abstract alien
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Watching daigo/mago and it's not looking good for the beast :^/
Lost Fragment said:
Yeah Japanese scrubs are just like American scrubs. They rage-quit and taunt all the damn time (in my experience). It's even worse when you play in arcade and they keep taunting.pirateben said:I had the rarest thing happen to me last night while playing in Ranked...
Because of my location I play against Japanese players online and have never received hate mail or anything like that. In fact I only ever receive compliments and 'thank you's'.
So last night I'm up against a 'gief, he's not that great and in the first round I have a life lead on him when he starts taunting. I don't react to that and eventually finish him off. Second round, I wait for him to taunt again (which he does) so I can counter and take advantage; I go to town on him and I'm a couple of hits away from a perfect when he rage quits on me!
First time i've ever seen a Japanese player do that - it was delicious.
Dartastic said:Wow. That last round was absolutely horrible on my part. I'm so goddamn predictable. ...and the TWO missed ultra opportunities! :lol
DR2K said:It has armor? That's not really a good excuse.
Lost Fragment said:No. Because kara ex kara is really, really good.
Isn't that ONLY meaty? You have to assume 1) opponent won't reversal/backdash 2) opponent won't block 3) you time your meaty right 4) you time your ultra right (i think one frame link).DR2K said:So is cr lk xx(is there a hayate cancel in the middle?) ultra 1. Nerf Makoto.
SmokeMaxX said:Isn't that ONLY meaty? You have to assume 1) opponent won't reversal/backdash 2) opponent won't block 3) you time your meaty right 4) you time your ultra right (i think one frame link).
Yeah. I think I've gotten scared of bullshit online tactics where people just mash uppercut. I hate that. Which hayate cancels do you use? Also, I suck at doing IA tsuguri's. Any tips on getting those out? I'll keep the rest in mind for sure. I think I just play pretty scrubby sometimes, and it really hurts me. I don't get this kinda feedback often, and it's what I need. Thanks!Lost Fragment said:Yeah that's your biggest problem from what I can tell. You're a little too predictable. Though I probably know Makoto's setups better than a lot of folks.
Also, your pressure game doesn't have a lot of teeth to it. It's always st.mp x2 into nothing or into a jumpin. You make it a little too easy for people to escape and reset the situation. I usually do st.mp x2 into hayate cancel because canceling st.mp moves you forward. It makes the st.mp go from +2 to -1 on block, though. But that's the tradeoff for being able to maintain pressure. A IA tsuguri will nail mashed throws and such if people do that after the hc.
Also, you still press too many buttons on wakeup. I had no idea that you could fukiage Sakura's ground tatsu until tonight, though :lol
But yeah, you probably should've mixed in some backdashes on wakeup. Most of the time when I got a knockdown I was just walking up to you and doing stuff that would've been avoided if you had backdashed. I would've started jumping forward to nail your backdash recovery or option selected an ex srk after a safe jump if you had gotten too predictable with it though.
SmokeMaxX said:Isn't that ONLY meaty? You have to assume 1) opponent won't reversal/backdash 2) opponent won't block 3) you time your meaty right 4) you time your ultra right (i think one frame link).
Me getting mad = me getting random SRK'ed. IMA GET MADDER THOUGH, AND SMASH FOOLZ WITH OVERHEADS! :lolhaunts said:gotta get mad dartastic. GET MAD! you're too nice when you play. :lol
Dartastic said:Me getting mad = me getting random SRK'ed. IMA GET MADDER THOUGH, AND SMASH FOOLZ WITH OVERHEADS! :lol
Threi said:lost 38-8 to dbj tonight
would have been 46 straight if he stopped taking me seriously :lol
haunts said:anyone here going to SCR?
SmokeMaxX said:Isn't that ONLY meaty? You have to assume 1) opponent won't reversal/backdash 2) opponent won't block 3) you time your meaty right 4) you time your ultra right (i think one frame link).
AkumaHokoru said:oh look honda ocv'd a entire grudge match in 3 sets...suprised? not me. that char is stupid.
FindMyFarms said:It's usually set up after an empty jump so people are blocking high, which is how you catch em with the cr. short -> ultra
haunts said:right now I just want to focus on what we have and spruce up some of the pages with photos and bios and stuff. hopefully by early next year i can let it loose to the public.
