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Everything posted by WUT
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You can 4-seal against bang off of a ch 2d, so why gimp the combo unless you don't need the extra seal? Also, against tager, ragna, hakumen, Jin: 5c, 623b, d.2b, 623b, d.6c, j.623b, V, 2c, oki. 3339 damage.
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My favorite is still 2a. It's a frame trap, mixup, and aa all rolled into one nice little package. Seriously, when you get aa'd by 2a's lack of a hittable box you just feel like a tool. I agree with staying in the air. You don't have to worry about outpoking her and you can just wait for a moment to start offense via nails. It's a pain, honestly. Almost as bad as fighting arakune.
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5p and bazooka oki can both be reversal gb'd. He has to give up tighter oki to bait it in both instances. Most of the time you'll be within fafnir range, which he has to respect thoroughly. Sure, 5s(f) beats it, but you ch so much stuff with fafnir there that his options are severely limited. If he's dp'ing you during your pressure then you need to keep it simple. Frame trap with faster moves and bait dp. Going with the occasional Gatling to 6p works well if they start trying to dp frame traps. This fight feels really straight forward honestly. Don't get aa'd, bait dp when he has 50%, win. Robo ky's ability to keep you out is really limited.
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That reminds me, I wanted to see if you could nail glide (lol thx smash bros.) via a bumper, and it turns out you can. Quite a useful (albeit sorta' awkward to utilize) tool.
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Are you doing a 6-dash after the j.B to hit the j.D? Cause I still can't hit Carl with j.B, 2/3/6-j.D, even with the combo being very few hits.
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Man bumper related combos are so ridiculously spacing specific. I've been trying to utilize bumpers more in my mix-up/combos, and in doing so I've been messing around and found a few fun ones. Standing opponent. A bumper placed at starting positions in training mode: - 5A, 5B, 2B, j.C, 3-dash, V, 5A, 5B, 2B, j.C, 2-dash, V, 5B, 2B, 2C, 6D, 6239B. 3281 damage. - Dashing jump into bumper, 1-dash, j.A, V, 5B, 2B, j.C, 3-dash, V, 5A, 5B, 2B, j.C, 2-dash, V, 5B, 2B, 2C, 6D, 6239B. 3266 damage. If they're crouching you can combo into 2C, jump cancel into a bumper and 2-dash, then launch with a 2B. So you get things like: 5A, 5B, 2B, 2C jc, 2-dash, V, 2B, 623B, dashing 6C, 623B. 2644 damage. The crouching bumper combos are so weak though. The standard BnB is more damaging. There has to be something better, or at least character specific...
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Dude slash HOS was fun as hell. You could trade GB with anyone stupid enough to poke at you and BHB was retarded good. Everything else was crap, but it was always lol when you'd get hit out of GB and your opponent would be CH launched by it.
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Fair enough. fair (adj.): marked by impartiality and honesty : free from self-interest, prejudice, or favoritism. Randomly generated brackets that do not account for a player's skill when matching up entrants = fair. The same chance that Random Scrub A has to be matched up against Eventual #1 Place in the first round is the same as Eventual #2 Place being matched against Eventual #1 Place in first round = fair. Note I said the only seeding I *could* support is by region. Not that I do support it.
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Wow. That's about as arrogant and condescending as it gets. There's no need to insult me or anyone else in a discussion. It's just poor sport. I never said anything about handicapping tournaments for weaker players. I never said we needed to enforce any sort of "top players play top players, weaker players do the same". I said it wasn't fair to seed top players if they happen to end up facing other top players early in the brackets. That's it. You can't argue that. It isn't. They should be subject to the same random bracket that any other player signs up for. There's no "lol I'm pro" tag that you can stick on your name to get special treatment either. Or at least, there shouldn't be. Now why say I'm bitching about something that's fact? You can proclaim "life isn't fair" or any other axiom you wish, but that doesn't change the situation.
