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RevolverDivider
Nov 12, 2016

Note, you shouldn't OTG with 6H unless it's gonna kill or you're close enough to force a meaty H dolphin. You're much better served using that time to dash up and meaty them

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In Training
Jun 28, 2008

unimportantguy posted:

Points well taken! I was very free with meter usage on RCs when I started playing, but over time I've gotten more and more hesitant to use them, especially since I switched over to using a stick, and the three-button input. I think I got too much in my head about being afraid to mess up the input when really I should be doing it more to make sure the input is solid in muscle memory.

In conclusion, here's me spending 100 meter in the dumbest way possible:

https://i.imgur.com/XliGk9t.mp4

actually whiffing and using PRC like that is pretty good even if you probably did it accidentally. Congrats

TGLT
Aug 14, 2009

unimportantguy posted:

In conclusion, here's me spending 100 meter in the dumbest way possible:

I mean the Millia looks dead to me so ??? mission accomplished

J2DK
Oct 6, 2004

Playtime has ended.

Jack Trades posted:

Learned a couple of setups with Jack-O so that people can not just mash DP on me for free so now she's really fun. Some of her buttons are very good.
Still don't know any combos besides "alternate buttons and minion attacks" but somehow keep winning. :shrug:

https://www.youtube.com/watch?v=tXNFRWTBF-g
I just posted a video in case it's different from what you have. I only recorded the corner setup, but it's a good option/select. In depth explanation in the description.

If it's different from yours, would you mind sharing yours?

J2DK fucked around with this message at 00:19 on Sep 15, 2021

unimportantguy
Dec 25, 2012

Hey, Johnny, what's a "shitpost"?

RevolverDivider posted:

Note, you shouldn't OTG with 6H unless it's gonna kill or you're close enough to force a meaty H dolphin. You're much better served using that time to dash up and meaty them

OTG 6H is just so goddamn satisfying though. That's gonna be a hard habit to break.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Dracula Factory posted:

I'm having some input problems that I'm not sure how to adapt to. I'm using a hitbox and I'm having a hard time doing drift RC inputs because it seems like using the dash button is best for that (it's in the MK position on my controller right now) but I've gotten used to doing RC's by tapping the top 3 buttons (p,s ,hs,) and doing both at once is weird and I'm having a hard time getting used to it. Do other people do drift RC's in a different way or would it just be best for me to bind RC to one of my outside buttons and get used to hitting that?

I had a hell of a time trying to contort my hand to press dash macro on the bottom level and 3 buttons on the top all at once so I ended up binding an RC macro to the fourth button on the top row.
Although now it means I'm one button short for being able to use record/playback in training mode... I need to figure out if I can do that with a second controller or something.

On hitbox you can also do really fast manual dash inputs by just going 6->6+3->6 because of the SOCD gate. So if you want to drift rc as fast as possible you can probably just hold 6 and alternately mash 3 and RC, freeing your right hand from the dash button.

RevolverDivider
Nov 12, 2016

unimportantguy posted:

OTG 6H is just so goddamn satisfying though. That's gonna be a hard habit to break.

It's decent damage for an OTG but you're giving up a ton of pressure and letting the game reset to neutral instead of getting to continue your turn. Small amounts of damage are almost never worth it costing your turn on offense. Pot is one of the only characters who reliably wants to OTG as he has setups to force it into meaty Garudas

Dracula Factory
Sep 7, 2007


RPATDO_LAMD posted:

On hitbox you can also do really fast manual dash inputs by just going 6->6+3->6 because of the SOCD gate. So if you want to drift rc as fast as possible you can probably just hold 6 and alternately mash 3 and RC, freeing your right hand from the dash button.

Oh I didn't know this trick, that's worth messing around with. One of the reasons I fell in love with the hitbox in the first place is that it made ff inputs in tekken so much easier and more precise so dashing "normally" might work for me too.