Lost Fragment said:The jump is more about timing the meaty than it is getting them to block high, 'cause it's nearly impossible to get it to hit meaty reliably otherwise.
haunts said:updated, i know im forgetting some peeps.
edit: this reminds me, im working on a player database so people can get more info like this. its kinda creepy but i think it could help. :lol
http://iplaywinner.com/player-database/
probably wont be live-live for a while tho. there is a lot of work to do. :\
FindMyFarms said:I'd say it's a 2 birds with 1 stone thing then, because unless you know they're going to be jumping or wake up mashing or whatever, it would be extremely risky to just assume a low is going to hit, whereas empty jump lows have been a mixup for the longest time. Timing + getting them to block high
hitsugi said:Damage nerf is only going to slow down the process
Lost Fragment said:Well, only if they're not paying attention. Because to set the meaty up you have to whiff a normal in the air as soon as you leave the ground, so it's not an empty jump per se. To people that know about the setup, it telegraphs what you might have in mind.
DR2K said:Sagat was basically a damage nerf.
FindMyFarms said:Ahh ok, I didn't know you had to whiff a normal in the air. Does it change the meaty timing if you don't whiff?
typo, i meant "kept taking me seriously"dragonballjoseph said:
Lost Fragment said:Yeah.
After she hits an ex oroshi, if she immediately forward dashes and immediately jumps (neutral or forward), immediately whiffs a normal in the air after she jumps, and immediately hits cr.lk as she hits the ground, it'll hit meaty every time if they're not blocking low. Otherwise you have to improvise on the timing and that's next to impossible to do reliably.
btw, all that sounds complicated but it's not really that hard to pull off.
FindMyFarms said:Can you slightly delay the jump and then empty jump without the air normal whiff to get the same results? Because if so that would give you a high/low mixup.
FindMyFarms said:How many frames of recovery does the air normal whiff add compared to empty jump? And what normal is it?
I don't see why not, however if you want to do a safe jump setup makoto has other ways to do it off a knockdown, she even has a setup that lets her safejump 3 frame DPs.FindMyFarms said:Can you slightly delay the jump and then empty jump without the air normal whiff to get the same results? Because if so that would give you a high/low mixup.
How many frames of recovery does the air normal whiff add compared to empty jump? And what normal is it?
DR2K said:Sagat was basically a damage nerf.
Probably only works on Crouching chracters on Counter hit.Conceited said:
FindMyFarms said:Well they also took out safe tiger knees, which were his #1 defensive tool when peeps got in close, and removed his far cancellable stand short, which is how he'd set up safe tiger knees and also push people out with fireballs. Both were integral to his defensive/zoning game.
FindMyFarms said:Well they also took out safe tiger knees, which were his #1 defensive tool when peeps got in close, and removed his far cancellable stand short, which is how he'd set up safe tiger knees and also push people out with fireballs. Both were integral to his defensive/zoning game.
God's Beard said:Guy is really fun to play. I've been messing around with him a lot, might replace Fei with him as a secondary until AE comes out. Maybe permanently, and swap to Yang/Guy unless someone more badass like Q gets announced.
HK, cMP xx EX Hozanto FADC EX Hozanto does so much stun.
God's Beard said:Guy is really fun to play.
God's Beard said:Guy is really fun to play. I've been messing around with him a lot, might replace Fei with him as a secondary until AE comes out. Maybe permanently, and swap to Yang/Guy unless someone more badass like Q gets announced.
HK, cMP xx EX Hozanto FADC EX Hozanto does so much stun.
haunts said:light knee is still pretty safe afaik. thing with sagat now is he is still really good you just have to pretty much relearn the character entirely. most of his block strings are different and his max damage combos are like completely different now. took me forever to get sagat back in shape after all the changes. you also have to use c.lk, c.mp, c.lp mostly now instead of the standard c.lk x2, x.lp into upper.
thing is, you have characters like rog, guile, chun and ryu which are brain dead easy, and you go to a character like sagat where all his bread and butters and stuff take a while to get down and its really discouraging for a new player to get into. why would you ever play sagat when you can just play ryu or chun?
in vanilla he had awesome dmg output so even if you didnt really do many combos or whatever you could still get away with a lot. unless they give that back to him, i dont ever see him being a widely used character again even if they give him the s.lk cancel back.
CcrooK said:Guy is such a badass character. A bit hard to get into but once things click, it's magic. Vega I've dropped for Bison. Just flows better.
kitzkozan said:I think he will regain most of his damage output,but at a cost.From that AE loketest,most people reported that he had regained his offense in exchange for a weakened zoning game (high tiger shot with more recovery).
CcrooK said:Speaking of Guy, which is the better Ultra for him? I usually stick with U1 for the corner pressure combos.
Lost Fragment said:You know, for some reason I never tried that, but I was reasonably consistent with it after a few minutes in training mode just now. Gonna have to mess around with it in real matches.
Don't know the frames, but I do know that any normal will work. So I guess it's however many recovery frames whiffing a normal in the air adds in general.