Ooh, I really like that oki setup. What I really like is that it does real damage... usually the tech roll catches do a pitiable amount that won't scare anyone.
And I think the traffic is affected by DL being down for a while. I wasn't aware it was back til a few days ago.
Those are some awesome combos. I like how many different combos there are to learn for Hakumen this time around. The trick is actually doing them. But we have that down as far as content goes; what really needs filling out are the matchup threads...
Carl is one of those characters you have to go "all in" on to be any good with him at all. You either get raped with him or can manage all of his different aspects. Other characters like Hakumen or Ragna let you improve over time.
For instance, you can just do B > C > Hell's Fang with Ragna. A simple combo that's easy to do. With Carl though if you can't use Nirvana and keep out opponents and then trap them between you and Nirvana for mixup and such then you're going to get raped.
It's still worth doing it though. He's just not the pick up and play type.
I'm not talking about the individual players themselves, I'm talking about the incentives and risk reward those players have for their defense while playing certain characters. It will affect how you play. So even a player with good defense isn't going to have it exist in a vacuum.
Also "good defenses" doesn't just mean "good reflexes."
No, if a character has ridiculous reward off random stuff then it makes the opponent a lot more scared of trying things on you, and it lets you get away with more. You can just get lucky and end up making up all the damage you took while being retarded. It also encourages the defending player to mash out since, why not? If your defense is already bad you're probably going to eat the mixup anyway, and you're going to score a hit when you're trying to poke out eventually.
Nonsense. You'll destroy another player if your footsies are better.
It just means you're not there yet.
Although there are some characters that pretty much negate it.
People have asked LK stranger things.
Tager is a grappler. Grapplers are always going to be great up close (theoretically) and bad from afar. So you don't want them to be good across the board anyway. I mean, if a zoner couldn't keep out the easiest type of character to keep out for them then they would have to be terrible.
Just another day in the life of Tager.
That looks more like a combo video.
When people talk about oki they're talking about the character being able to control the opponent and lock them down on wakeup.
Litchi can use her staff and distortions to pretty much make it impossible to do anything but get up and block. Same with Makoto and her orb.
I still get hit by Sledge followup because I'm used to being able to poke out between it from CT. God, it enrages me. Now I can't even jab after blocking sledge without getting CH. My reflexes betray me.
Yeah, I don't get what's so good about earbuds. They probably get all ear-waxy. I like big muffin style headphones, although some of them hurt my ears after a while.
Actually, when I talked to Mike Z at ECT he was of the opinion that Tager is worse now than he's ever been. He thinks he was best during CT.
I think there is something to that. He did a lot more damage then, even though he was a worse character overall.
Are we talking about good players here?
Usually beginners don't understand the game well enough to realize how much more they can develop their skills.
You could just show up and have fun hanging out with everyone. Didn't you have fun meeting everyone at ECT? I mean, I don't even play this game but I still show up and play it.
Depends how far it is and how much it costs though.
ECT was good. I liked the venue. And hanging with everyone was pretty fun, for the time I had. I wanted to get some casuals in with some people like Danny and Hellknight but never got a chance.