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What streamer should I watch to understand how to do something other than mad poke with zangief?
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# ? Feb 24, 2016 09:34 |
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# ? Apr 29, 2024 08:40 |
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teagone posted:I'm finally able to pull off Chun's instant air legs and combo from it, but I can only do it (semi-consistently) from the left side of the screen. My execution blows haha. You just need to get your side pick game up
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# ? Feb 24, 2016 09:43 |
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Reznor posted:What streamer should I watch to understand how to do something other than mad poke with zangief? There's a high ranked gief streamer named Guttermagic that seems to be doing really well for himself, able to hold his own against the standard top tier guys like Alex Valle and such. I never watched him, but he seems like an alright dude and you might get some kind of idea from him. Although I have to admit to watching Rico Suave play Necalli up to Gold rank, and I still don't understand a drat thing about how to improve mine at all.
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# ? Feb 24, 2016 09:53 |
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Yorkshire Tea posted:Okay guys: I'm not specifically a Laura player so I'm unaware of her nuances, combos and blockstrings but here's what I saw. In General Learn a hitconfirm and blockstring combo from the same start. Even something simple like "Oh he blocked the low MK so I just do the motion but don't press the button for the special" could work. If hits, you press the button. You don't want to end combos that are blocked with unsafe moves. Don't charge fireball so much, especially in neutral. Actually don't throw so many unsafe fireballs in general. If you want to fireball, use it to control space. Opponents got a lot of free hits from seemingly random fireballs. More tick throws. Don't think you used any that I recall, all were either after a clean elbow hit or from hitting into super. You seem to almost always be approaching, unless you're blocking, which makes your approach very one dimensional. I think you used quick get up 100% too. Vary your get ups a bit. Also, if you mash when you get up, you will get stuffed by meaties, which you can see in a lot of the games. Block more. Does she have a good V-Reversal? You might want to consider using it more often. Vs Dhalsim Don't fireball. He can slide/limb to hit you (second round) or teleport behind it (third round). He also punishes you a lot for not blocking on wakeup. Vs Karin More fireballs, since she can only approach from the front. Don't toss them from poking range though, and release them quick. Vs Ryu Good job on the very clean anti-air. Does she have an anti-air normal for a jump in range that's closer/more awkward to handle? Neutral jump more against fireballs, especially ones you jump late. You have 99 seconds to win, no rush. 10:58 you jumped in and attacked which was going to 100% whiff then got hit by an overhead. You might want to consider, at that range after landing, another jump forward (hard to AA besides neutral jump attack) or a neutral jump. 11:06 here you punish and then combo into grapple but you switch sides putting yourself in the corner. Notice how your immediate next move is to jump out of the corner. Your opponent didn't take advantage of that but a better player will. Vs Bison You got a Stun in the last round. Try to get into the habit of starting Stun combos with a jump in, just for that extra bit of damage. Pressuring him a lot is correct, as Bison's weakest when trying to get people off him.
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# ? Feb 24, 2016 09:57 |
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Jmcrofts posted:Did another tutorial - this one's kind of for the newer players but hopefully some of you guys get something out of it. Thanks for this, it's really useful. That said, as a total newbie, I think it might have been a good idea for the second wakeup action to be block and throw, since in my experience, it's a thing people like to do when you're expecting a wakeup DP.
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# ? Feb 24, 2016 10:06 |
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well inbetween everyone constantly disconnecting on me, I done did up a birdie matchup chart. poo poo subject to change etc etc but I feel its accurate enough for the moment.
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# ? Feb 24, 2016 10:21 |
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Evil Canadian posted:well inbetween everyone constantly disconnecting on me, I done did up a birdie matchup chart. poo poo subject to change etc etc but I feel its accurate enough for the moment. What makes the Zangief matchup so advantageous?