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Not so much devoid of tact as it is a tad melodramatic. Martyr? Really? Of course seeding is discrimination against weaker players. That's the only logical outcome if you're seeding top players away from each other. You can't say that the practice doesn't negatively affect players that would have had an easier bracket had seeding not occurred. But that isn't the point. Why should top players be put into a more favorable outcome (via seeding them away from each other) when we don't offer the same option to lesser players? If it's being done strictly for entertainment and hype finals, then just eliminate the whole tournament aspect and do some top 8 round robin between the strongest players and call it a day. If it's being done because top players don't want to go out 0-2 to each other then someone needs to get over themselves. They'll feel just as bad about it as anyone else that was in their same position.
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A: I'm aware B: And why should top players get to play more matches, while less skilled players get knocked out early? Because they're better? C: Because what you're saying is "right" is in fact biased, which takes away from the skill involved. If we place a top player in a bracket with new players up until semi-finals, that doesn't prove anything. That just gives a top player a free ride to semis. If it's assumed they're able to do that naturally, why help them out? Just let them do it with the bracket they were given; don't cater to them. I'm estatic that you place top 5 and it makes you feel good about yourself. That's great. Now think about some mediocre player that could have placed a little higher had their bracket not been altered so they ended up playing someone who will place top 2 instead of someone they had a much better chance of beating. That happened solely to appease the top player; no one cared about the other guy. That's the problem. Don't cater to one group of players and disregard another. It's not fair, it's not entertaining, and it does nothing but bolster self-entitlement.
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Why wouldn't it be? 32nd best person didn't get first, so that's all that matters. People get too hung up on how they placed in tournies. "Oh man I placed in top 8". Big deal. If you played nothing but mediocre players until top 8, then why is that impressive? If you placed top 8 after having a bracket full of top players I'll concede that what you've accomplished is quite a feat, but just having that number with no substance does nothing to bolster your accomplishment. All I'm saying is that Marn should have just as much chance of drawing MarlinPie or Latif or any other top player as, say, Brent-Quest.
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For starters, how are professional sports leagues relevant to the topic? Most video game tournaments aren't a profession that thrives on advertisement and sponsorship; they're a source for gauging your skill. The prize at the end is merely incentive to perform well. Seeding in those areas helps facilitate hype and drive business, something we shouldn't be concerned with. And for the record yes, any seeding is biased, regardless of the medium. Your second point merely furthers my own: that the "best players" should be "showcasing their skill to be #1". Why should we wait to have top players play each other in the brackets? What good does it do to have two top players play in the semi-finals that couldn't be accomplished from them playing right at the start? The outcome will be the same, so why delay it? The only "reason" to do this is to justify ego; that someone deserves to place high because they've done it before or think they've earned it. Your Harvard analogy is a great point...if what you're implying is that whoever makes the bracket should decide who wins. Obviously that doesn't stop the practice from being biased.
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And why is this an issue? If top place is already decided regardless of seeding, then who cares? We seed top players just so <insert top player> has a better shot at getting 2nd or 3rd place? Why is that justified? Because they "should" get those spots? If they deserve to place high they will, simple as that. Regardless of how you argue top player seeding, whether it's "more entertaining" or "less random results", it's all the same: bias. You're showing favoritism based on someone's supposed prowess. It's the same result if Flash fights Latif first round as it is if Flash fights Latif in finals: whoever's going to win will win. How is that any less fair or random then, say, some new person playing Flash first round? It isn't. The only seeding I could begin to support is by region, as driving/flying all that distance just to play someone you casual with is a waste of time/money.
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I was using 6D, 6-dash, 5D, triple j.D, but 2D does indeed work. The damage is off though. It's 4684. Rachel is officially my favorite character to combo in Bang Install, simply because you can also do triple j.D on her and it's easy. Here's a fun one: 6D, 9-dash, j.D, 6-j.D, 4-j.D, V, 2B, 6C, 9-dash, j.B, 3-j.D, 2-dash, j.D, V, 2C. 4414 damage, less than what we've found, but it looks so awesome. Something else I've noticed is that you can seemingly cancel the landing recovery of nail dash with drive attacks (and I'm assuming command normals as well). When I was trying to get the triple j.D combo to work on Rachel there were a few times when I'd screw up after the second j.D, land, and do a 5D that still had beat! Trying to replicate the situation isn't going very well, but launching with 5D right there could be very interesting.