Jack Trades
Nov 30, 2010

J2DK posted:

https://www.youtube.com/watch?v=tXNFRWTBF-g
I just posted a video in case it's different from what you have. I only recorded the corner setup, but it's a good option/select. In depth explanation in the description.

If it's different from yours, would you mind sharing yours?

Hmm, that setup looks like they can wait and 6p you but if I'm wrong then it'd be useful to know.

Right now I'm just doing throw - 236p - cS to punt the boi and block. It hits them meaty and you end up blocking reversals.

big deal
Sep 10, 2017

RevolverDivider posted:

It's decent damage for an OTG but you're giving up a ton of pressure and letting the game reset to neutral instead of getting to continue your turn. Small amounts of damage are almost never worth it costing your turn on offense. Pot is one of the only characters who reliably wants to OTG as he has setups to force it into meaty Garudas

another one is axl imo. axl loves to otg with 2H especially after landing command grab. at least i do and also most of the ones i see in tournament vids

Hyper Inferno
Jun 11, 2015
OTG 6H with May is fine if you immediate cancel into Sparkle to force them to block on wakeup. This isn't ironclad since they can jump up and over it but May can OTG with other moves at closer ranges to force opponent to block on wakeup.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
Nagoriyuki loves OTG 6H. It's big, deals a ton of damage, restores blood gauge, and you can fukyo cancel it and keep putting on the pressure.

Arzachel
May 12, 2012

Dracula Factory posted:

I'm having some input problems that I'm not sure how to adapt to. I'm using a hitbox and I'm having a hard time doing drift RC inputs because it seems like using the dash button is best for that (it's in the MK position on my controller right now) but I've gotten used to doing RC's by tapping the top 3 buttons (p,s ,hs,) and doing both at once is weird and I'm having a hard time getting used to it. Do other people do drift RC's in a different way or would it just be best for me to bind RC to one of my outside buttons and get used to hitting that?

Not sure how obvious this is but you want to do dash then RC instead of all the buttons at the same time. I use the same button layout and press dash with my thumb.

Jack Trades
Nov 30, 2010

So what are y'all opinions on walls now that the game's been out for a while?

I'm a fan of suffocating my opponent and pre-rework Raven was the most hilarious poo poo in Xrd but I do like walls in Strive.
On defense I noticed myself thinking "okay he's got a lot of advantage but now that I'm in neutral there's a higher chance for a comeback" while I'm on offense the Positive bonus is so loving huge that I can't really feel bad about breaking the wall since now I do more damage, take less, AND have a bunch of meter to do dumb poo poo with.

Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
As someone with no background in fighting games, I like the walls. Breaking them feels good, and the thing you point to kind of works as an "okay, hotshot, prove that wasn't a fluke and you can win from neutral, here's all the tools you need to get the job done". It's a natural pressure reset that still really rewards you for being aggressive.

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!

Jack Trades posted:

So what are y'all opinions on walls now that the game's been out for a while?

I'm a fan of suffocating my opponent and pre-rework Raven was the most hilarious poo poo in Xrd but I do like walls in Strive.
On defense I noticed myself thinking "okay he's got a lot of advantage but now that I'm in neutral there's a higher chance for a comeback" while I'm on offense the Positive bonus is so loving huge that I can't really feel bad about breaking the wall since now I do more damage, take less, AND have a bunch of meter to do dumb poo poo with.

As an Axl player that's not very good at bombers, I don't get to break the wall very often. But as an Axl player in general, I love the fact it does break, because if it didn't then Axl would die horribly every time he was backed into it. I've had a lot of rounds where I've won after getting thrown through the wall, because that reset the momentum in a way that I couldn't do myself.

guppy
Sep 21, 2004

sting like a byob
My BnB Gio combo is c.Slash > f.Slash > 5H > 214K (wolf kick). Most of the time if the first hit connects, the whole thing will connect. But sometimes the wolf kick gets blocked. Is this combo not guaranteed, or am I just being too slow sometimes?

