'll leave you guys where I found you.
  23. That's all nice and sciencey and stuff, but this isn't a 50/50, you're blocking low and reacting to the overhead. Not blocking neutral and reacting to the either a low or an overhead. Allow me to borrow from that link of yours. "In recognition reaction time experiments, there are some stimuli that should be responded to (the 'memory set'), and others that should get no response (the 'distractor set')." In this case, the low (and neutrals) is the distractor set, while the over head is the memory set. Blocking low covers both neutrals and lows, there's no need to try to react to it, since you got that covered. Spot an over head? Fuck man, react, block it. My kara example shows that with practice, 3 frame karas are possible. Possible enough to work into muscle memory and do consistently. Similarly, with practice, spotting a 17 frame overhead and reacting to it is possible. Possible enough see it whenever executed and block it consistently. A 3 frame kara, vs a 17 frame overhead? And before you wanna get all sciencey and big words on me again, by consistently, I mean often, not 100% of the time, too many variable exists for anything to be blocked 100% of the time, if you as a player leave no variable, then l2mindgame. Also, before you start using big words to sound smart, read up on George Orwell's Politics and the English Language. You're opinion is still misguided and you obviously didn't read all of what you linked. Haha, although I'll never deny hating Nu, that's not my sole conjecture. I've heard good Nu players (one including Sev) openly admit being spoiled by Nu, and this fact only becomes noticeable when they pick up Lambda. It's not anything to be ashamed of, Arakune spoils players too, and they have to learn to get over it, deal with what they have. I suppose I'll come back when you guys can handle a debate on overheads (lol) without getting salty.
  24. It's certainly in Lambda's favor, but Tager has a couple of options as well as a far bigger reward for getting in. Lambda has moves that are punishable now. Lambda has to be far more aware of Sledge range, now that that 44 shit is gone. Lambda just has to play a bit safer. In summary, it's still in Lambda's favor, because Lambda is a zoner, and Tager huge and immobile, highly suspect to zoning.
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