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# ? Feb 24, 2016 10:31 |
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Artelier posted:I'm not specifically a Laura player so I'm unaware of her nuances, combos and blockstrings but here's what I saw. Firstly, thanks so much for the feedback. There are a couple of things that you might be missing because nobody plays Laura. quote:In General Cr. MK xx LP. Elbow is -2 on block so it's safe. Crucially it's just as safe as a pure Cr. MK which is also -2. I buffer the input so theoretically LP Elbow should come out every time. But Laura doesn't really have any hitconfirms that I've found to be effective. Theoretically LK, LK xx LP Elbow is a hitconfirm but I've never been able to do it reliably. quote:Don't charge fireball so much, especially in neutral. Actually don't throw so many unsafe fireballs in general. I'm still trying to figure this out. I've never really played fireball characters in any game and so I'm trying to force out a jump to AA, but have no idea of what actually to do with the fireballs to make this happen. quote:More tick throws. Don't think you used any that I recall, all were either after a clean elbow hit or from hitting into super. Yes quote:You seem to almost always be approaching, unless you're blocking, which makes your approach very one dimensional. The former (and the blocking stuff) is because I have a tendency to give up distance a tonne (I'm used to charging) so I'm currently overcompensating the other way. The middle is true and is a really bad habit that I haven't got around to dealing with yet. Her V-Reversal isn't amazing if I'm honest. It knocks the opponent fullscreen which is basically where you don't want them to be. quote:Vs Dhalsim Got it quote:Vs Karin This I don't get, every time I play Karin and fireball she just uses the dive attack on reaction and hits me. I literally said to myself "Don't fireball" ahead of the match because of this. quote:Vs Ryu MP and MK, but they're not brilliant. quote:Neutral jump more against fireballs, especially ones you jump late. You have 99 seconds to win, no rush. All understood. The only thing is at 11:06, I noted the error myself and meant to do the Kick version of the grapple.
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# ? Feb 24, 2016 10:36 |
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Cake Smashing Boob posted:What makes the Zangief matchup so advantageous? Banana conquers Zangief in a way that would be funny if it wasn't so sad. *ed* That and Birdie just outright out-buttons him.
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# ? Feb 24, 2016 10:38 |
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i had a really fun round 2 in this match, mindgames own https://www.youtube.com/watch?v=Srf35ndAQ20&t=110s
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# ? Feb 24, 2016 10:38 |
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Artelier posted:Learn a hitconfirm and blockstring combo from the same start. Even something simple like "Oh he blocked the low MK so I just do the motion but don't press the button for the special" could work. If hits, you press the button. You don't want to end combos that are blocked with unsafe moves. Iirc the only non-counter confirm Laura has is c.lp/c.lk st.lk Bolt Charge.
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# ? Feb 24, 2016 10:45 |
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Evil Canadian posted:Banana conquers Zangief in a way that would be funny if it wasn't so sad. I'd love some tips / banana setups if you ever get the time.
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# ? Feb 24, 2016 10:50 |
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Cat Machine posted:i had a really fun round 2 in this match, mindgames own I tried something like this on Foodahn's Necalli last night with my Chun during one of our sets, but he caught on after the second throw and I got rekt lmao.
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# ? Feb 24, 2016 10:52 |
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Yorkshire Tea posted:
Ah, I see. Well, even if they are both -2 on block, they also effect your positioning, as the elbow moves you forward and the crMK doesn't. It's something to consider, especially against characters that want to be next to you. Any of them could try to throw you right after the elbow, but not necesarily after the cMK. Yorkshire Tea posted:I'm still trying to figure this out. I've never really played fireball characters in any game and so I'm trying to force out a jump to AA, but have no idea of what actually to do with the fireballs to make this happen. Well, her fireball is sloooooow, so it's a "no-go" zone for the opponent. You want to stand in or around it to make it difficult for the opponent to approach, or plant it on top of them to force them to block and you can get in. That said, I'm not sure how good (bad?) her fireballs are. It might be so bad that they're not worth considering. Yorkshire Tea posted:This I don't get, every time I play Karin and fireball she just uses the dive attack on reaction and hits me. I literally said to myself "Don't fireball" ahead of the match because of this. Actually, I said that without considering Laura's fireballs, which has a very slow, very obvious startup and now I can indeed see people just punishing you for it on reaction. I was thinking in terms of after a knockdown, you set it up quickly and then hang around "in" the fireball to stop her from approaching you so easily, especially since her normals are pretty good. So...probably disregard the Karin more fireballs thing, which now sounds like a bad idea. Sorry! PS - I forgot to mention, your mic is way too soft. I have no idea what you said throughout most of it. PPS - Use more light attacks, I don't recall you using much of them. They're also good to set up tick throws.
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# ? Feb 24, 2016 11:02 |
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Man, I really hope Makoto is a season 2 character.
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# ? Feb 24, 2016 11:03 |
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Lemon Curdistan posted:Man, I really hope Makoto is a season 2 character. she'll have a walk speed of 0 and only be able to move with normals
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# ? Feb 24, 2016 11:05 |
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Lemon Curdistan posted:Man, I really hope Makoto is a season 2 character.
