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Everything posted by Moy_X7
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Huh, I haven't even been doing that good overall. Probably won about 70% of my matches at best, oh well lol.
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Does it go by the Ranked Match win-ratio or overall win rate?
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Ooh, do you know what all the colors mean? Right now I'm pink, must have been because I got whooped by a handful of the better Ragnas lol.
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RIP my one good controller GGs to people Good to see the Ragna army even after all the nerfs. By the way, what is the little square next to my player name? It seems to change colors at random.
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I try to walk back as far I'm allowed to before I go into the 5C otg. Other than that, I just go for a different combo, even if the damage falls off a few hundred points. Better to have some damage than no damage. I'm being lazy right now and haven't experimented with most of the cast. For now I can at least confirm that Azrael and Jin don't get popped out of the corner by that combo route.
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The timing varies from character to character as well as how late in the combo you went for the 22C > 5C link. The earlier you use it, the easier it will be to land it. An example of when it's difficult to use it would be with the following combo on a crouching opponent near the corner: TK j.236C ~ B, 66 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C, 5C > Air Combo I made a tutorial back in the day, see if it helps even if just slightly: https://www.youtube.com/watch?v=oah71V6nPk0 The thing is that videos and text explanations won't really help you much, you need to get a "feel" for it and just practice it as much as possible. It took me a while to get it down back in the CS2 days but you'll get it eventually.
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It's a link, that's why it's a bit more difficult than simple gatlings/cancels. You'll just have to get used to knowing just when you can act again after you recover from j.D, practice makes perfect.
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DP mash 2gud
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Instead of working on the combo thread I'm just gonna make videos like I said before. I started with the Miracle Jean setups because they're just fun lol: https://www.youtube.com/watch?v=LYqEAYhvDeA I time stamped all the different situations where you can go into MJ in every section of the screen. The order is as follows: standing, crouching, anti-air/CH, FC, throw, air throw. Of all those combos, the only ones that are a bit difficult to pull off are the ones that go like ... 5B > 5C > MJ, 66 2B > 5B > 3C > Persia B > rest of combo depending on the item. @Fuji - if you want you can make a text document that deals with all the different aspects of the strategy section while we get you an account. That way you just have to copy > paste it into the wiki once you get the account.
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Platinum the Trinity Miracle Jean Combo Encyclopedia/Guide: https://www.youtube.com/watch?v=LYqEAYhvDeA
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6A is -4 on block as it stands, it puts you at a disadvantage but you can't get punished for it (unless the opponent miraculously IBs it). The 6A nerf basically means that the opponent can block low awl dei until you get at least 25 Heat for TK Hizangeki. If you try to use 6A without 50 Heat to RC, you WILL get punished as it will be -8 on block. People think that 6A is worthless as of now because it doesn't lead to anything without meter or a CH. It might not lead to any combos but you do get some damage, Heat and a pressure reset. Eventually the opponent will try to block it but that thing is damn near unblockable, so you get the opponent to try to guess-block it and that's when you tag them with 2B.
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Yeah, the only thing I really like about her is her combo potential. I'm just waiting for the patch that will make her j.C a little better and then I'll go back to playing her as usual.
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The return of the Loli Install: http://www.nicovideo.jp/watch/sm23275706 Nico raped my video quality, they have some pretty strict file restrictions. I would have uploaded it to YT as usual but you know how they are when it comes to weaboo music lol.
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Platinum the Trinity Combo Video - Loli Install II (Warning: Horrible quality lol) http://www.nicovideo.jp/watch/sm23275706
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There's always the Plat wiki page for these kinds of questions. The thing is that the strategy section is blank lol. I'll work on it one of these days but if you're interested in helping, let me know and I'll ask the higher ups to make you an account. In the meantime, I'll at least make a basic combo guide because I know that it's easier to learn combos when you have visual examples and the notation right beneath those said videos.
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The thing is that Plat's combos are nowhere near as demanding/execution heavy as they used to be in previous games. If you can do some of Marvel's advanced combos, then you can pretty much do anything BB has to offer. The damage gap between doing some basic stuff compared to doing some of her more advanced stuff is actually not that bad, usually somewhere around 200-400 lost damage. So if you wanna learn some of her basic stuff and then move on to the more advanced stuff that requires 22C > 5C, then feel free to do so. 3.2K in the corner off a 2B is fine, the thing is that Hakumen does a hella lot more damage than most characters.
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2C is actually an ok anti-air in this game, use it. You can try and jump out after she uses any of her Drives, except for Level 2 5D/j.D which are +6 and +9 after Red Lock and it doesn't take too long to get Red Locked when she's at Level 2. . The more obvious gaps are after a 5B JC, after a 6C, and after a 5C. 5C is neutral on block, so if you want to jump out now's your chance.
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http://www.youtube.com/watch?v=tL43UgnRIgY&feature=youtu.be#t=24m10s
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From what I've seen of top players, I would say that you need all of the following... Execution - not dropping combos, doing optimal combos, etc. Knowledge - knowing what every single one of your tools does and knowing what every single one of you opponent's tools do, pretty much what The Katz said on his first sentence. Reaction TIme - being able to quickly react to various things like mix-ups or certain approaches and being able to react to certain attacks and punish/counter accordingly. Judgment - knowing when you should and should not push a button, whether it be in neutral, offense, or defense. Adaptability - being able to quickly analyze your opponent, learn what their habits are, etc. Pyschology - being able to get inside your opponent's head, making them afraid of using or abusing certain tools, being able to predict what they will do before they even do it. This is one of those things that varies from person to person, some players are better at reading their opponents than others.
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From the few matches I played as Plat, people always wanted to rush me down the moment I used 214D so having the boxes all across the screen didn't help much. I'd get hit and they would dissappear by the time they got close to them lol.
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www.youtube.com/watch?v=oNi1TlY99Uo#t=3m45s The box 214D buff is kinda nice, it places a box in front of Plat and one a little bit ahead instead of throwing the boxes all across the goddamn screen where they serve little purpose. It's just like Fuji said though, these meager little buffs aren't gonna do much to help Plat out in the long run.
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So they also reduced the P1 from 80 to 70 on 6A? ARCsys pls I don't really mind the Hirensou nerf as that has always been my go-to combo after landing it lol.
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Not sure if like...
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I never get tired of seeing this cheesy stuff: www.youtube.com/watch?v=hhKqgTa1Z_I&feature=youtu.be#t=3m14s
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I won't know how much those extra hit-stun frames will help j.C until I actually try it out. I don't really understand what they mean by the new present trajectories but one thing is for sure and that is the fact that the removal of SMP on the bat and pan will lead to some silly ass loops with OD. You can expect to see something like 5D/j.D x N with the pan lol.