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Everything posted by Moy_X7
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Akira-Shirou? That guy sure loves to argue so I won't be surprised if it's him who you were talking about lol
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Operational Definitions for Gameplay Terms: The Project
Moy_X7 replied to Digital Watches's topic in Guilty Gear General
So just approaching your opponent or getting them to do something, anything, in response to what you're doing would be considered "pressure" to you. For me, it would be attacking your opponent when you have the situational advantage (your opponent whiffs a move, blocks a move, or is getting up) and getting them to block whatever comes afterward with the goal of having them push a button or try to up-back and catching them in the act. While I agree that pressure doesn't have to be initiated from just a move that's blocked, I can't say that just rushing towards your opponent or zoning them out could be considered pressure. In a way, you're right, if Lambda is zoning you out it places a mental burden on you as you must think of a way to get past her zoning, hence the "pressure" placed on you. I guess we could have two definitions for this as someone mentioned before with the whole abare thing? One being the "psychological" definition of it and the other the actual act of locking the opponent down and giving them little room to fight back. -
Operational Definitions for Gameplay Terms: The Project
Moy_X7 replied to Digital Watches's topic in Guilty Gear General
You mean just throwing out 5B in neutral and landing it successfully right there and then? Or doing 5B during pressure and tagging the opponent? Edit: So you're saying that the opponent doesn't have to be in blockstun or frame disadvantage at all in order to initiate pressure? If you use 5B and it lands, that's just something that needs to be hit-confirmed. If you use 5B and it gets blocked, then the pressure begins. The opponent was not in blockstun during neutral or whatever, yet you initiated pressure from the 5B that you just threw out there if it gets blocked. Pressure doesn't necessarily have to be done from blockstun. From my understanding, the opponent just has to be in a situation where they're at frame disadvantage (whiffing a move, getting up, blocking a move). However, just throwing out a 5B during neutral can't be considered pressure (IMO), the opponent has to be at frame disadvantage before you attempt your pressure. If you throw out the 5B and the opponent blocks it, then that's where your pressure starts. -
Operational Definitions for Gameplay Terms: The Project
Moy_X7 replied to Digital Watches's topic in Guilty Gear General
This is where things get tricky in my opinion. The way I see it (IMO), pressure as a non-stop assault on the opponent, leaving tiny gaps that you can exploit with frame traps. Mix-up in the other hand (IMO), is trying to get through your opponents defense by any means necessary, sometimes leaving a gap big enough for the opponent to jump or mash out successfully. Of course, that depends on just when and where you attempt your mix-up. They're not necessarily the same thing but they must be used in tandem in order to successfully open up your opponent. You exploit impatience/disrespect with pressure and you exploit conditioned/respectful opponents with mix-up. The problem with what I said is that it's just my opinion, hell for all I know my definition of mix-up could be completely wrong. @Mash - The thing is that if people are using 2A pressure on its own, it most likely means that they got mashed out in their previous string. Which is why they're now attempting 2A staggers. Of course if they're just doing 2A and nothing but 2A without even delaying them, then yeah, what does the opponent have to worry about but IB'ing for free meter. -
Well, most of the Tagers I play just wanna do emergency tech > 360A or quick rise 2C, so I just 5A them as "oki" haha. You're right though, 5C should be the go-to oki option as long as the Jin player in question reacts to the opponent failing to emergency tech immediately after 214B/C. If Jin does 5C when Tager does an emergency tech, he will lose his situational advantage, so reacting to the opponent failing to emergency tech is imperative. As you said, Tagers should just emergency tech. There's nothing Jin can do to threaten Tager on wake-up, just don't do wake-up backdash or wake-up 360A as 5A > 5B will beat both of those for free.
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Operational Definitions for Gameplay Terms: The Project
Moy_X7 replied to Digital Watches's topic in Guilty Gear General
I believe that pressure pertains to both "keeping the opponent in blockstun and situational disadvantage" and "forcing the opponent to eventually try something risky to get out of pressure (making a mistake/mental distress)" I like the way Orrax's definition sounds but how about we add the "mental burden" to it? Pressure: The continual enforcement of situational advantage through the use of blockstun. The main goal of applying pressure is to place a mental burden on the opponent, causing them to try something risky and punishable in order to get out of pressure. @Mash - You'd be surprised at the amount of people that try to mash or jump out of 5A/2A pressure alone. People just don't want to be placed in a position where they're blocking, even if it's just 5A/2A pressure. It's not the 2As that cause people to stress, it's the thought of knowing what comes after them that makes them want to get out of pressure. Of course, that depends on the character who is applying the 2A pressure. If it's someone like Jin without meter, one would probably just auto-pilot down-back and IB whatever they can to get free meter while reacting to the predictable throws. What's he gonna do after 2A? Hit you with 6A which leaves him at a situational disadvantage against certain characters (lol Noel 5A) on hit and end his pressure on block? Attempt to break your guard with his ever-so-obvious j.2C cross-up attempts? However, someone like Hazama will place a heavier burden on the opponent since he can go into the command throw and Rasenga from his 2As, not to mention that they're + on block. You MUST jump in order to avoid the command throw and hopefully have good reflexes to block Rasenga. That's where his 2A pressure/staggers shine as they tag people during the start-up frames for both the jab and the jump (beats mashing and jumping). -
Actually, you can roll backwards for free so long as you don't take a year to do it after getting knocked down. Neither 2A or 2B will be able to hit you while rolling backwards if you do it quick enough. However, if you get too predictable with your back rolls, he can just 66 5C you out of it for big damage.