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# ? Feb 24, 2016 11:06 |
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Cat Machine posted:we definitely need more slow-walking characters with command grabs Yeah, it'll push the number of slow-walking characters with command grabs to a whole two out of 23-28! More seriously: she only has one command grab, and she's fairly different from every character announced so far, so she'd make a good addition to the cast. Plus, she's cool. Only downside is they'd almost certainly make Tanden Renki her V-trigger, and installs are pretty boring. They'd probably make her V-skill a focus attack, too, since it'd fit her fighting style. Pomp posted:she'll have a walk speed of 0 and only be able to move with normals Lemon-Lime fucked around with this message at 11:35 on Feb 24, 2016 |
# ? Feb 24, 2016 11:13 |
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Yorkshire Tea posted:I'm still trying to figure this out. I've never really played fireball characters in any game and so I'm trying to force out a jump to AA, but have no idea of what actually to do with the fireballs to make this happen. Throw one or two fireballs, stand in a range where their jumpin would hit and then do a fake fireball by crouching and whiffing a st.lp and buffer dp. Same against Karin except don't even throw any fireballs.
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# ? Feb 24, 2016 11:16 |
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Cake Smashing Boob posted:I'd love some tips / banana setups if you ever get the time. Well as for "banana setups" there isn't really any that isn't gimmicky to all get out. You should just be tossing it out there to own that part of the screen. Now soda, there is some workable setups. Even baby basics of toss it, do something crazy, and if they attempt to punish they get whacked on the return and you can do whatever. *ed* teagone posted:I'm finally able to pull off Chun's instant air legs and combo from it, but I can only do it (semi-consistently) from the left side of the screen. My execution blows haha. Don't worry affects us all. I can do it now with 100% accuracy on p1 side, maybe half the time on p2 Evil Canadian fucked around with this message at 11:22 on Feb 24, 2016 |
# ? Feb 24, 2016 11:19 |
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Quick aside from shop: How is the netcode and all that stuff on the PC version? I keep buying fighting games on Steam and getting burned by the online experience. You'd think I'd learn my lesson, but I have too much of this human disease called "hope"
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# ? Feb 24, 2016 13:53 |
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Any advice for Cammy combos? I'm doing pretty well with her, but I'm relying heavily on supers and a few choice chains that usually involve a Spiral Arrow or Hooligan. I'd like to be able to mix it up a little more if possible.
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# ? Feb 24, 2016 13:56 |
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deadly_pudding posted:Quick aside from shop: it's good on a perfect connection where neither of you have done anything the game doesn't like (there's quite a few of these) and straight unplayable if anything at all goes wrong with anything. It's also not unlikely that a match that seemed good on your end was a teleporting mess for the other guy. I'm not sure the people calling the netcode good have actually played with good rollback. You'll also hear some people say that a match that was unplayable in this would be as unplayable in delay based, but same state should never look like this on a stable connection, let alone when Skullgirls could handle me playing a loving Romanian with like one noticeable rollback every 10 games or so. Play Xrd Pomp fucked around with this message at 14:02 on Feb 24, 2016 |
# ? Feb 24, 2016 13:59 |
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5 connection still leaves so much room for "and now the person warps across the screen". It's less than before, but it's hard to know kick range when the person was there at the start of the kick and wasn't 5 frames in.
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# ? Feb 24, 2016 14:03 |
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deadly_pudding posted:Quick aside from shop: It works fine as long as you set a filter to only get matched with opponents with good ping, and crossplay with ps4 players has no problems outside of the ps4 version having slightly longer load times so unlike other pc fighting games you don't have to worry about it becoming a wasteland.
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# ? Feb 24, 2016 14:03 |
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Artelier posted:Ah, I see. Well, even if they are both -2 on block, they also effect your positioning, as the elbow moves you forward and the crMK doesn't. It's something to consider, especially against characters that want to be next to you. Any of them could try to throw you right after the elbow, but not necesarily after the cMK. Fair, I struggle to hitconfirm Cr. MK into Elbow. I'm not sure if it's even possible? So given hitting and not having the combo go off against the downside of worse position on block, I'll choose the worse position on block. quote:Well, her fireball is sloooooow, so it's a "no-go" zone for the opponent. You want to stand in or around it to make it difficult for the opponent to approach, or plant it on top of them to force them to block and you can get in. They disappear if she gets hit so they're not great as cover if I'm honest. I try to use them to cover quickrises but that rarely works. quote:Actually, I said that without considering Laura's fireballs, which has a very slow, very obvious startup and now I can indeed see people just punishing you for it on reaction. I was thinking in terms of after a knockdown, you set it up quickly and then hang around "in" the fireball to stop her from approaching you so easily, especially since her normals are pretty good. Fixed the mic problem as soon as I realised, I recently upgraded to Windows 10 and it threw off my sound. And yeah, I don't really "get" how to use lights effectively, in SFIV I swore by them because tonnes of cool stuff Balrog did led off Cr. LP, but Laura can't do anything from that. So I just instinctively go to Cr. MK because my entire gameplan revolves around it. I'll probably set that up as my next area to work on. Natural 20 fucked around with this message at 14:08 on Feb 24, 2016 |
# ? Feb 24, 2016 14:04 |
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https://www.youtube.com/watch?v=UiZu9vO8Ix0
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# ? Feb 24, 2016 14:36 |
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That Gief is twice as stupid as that Ken.
