Fighting Games Weekly | Nov 17-23 | Settle it in Smash

You can only tech a command grab if they got you during blockstun or hitstun. Also you can airtech forwards too, on the ground you can only do neutral tech or back tech.

It's worth mentioning if somebody does tech a grab, the defender is +8.
 
You can tech command throws that are used in the middle of a combo. You can also tech Waldstein's B command throws as it has a much longer reach than the Average version, super can't be teched. I think.

Basically if you fuck up a tick throw set up and they are still in block stun they can tech. At least that's what happens with Gordeau's grab.

So Mortal Slide - Harvest - Assimilate can be teched?
 
So Mortal Slide - Harvest - Assimilate can be teched?

As a combo the rekka series combos, it's special. If you do it in a blockstring quickly the grab will be a gold throw. This is actually really dumb, because if you delay it it's not a gold grab, and you can catch upbacks anyways. Welcome to Gord, the ride actually never ends.
 
Playing Zato in reload...He seems so damn cool, but so hard at the same time....

Ramlethal seems like she has just as much space control and mixups, but with a lower execution barrier.
 
As a combo the rekka series combos, it's special. If you do it in a blockstring quickly the grab will be a gold throw. This is actually really dumb, because if you delay it it's not a gold grab, and you can catch upbacks anyways. Welcome to Gord, the ride actually never ends.

And non-gold command grabs are untechable?
 
Playing Zato in reload...He seems so damn cool, but so hard at the same time....

Ramlethal seems like she has just as much space control and mixups, but with a lower execution barrier.

Zato controls time asynchronously. Ramlethal controls space the same. In a 2d game. Make your own conclusions for someone who isn't one with Zato to the point Ogawa is.

untechable.

So C Assimilate is broken? :D
 
C version is silly because of the invuln and way it grabs certain things. It's not 0 after flash (thank god) but as a reversal it causes weird RPS situations in spots it shouldn't.

Edit: wouldn't call it broken by any means, it just adds to the mess that is Gord.
 
C version is silly because of the invuln and way it grabs certain things. It's not 0 after flash (thank god) but as a reversal it causes weird RPS situations in spots it shouldn't.

Edit: wouldn't call it broken by any means, it just adds to the mess that is Gord.

Gord is a nice mess though ^__^
At least after I find a place to put all these combo routes. There's so many ;__;
 
Got the smash bundle

Nnid same as GAF handle

Fuck with meeeeee

BuV3mfg.gif
 
Playing Zato in reload...He seems so damn cool, but so hard at the same time....

Ramlethal seems like she has just as much space control and mixups, but with a lower execution barrier.
I can teach you Zato eventually if you need it.
No, Gord isn't a nice mess. Fuck that character and everything he represents -_-
I hate this character. Especially with the high rewards off of any abare.
 
Zato seems super hard and complex at first, but once you know what attack patterns to use and when it becomes quite a bit more manageable.

Though that's just the start, Ogawa level is something else.
 
I hate this character. Especially with the high rewards off of any abare.

More or less the problem, especially after he's been more optimized lately. He gets so much potential reward of anything that it's in his best interests to just RPS you no matter what the position is. That's assuming he didn't already win neutral and then hit you with the train at some point.
 
I can teach you Zato eventually if you need it.

Have one question. I've been reading the reload guide on dustlopp and one thing I dont understand is how it says to do:

2[p], 2s, 236hs (slight delay) -p-

to bring eddie out during a blockstring. The thing I don't understand is why you have to do it that way, which is pretty difficult to make tight, as you have to time the -p- to release as soon as zato summons eddie vs just doing:

2p, 2s, 236p

It accomplishes the exact same thing with no execution requirements.
 
Zato seems super hard and complex at first, but once you know what attack patterns to use and when it becomes quite a bit more manageable.

Though that's just the start, Ogawa level is something else.
I have come to terms that I'll never be Ogawa level, and Zato became a lot less stressful lol
Have one question. I've been reading the reload guide on dustlopp and one thing I dont understand is how it says to do:

2[p], 2s, 236hs (slight delay) -p-

to bring eddie out during a blockstring. The thing I don't understand is why you have to do it that way, which is pretty difficult to make tight, as you have to time the -p- to release as soon as zato summons eddie vs just doing:

2p, 2s, 236p

It accomplishes the exact same thing with no execution requirements.
It doesn't sound like a combo, so I'm guessing this is pressure and safely getting out Eddie.

The reason on doing this is getting more frame advantage after the 2S. You're already recovering from the summon a bit compared to doing 236P special cancel (hence the slight pause before negative edging the punch). When I go for pressure summon strings like that, I actually don't hold Punch at the start. I actually hold punch just soon after I input 2S, then I release it.
 