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At first I thought the triple j.D on Tager was a typo, then I found out it was true. Manly. You can add that extra j.D in on the 6D combo and boost it up to 4639 damage. EDIT: 2D, 8-dash, j.D, 2-dash, 2D, 8-dash, j.D...badass.
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Add in an extra j.D (6-j.D, 2-dash, j.D, 2-dash, 2C) at the end of the 5D combo you posted and you get 4820 damage. The 6D combo I posted (you probably did as well, I was just adapting it from things I saw in MtP's vid) does 4414.
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It isn't something you can really mash; it's a little more controlled. You just need to get a feel for when 623B recovers so you that you can input the dash after. Just try waiting a little longer and see if that helps.
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I don't think it's recovery so much as it's total distance travelled (vertical vs. vertical+horizontal). The frame data doesn't note anything about different recovery times for directional nail dashes. Just semantics, really. The standing loop on Tager is pretty neat. I was tinkering with something like that via nails instead of FRKZ. Most damage I've found off of a 6D in FRKZ (without dashing DD): 6D, 6-dash, 5D, 9-dash, j.D, 3-dash, j.D, V 2B, 6C, 9-dash, j.B, 6-dash, j.D, 2-dash, j.D, V, 2C, oki. If you plan on doing dashing DD, it's better to keep the combo short, as the damage for the DD scales horribly. 6D, 6-dash, 5D, 9-dash, j.D, 2/3-dash, V, 6A, 623B, dashing DD. Certain characters can also be hit with a 2D instead of a 5D for slightly more damage (Jin, Tager, Rachel off the top of my head).
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Yeah, FRKZ into dashing DD is the manliest of ways to enter Bang Install. I always try for it whenever I manage to get 100% Heat and 4 seals at roughly the same time. Blockstrings into FRKZ are awkward, due to the delay in pushback from your normals thanks to activating FRKZ. You can blockstring into 2B, do another 2B after and they'll go alot further than you would think. Normally the blockstring I use is 5A, 2A, 5B, 2B, FRKZ. If you throw in a 2B after you activate FRKZ and then 9-dash, j.C, it won't cross-up. Omit the extra 2B and the j.C will. FRKZ needs its own thread. There's far too many possibilities and we're just going to end up cluttering threads with our exclamations of Bang Install's awesomeness. EDIT: 10stars beat me to it. I will add that activating FRKZ in a blockstring always leaves you with frame advantage. If you activate from a lvl3 move (2B, 2C, 5C are notable) you can get up to +17, making your next move after you've entered FRKZ either guaranteed or a frame trap.
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You jerk I knew you were mashing.
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Expanding on this, if you buffer a TK A nail out of either a 6 or 4 dash on the ground, you can launch yourself with 2 jumps to spare. You can do the same little buffer input via a whiffed normal, as well.
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That's a jacked up launch. You need a slightly delayed IAD and a late j.4C to pick up off the ground, lol. I've been doing the same thing I do with a normal 6D hit: 6D, j.236C, V, d.6C, (d)j.D, V, 6A/2B, 623B, ender. Combo with both 6A and DD ender is 3964. 6A and a dashing 6C, j.623B ender is 3077. EDIT: I've been trying to find a decent combo for an air throw in furinkazan. Against Ragna/Hakumen/Tager you can do a 3-dash before the kick, land, and do a 6C j.D, j.D into combo. A more universal version is a simple 3-dash j.D, j.D into combo. What I'd really like is to include the teleport kick as the first hit. Starting off with 2160 damage would be so hot.
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Moroha mode > May. 5S(f) stuffs everything on the ground, and 2S beats May in the air (ABA is one of the few characters who can consistently AA May's j.HS with little risk to herself). ABA's options once she gets into Moroha mode dominate May. Simple as that.
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It trades/beats quite a few things. Litchi's AD j.B for instance. I need to tinker with it more in training.