Jack Trades
Nov 30, 2010

Some moves can be delayed a lot and then they won't combo. You're probably delaying the move too much.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


It is still useful to sometimes delay Gio's wolfkick though as you can get a big fat COUNTERRRR on opponents who are autopilot jabbing after a blockstring.

guppy
Sep 21, 2004

sting like a byob
For sure, and I try that sometimes. Just needed to know if, at full speed, the combo was interruptible, which it sounds like it's not. Thanks!

Dracula Factory
Sep 7, 2007


I think I really like the wallbreaks, and like many I wasn't sure about them until the game came out. I like crazy neutral and stuff so resetting to somewhat neutral after a wallbreak makes for more fun scenarios, while still heavily encouraging pushing your opponent into the corner. The mechanics could be a lot more transparent, but other than that I think it's a great idea for a 2d fighter.

chumbler
Mar 28, 2010

I also generally like the wall breaks, and they make for an interesting knob to balance characters around since there is already a fair amount of variability in how easily characters can break it, or combos that seem to break the wall at different rates. Ram would also be miserable to fight if there weren't wall breaks.

It's not necessarily something I'd want in every game, but it's interesting to play around.

In Training
Jun 28, 2008

I don't really like them but I'm a degenerate set play scammer who would rather do 4 50/50s with millia disc setups over and over until someone dies in the corner than have the wallbreak.

Kongming
Aug 30, 2005

It depends on the matchup. As Goldlewis I don’t want to reset to neutral against characters like Axl. Other characters it doesn’t matter as much. The meter positive bonus is disgusting, though.

MY INEVITABLE DEBT
Apr 21, 2011
I am lonely and spend most of my time on 4Chan talking about the superiority of BBC porn.

guppy posted:

My BnB Gio combo is c.Slash > f.Slash > 5H > 214K (wolf kick). Most of the time if the first hit connects, the whole thing will connect. But sometimes the wolf kick gets blocked. Is this combo not guaranteed, or am I just being too slow sometimes?

i like doing 2s after close slash in my block strings because people dont block their toes. but you're probably just not cancelling 5h fast enough. you can mash it out pretty fast

big deal
Sep 10, 2017

In Training posted:

I don't really like them but I'm a degenerate set play scammer who would rather do 4 50/50s with millia disc setups over and over until someone dies in the corner than have the wallbreak.

millia can't cross me up if i'm in the corner. PLus i have back megafist to mash

RevolverDivider
Nov 12, 2016

Wall breaks are rad and turning someone into dust with clean hit DP into clean hit wall break tyrant rave is the greatest. The neutral resets also hurt a lot of the most degenerate poo poo.

Real hurthling!
Sep 11, 2001




I played a ky that fullscreen rtl wall breaked me on every touch that he had meter for it was crazy

Hyper Inferno
Jun 11, 2015
Knowing your combo routes well enough to prematurely end a corner combo to retain positional advantage and then go for the wall break is a skill that I believe will really set good players apart from the best players in the future of this game.

unimportantguy
Dec 25, 2012

Hey, Johnny, what's a "shitpost"?
I really like wallbreaks. They feel fun to do on offense, they feel like a reprieve on defense, and when you finish a round with a wallbreak and your opponent goes flying off into the distance it makes me laugh.

Edit: Also when you finish a round with a wallsplat and your opponent slowly slides down the wall and crumples in a heap in a corner, that's really satisfying.

unimportantguy fucked around with this message at 22:28 on Sep 15, 2021

Dracula Factory
Sep 7, 2007


Also I think wallbreaks are the best type of stage transition I've seen, the DBFZ ones were decent but they didn't feel totally natural and T7's are weird, but they make mechanical sense. It's fun going to a new area of the level just by playing the game how you should.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
I think I'd like wallbreaks more if 1) the walls weren't so drat close and 2) characters had more health in general so you got to spend more of that positive bonus meter doing cool poo poo.

big deal
Sep 10, 2017

as pot i only ever get wallbreaks with heat knuckle because i don't know combos like this one https://youtube.com/clip/UgyeEpCHh7Gm3DUT7gt4AaABCQ

unimportantguy
Dec 25, 2012

Hey, Johnny, what's a "shitpost"?

gutterdaughter posted:

I think I'd like wallbreaks more if 1) the walls weren't so drat close and 2) characters had more health in general so you got to spend more of that positive bonus meter doing cool poo poo.