I'm really struggling to put it into words lol it comes from I think VF and the older 3D games, where you can do a type of input to avoid high/low/throw situations, but you'd have to ask Oneida or one of them more. The JP have been using it recently in regards to the defensive OSes involving hiding multiple inputs behind blockstun/jump/etc.

That was terribly worded and I can't do better, sorry >_< I just know how to use the concept.

Also Papstr stop hiding in the boonies and playing party games.

late but
you're describing fuzzy guard, it's used to beat the throw/mid mixup and it works because throws are fast and mids are slow. you enter the crouching state via crouch dash, ducking the throw, then stand with guard to block mids. fuzzy guard loses to low throws, guard breaks, lows and delayed throws.
 
I have come to terms that I'll never be Ogawa level, and Zato became a lot less stressful lol

It doesn't sound like a combo, so I'm guessing this is pressure and safely getting out Eddie.

The reason on doing this is getting more frame advantage after the 2S. You're already recovering from the summon a bit compared to doing 236P special cancel (hence the slight pause before negative edging the punch). When I go for pressure summon strings like that, I actually don't hold Punch at the start. I actually hold punch just soon after I input 2S, then I release it.

hmm

couldnt you also do:

2p, 2s, 236hs~p

to have the same amount of frame advantage as holding down p or no?
 
I have come to terms that I'll never be Ogawa level, and Zato became a lot less stressful lol

It doesn't sound like a combo, so I'm guessing this is pressure and safely getting out Eddie.

The reason on doing this is getting more frame advantage after the 2S. You're already recovering from the summon a bit compared to doing 236P special cancel (hence the slight pause before negative edging the punch). When I go for pressure summon strings like that, I actually don't hold Punch at the start. I actually hold punch just soon after I input 2S, then I release it.

Also because the hs method is more adaptable and open to minor positional adjustments right after summoning (which will be stronger in Xrd because Shadow has better walk speed)
 
Tournament is November 29th. I believe they stream on twitch and brackets are on challonge, but I will figure it out and make sure to post the info in the current FGW thread.
If I beat pie or nemo somebody owes me a sandwich

If you could put me in touch with those putting the brackets into Challonge, I'd appreciate it. Thanks!
 
negative edging it will bring out the move you want faster and not have you whiff a normal probably

p doesnt whiff, as you press down p during the animation of 236hs, and eddie comes out once you let go of p

but if it's still slower than holding down for a longer period of time... time to slave it up in the lab ;_;
 
hmm

couldnt you also do:

2p, 2s, 236hs~p

to have the same amount of frame advantage as holding down p or no?

That's actually what I do. Since there's recovery after the 236HS, that's when I'm holding down and releasing Punch.

Don't release punch right away though. Chances are when you're doing 2P > 2S, you're not in point blank range. This is to help get in and stay in.
You want to perhaps dash in after the 2S.
 
That's actually what I do. Since there's recovery after the 236HS, that's when I'm holding down and releasing Punch.

Don't release punch right away though. Chances are when you're doing 2P > 2S, you're not in point blank range. This is to help get in and stay in.
You want to perhaps dash in after the 2S.

so something like:

2p, 2s, 236hs~[p] slight delay, -p-, dash
 
so something like:

2p, 2s, 236hs~[p] slight delay, -p-, dash

Basically.

As for how I use the shadows:

P shadows are good as a poke from that distance to get in, or if you and the shadow are sandwiching the opponent. Great for tick throwing into command grab then with unblockable setup. K shadow's amazing, but it's best after a knockdown. The startup is longer than the other shadows iirc, so if you want to get it midstring, Eddie should already be out. Otherwise they can just jump out before it touches them. K shadow also sets up a fuzzies and can also make them turtle into a command grab.

S shadow is really good, but takes time getting used to. I'd say watch how Ogawa handles S shadow since it can basically be used in situations where P or K would've worked as well.
 
Just some USF4 matches I uploaded, let me know what I did right, wrong, and so forth. Don't know where else to post this, appreciate any support I get.

Link 1
Link 2
 
Everyone loves the scumbag characters they play and hates the scumbag characters they don't play. Gordeau can go die in a tire fire, regardless. :V I really do think French Bread screwed up designing that character, and it's not even because he's so overpowering... it's just that he can do pretty much everything and there is no way (short of cutting off resources) to get him to not flip coins all day for profit. It's a rare instance where I think a character needs to be nerfed, and it would really be that he just needs to be designed to not have so many goddamn options.
 
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