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Moy_X7

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Everything posted by Moy_X7

  1. Haha, I can see that > Lays present down > Opponent tries to rushdown > CDTs/Happy Magica after recovery October is so far, far away
  2. That's true but my point is that I personally have never had such an issue with execution until I messed around with FRCs, well at least not so bad to the point where it would deter me from playing the game. In my mind, I see FRCs as an absolutely crucial thing to learn in order to be competent at the game. I guess I'll just have to play the game as it is and bang my head on the desk when I waste 50 meter on a missed FRC lol.
  3. Ky's Stunedges all have a 1-2F FRC point (trying to learn how to play him) Call it an exaggeration but this is the first time I've complained about an execution issue, I have no problem with execution when it comes to every iteration of BB, P4A, and KoF. None of those games have anything nearly as difficult as an FRC. Maybe P4A with Yukiko's 5BB > TK 236A+B, since you don't get that much time to buffer the TK 236A+B from the almost non-existent hitstop from 5BB.
  4. Mmm, I guess I shouldn't be so hellbent on trying to learn how to FRC perfectly. Gotta learn how to crawl before you teach yourself to walk, right? As for hit-confirming only against certain opponents, isn't that more of a bad habit than anything? I treat the AI as I would a human player (as far as hit-confirming goes at least). So even though I know that the AI can't block certain things at certain times, I won't just auto-pilot into the next move because I know that will hurt me when playing an actual player who blocks that one certain thing at that one certain time.
  5. lol, what does that even mean? You should be able to hit-confirm regardless of your opponent being the AI or a "player you've never played against", no matter the situation. As for the whole execution discussion, I say that DPs/reversals should never be as simple as pushing a single button. Imagine if Tager's 720 could be done with one button, that would mean that he'd no longer need to buffer it through a jump, through an attack, or through blockstun. If you used an overhead against him and he's able react to it by blocking high, what's to stop him from reacting to it using his 1-button 720? Since 720 requires that you actually leave the ground if you're not going to use something else to buffer it, it's impossible to react to an OH with 720, unless it was turned into a 1 or 2 button command. The same goes for DPs, if you can react to an overhead by blocking high, what's to stop you from just using a 1-button DP instead of blocking high? Sure there are people out there who can input the 623 motion in a couple of frames but if that were a common case, then we'd be seeing many more people DP overheads instead of reacting to them by blocking high. As some people have pointed out, I have a feeling that some moves have certain inputs in order to restrict their use and not have them be too strong and allow the player to just throw them out there. Reversals/DPs are some of those moves with the more complicated commands. My real only gripe with GG is the 1-2F FRCs. It really puts me off not being able to do them consistently after I've practiced them for months. Call me lazy but I sure as hell would like to spend my time on something else if I'm not seeing results after months of training. I know it takes practice to master them but if it takes me a whole year just to master that ONE very essential mechanic, then I'd rather just spend my time somewhere else. Most people just want to play the game at a decent level without having to spend most of their time mastering combos/FRCs instead of actually getting experience and learning match-ups and you know, have fun and not be frustrated over something they can't do after months. Some people are just too stuck in their "hardcore/elite" mentality and fail to realize that if certain gameplay elements were made simpler, it would attract more players, which in the end would equal out to having a bigger community for that game. However, I know there are some things that shouldn't be too simple or else they would really change how the game plays in the end.
  6. I mean the normal present; you're vulnerable for way too long (41F), the vertical hit-box is too small and can be triggered by a high jump without touching it. The treasure chests in the other hand are pretty godlike; infinite vertical hit-box, decent horizontal hit-box, remain on hit. I just wish they reduced the total recovery time for the normal presents by at least 10Fs. 41Fs is much too long and makes it really dangerous to drop the box during neutral, which means that you're stuck with that item until you get a chance to 214D it away by either being full-screen away from the opponent or by dropping them after scoring a knockdown. If they made Happy Meguca auto-correct and allowed for a tiny combo on CH, then I'd bear with the horrible start-up and recovery. By the way, is it possible to IB > Meguca with crouching block since you're technically not letting go off the 2 while you IB? Why did it have to be a charge command!? Plat is solid but she could be so much more with some minor tweaks (faster command throw and buffed Happy Meguca plz). I also hope that one day she gets a special that allows her to recover her currently equipped item stocks during neutral, even if the total recovery time for it would be like 50F lol.
  7. lol, that's both tragic and hilarious.
  8. I always thought, "games are meant to relieve stress, not to add to it", then I started playing FGs...
  9. I wonder if we really do get as much frame advantage from a SMP Sekkajin knockdown as we currently do now with a 214A knockdown in the corner, just enough so that we can do safe jump j.2C on something as fast as ID. If not then I'll probably just end up taking the extra damage from air combo > Hizansen.
  10. lol, if they nerfed Plat any more than they already have then I really might just end up dropping her. If anything, I'm hoping that they buff Happy Magica, the present box and the command throw some day. I wish they had kept the teleport counter instead of this shitty, 21F start-up doll that's -fucking 33 on block and must be performed with a charge command Edit: Just watched that quarter-finals match between Daiwa and Dogura (AZ) and I'm mad that CDT lost to Sentinel Dump, that was just ugh.
  11. Single hit Ice Arrow still works in CP. As for your "gimmick"...
  12. Yeah, it seems like you still choke when trying to pressure me, which results in my mashing or jumping my way out.
  13. He wins local tournaments from time to time at the very least lol
  14. It's nowhere near as punishable on block or whiff as the grounded version. It works wonders if people refuse to use meaties or leave big holes on their pressure
  15. Meanwhile I'm mashing D going... Errol, you whore, finding loopholes in our contract and junk.
  16. All-Greed is beh, very beh GGs people, fun matches. > Goes for the AH and does the input too late > Loses round > Goes for the AH again > Astroll Finish! Errol you whore, you broke our pinky promise.
  17. I guess if you still wanna play
  18. lol I thought that was my internet crapping out Shitty I lost to that Ragna, had I not auto-piloted the Burst bait after punishing ID, things would have been different.
  19. It looks like the CP crest, which we still don't know who it might belong to.
  20. Yeah, I've never enjoyed the Tager match-up either. Those matches will either take forever as you whittle away his health with your zoning or end in seconds the moment he catches you with GF. How many times have I been in a position where I have a huge health lead only to make a single mistake, get GF'd, start playing RPS and die anyways from a few wrong guesses.
  21. It depends, if you always neutral tech, then the opponent might take advantage of that by going for an overhead. If the opponent is used to you always neutral teching then you can get away with a roll since they usually don't have to worry about punishing your rolls. If you get hit by a move that knocks you far away such as Hell's Fang (Follow-up), Mami Circular, Makoto 5D, Tsubaki's 22C, you can at least get away with a back roll and when your opponent gets used to always chasing after you after you do a back roll, you can use that to sneak a forward roll to get past them from time to time. Daiwa's Plat making it to top 8 is impressive on its own, good shit I say.
  22. Butterchurning too strong for Fenrichi
  23. Jin master race dropping like flies, there goes Eruo ;_;
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