God no don't increase player health. The high damage, low health thing is perfect and makes the game feel brisk and fun. Please don't listen to this person ArcSys.

Dracula Factory
Sep 7, 2007


I think the damage could be lowered just a touch all around, but really just a little bit, I love fast rounds and high damage. It's mostly things like Tyrant Rave finisher doing waaaay more damage than I expected sometimes.

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!

Dracula Factory posted:

I think the damage could be lowered just a touch all around, but really just a little bit, I love fast rounds and high damage. It's mostly things like Tyrant Rave finisher doing waaaay more damage than I expected sometimes.

I assume that's Sol's 'literally just murder what's in front of him' move, right? I don't remember the name.

I really think that super is a problem, it does an absurd amount of damage for how quick and easy it is to land; if a character isn't either already jumping or immediately ready to, then it lands. It feels like Sol only has to play about 60-70% of a match for that reason, because after that point his opponent is one wrong move away from being instantly deleted. Ramlethal's Mortobato is high up there, too, but at least you can theoretically block that even if the window is tight.

But I might be saying that because I play Axl, whose supers both ask for pretty particular setups to actually work out. I don't get to brainlessly super and see a return on it.

Dracula Factory
Sep 7, 2007


Yeah tyrant rave is Sol's regular super. I really like JackO's supers, one is mostly generic but its also a command grab for some extra spice, but the other two are nuts and I can't wait to see how people try to use them, though it seems like the minion guard super might not be worth the meter.

In Training
Jun 28, 2008

Dracula Factory posted:

Also I think wallbreaks are the best type of stage transition I've seen, the DBFZ ones were decent but they didn't feel totally natural and T7's are weird, but they make mechanical sense. It's fun going to a new area of the level just by playing the game how you should.

oh drat this game should have floorbreaks like MK. blast someone to kingdom come iwth counterhit AA 6P for the positive bonus

RevolverDivider
Nov 12, 2016

Cleretic posted:

I assume that's Sol's 'literally just murder what's in front of him' move, right? I don't remember the name.

I really think that super is a problem, it does an absurd amount of damage for how quick and easy it is to land; if a character isn't either already jumping or immediately ready to, then it lands. It feels like Sol only has to play about 60-70% of a match for that reason, because after that point his opponent is one wrong move away from being instantly deleted. Ramlethal's Mortobato is high up there, too, but at least you can theoretically block that even if the window is tight.

But I might be saying that because I play Axl, whose supers both ask for pretty particular setups to actually work out. I don't get to brainlessly super and see a return on it.

Heavy Mob Cemetary is mostly bad and if you’re getting hit by it it’s your fault. It’s only really useful for super hard call outs on characters moves and you’re better off doing Vortex in almost any situation HMC is viable in and using the meter to save yourself if you whiff. It’s only remotely worth doing against Axl on a really hard Rensen callout when buffered. It’s jumpable on reaction after the super flash and doesn’t even have frame one invulnerability while still having some frames of startup. If a Sol is using HMC regularly against you, you’re not really playing against a good Sol. Both of Axl’s supers are vastly better as one is a generic reversal super that requires an awkward punish and with his new One Vision cancels he can convert some of his good zoning tools into big damage if you’ve got the execution

gently caress Vortex will get you more damage on counterhit since you get to convert into cS into a clean hit DP and use that meter you could’ve wasted on HMC to clean hit Tyrant Rave if they’re wall splatted to just kill them.

It’s very cool though

RevolverDivider fucked around with this message at 03:34 on Sep 16, 2021

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Real hurthling!
Sep 11, 2001





It doesnt work though sadly

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