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# ? Feb 24, 2016 14:54 |
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Sarchasm posted:That Gief is twice as stupid as that Ken.
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# ? Feb 24, 2016 15:10 |
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Artelier posted:Vs Bison You can also consider charging a fireball and following up with whatever. I think if you land a full charge you can follow up with the forwardHP combo, but literally anything else should work too even off a level 2 charge. It was posted already, but Bafael did a cool Laura tutorial that you should check out if you haven't, Yorkshire.
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# ? Feb 24, 2016 15:44 |
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Srice posted:It works fine as long as you set a filter to only get matched with opponents with good ping, and crossplay with ps4 players has no problems outside of the ps4 version having slightly longer load times so unlike other pc fighting games you don't have to worry about it becoming a wasteland. Hm... maybe for now I'll back-burner it until they add Arcade Mode in March, so I have something to fall back on. I'll probably just keep watching the twitch tournaments because :esports:
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# ? Feb 24, 2016 15:48 |
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deadly_pudding posted:Hm... maybe for now I'll back-burner it until they add Arcade Mode in March, so I have something to fall back on.
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# ? Feb 24, 2016 15:57 |
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Cat Machine posted:they aren't adding arcade mode in march and i'm not really sure why anyone needs it while survival exists This confuses me greatly as well, it's the same thing.
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# ? Feb 24, 2016 16:04 |
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Cat Machine posted:they aren't adding arcade mode in march and i'm not really sure why anyone needs it while survival exists Because Arcade mode is generally thought to be a mode that has things like round settings and time settings and difficulty settings and you start each match with full health and get to retry on loss and lots of other differences?
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# ? Feb 24, 2016 16:09 |
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It just dawned on me that maybe I drop links so much when I'm not at home could be because I'm practicing on a laggy TV. D'oh.
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# ? Feb 24, 2016 16:13 |
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Who's the character with the most uhhh I wanna say the word is deliberate gameplay? Carefully timed, low-combo attacks that have decent damage without having to pressure the poo poo out of the opponent with mixups, just dealing with the attacks that come with a large toolkit where you just use the right one for the attack? I say this as someone who normally picks the guy who has command counters, but there aren't any in this game to my knowledge. High normal damage would also be a plus, and it's ok I guess if the answer is "no one is like this." Conversely, who's the char to pick when you want to take a simple jab and turn it into something ridiculous?
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# ? Feb 24, 2016 16:16 |
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signalnoise posted:Who's the character with the most uhhh I wanna say the word is deliberate gameplay? Carefully timed, low-combo attacks that have decent damage without having to pressure the poo poo out of the opponent with mixups, just dealing with the attacks that come with a large toolkit where you just use the right one for the attack? I say this as someone who normally picks the guy who has command counters, but there aren't any in this game to my knowledge. High normal damage would also be a plus, and it's ok I guess if the answer is "no one is like this." signalnoise posted:Conversely, who's the char to pick when you want to take a simple jab and turn it into something ridiculous?
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# ? Feb 24, 2016 16:18 |
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signalnoise posted:Conversely, who's the char to pick when you want to take a simple jab and turn it into something ridiculous? V-trigger Cammy.
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# ? Feb 24, 2016 16:56 |
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https://twitter.com/HelloKittyRicky/status/702437363222454272?s=17 Heh. Apparently Wolfkrone is rage quitting all over the place in ranked. (http://youtu.be/AptIg6t9ecQ for those who don't get the reference)
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# ? Feb 24, 2016 17:08 |
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# ? Apr 29, 2024 08:40 |
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So Patrick Miller (who is a great follow on Twitter and wrote a free e-book on learning fighting games that you should check out) tweeted about a Necalli player who made a public spreadsheet of most-efficient punishes for every character in the game for those of you interested.fozzy fosbourne posted:https://twitter.com/HelloKittyRicky/status/702437363222454272?s=17 Wolfkrone is a person I've heard some not-great things about (Something like giving SuperYan poo poo after her dog died for not being Christian and yelling at Yohosie for being a lesbian) so this isn't a good look for him.
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# ? Feb 24, 2016 17:20 |