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The two best ways to bait the Bat is either by jumping due to its non-existent vertical hit-box or using a move that low profiles under it. If they use a move that low profiles, then that would beat my 5A and if they jump, my 5A would whiff. The best option would be to do a yomi air throw, which I do from time to time but I'd rather be safe and not push any buttons until I'm at j.C range after an up-back.
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It depends, sometimes I do mash the shit outta the Bat, other times, I wait for the bait and use that opportunity to up-back lol
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GGs to Doorknob Shoutouts to running toward the wall for 80 seconds with a life lead and people too minfucked/pissed to chase after
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GGs people Holy shit I was freer than usual tonight lol
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The net is clear on my end now if you wanna play some more.
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He's up against a Haz player right off the bat, it doesn't bode well for Daiwa lol Edit: Dat treasure chest loop
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Yup, GG, I might be able to play later.
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West coast, huh? Send me an invite and we'll see how our connection fares. Edit: It's laggy than a mofo, can't even IB lol. It's not a distance issue, people are just streaming shit at my place
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Tiku vs Fenrichi, huh? I'd say that Fenrichi's got this but this is Tager who we're talking about, lots of guessing involved here once he catches you and starts to pressure you. In the other hand, Jin does have Tager specific combos to capitalize on certain hit-confirms as well as his overall CP buffs. I guess I shouldn't worry too much about him. Souji vs Eruo should be a close one but I'd probably say that Souji might take this since he's a beast of an Arakune. RYO vs Raru... I don't think I've ever seen any footage of this Raru guy but RYO is one helluva Relius. This should be fun to watch.
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Yeah, don't sweat it, my controller has been giving me trouble lately as well. Which isn't too much a surprise when it's a 3 year old controller used for fighters mainly lol.
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GGs, I threw a bone or two with the gimmicks this time lol
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Operational Definitions for Gameplay Terms: The Project
Moy_X7 replied to Digital Watches's topic in Guilty Gear General
The thing is that you still have to guess even when you're attacking unless you're using air tight pressure strings. If the opponent has some sort of 1F reversal and there's a gap in your pressure, you're going to have to guess whether to continue your pressure or stop to try and bait the reversal. If you guess right, then great, you just baited and punished the reversal. If you guess wrong, you've either given up your pressure or created an even bigger hole that can give your opponent more options to get out of your pressure or turn the tables on you. As long as there's a gap in your pressure and your opponent has some sort of 1F reversal, you're going to have to guess even when you're the one attacking. It isn't just restricted to reversals though. Using BB as an example, most overheads leave a gap big enough for your opponent to mash out of it if you're going into the overhead from a gatling. So now you have to worry about both a reversal or mashing. If you were to go into an overhead from a gatling, you have to GUESS whether your opponent will sit there and take it, mash, or throw out a reversal and you'll have to GUESS on the proper counter for the latter two (frame traps, jump cancels, etc.) -
If I wanted to play BB, then that would mean booting up my PS3... nnnnnngh, too sleepy for that now. Hit me up next time we're both online and your siblings aren't hogging the net, Cross.
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You'd think it would be easier to tech those grabs since that's pretty much all Jin can do without meter mid-screen but I guess it's easier to complain about them than try to get around them. Fellow grabber, you too know of this pain until you get the meter for hop/TK Tsubaki and Zantetsu, yet people still eat those Kishuu > grabs lol. @Cross - Meh, I'd probably end up leaving at the first sign of heavy lag like I always do. Unblockable 6Bs are no fun.
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GGs to everyone I played today Shoutouts to making people disband rooms Shoutouts to them remaking them in seconds Shoutouts to getting kicked from them later cuz I can't take a hint Shoutouts to "all you do is grab" > Implying that Jin can do something other than grabs as mix-up mid-screen
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Another link just to know how viable this is now lol: www.youtube.com/watch?v=lvLakpvkAkk&feature=youtu.be#t=7m2s
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At around a little less than half of his health bar, his OD lasts 8 seconds and gains an additional second every time he loses 10% of his health. The meat of his OD combos comes from the OD Ice Wave, so if anything, hold out until you have close to or 50 Heat to make that combo count. Haha, yeah, I'd rather play extremely conservatively and avoid big risks so that I can have my OD and make the next confirm/punish really count.
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Stuff > OD > 5C > 6D > AH We're finally able to chain an AH from a mid-screen combo thanks to 5C > 6D and the increased freeze duration in OD. Happy days, trolling days. Speaking of OD, an OD cancel causes the OD gauge to be cut by half. A 2D confirm into OD will not count as an OD cancel, so you get the full potential from a low health OD. Same goes for throw > 214B(whiff) > OD.