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Empty_Vessel

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About Empty_Vessel

  • Rank
    Observe, Adapt...
  • Birthday 06/05/1986

Other Info

  • Location
    York, PA
  • PSN
    Empty_Vessel720
  1. Empty_Vessel

    The "Help Using a Joystick" Thread

    Square gate is most common, this i understand. But are their any kind of advantages to the Square gate as opposed to the american octogon gate? I noticed there is less space in a Octogon than in the square, but does that add precision or make complex motions harder? Any added information, opinions, or data would be helpful.
  2. Empty_Vessel

    The "Help Using a Joystick" Thread

    Lets Talk about in the Case of Playing GG/BB type Games. Recently, I have been unhappy with the performance of my Stick, then I learned about the Restrictor Plate Piece. After Learning that my SF4: TE stick has a 4 way Restriction Gate (Square) as opposed to the 8 Way Gate (octogon). I Began to Question where the Advantage lies in having a Four way Restriction as Opposed to an eight Way. Also Which Restriction is more Commonly Used in BB/GG Cabinets and Overall by the BB comunity. I ask this, because I simply have trouble consistantly getting on reaction 236236 motions, which should be cake, but, it is not the way i roll my hand but simply the way the stick registers my inputs (to get a 236236 i am usually inputing a 123612369 to get the input) Also, i've noticed this effects Instant Blocking H-L-H mix ups, and setting up IB-720's because Points will get skipped. Now I will Also say i Changed Grip Styles Recently, from the Normal Monkey Grip, to more of the Wine glass type Grip. (Mostly due to my Return to playing Shim in SSF4.) Which made these things notable to me. It also seems to me, that having to play like this makes me over compenstate for alot of moves, making me weak when suddenly Changing sides on the screen, then trying to combo or Instant Block. I usually dont ride the gate, however for things like 360's and 720's you are basically riding the gate 100% of the time. I suppose I am saying. I want to Optimise my Gameplay, However I want to also steadily increasing my skill, I also, want to characters with more Movement Options, Mechanics. So i need some honest opinions, Honest Ideas and Suggestions. but mostly I am interested in hearing about what kind of Gate. and is it possible for your Gate to shift out of place? Because lately i've been feeling like my Gate isnt A Square, but a Diamond.
  3. Empty_Vessel

    The Art of Mixup and Increasing Pressure

    Since the Frame Data from CT i dont think is still on the site, I will say for instance there are several pokes that get back from Recovery frames before the recovery frames of said move before the blockstun is over, some cases this allows for a build up of negative frames even if instant blocks are occuring. This Gives your Opponent the ability to do several Things (Offensive option Select.). With you stuck in Blockstun, and your opponent is either able to proceed to the next gatling without risking an opening, allowing the blockstun to run out intentionally, to block or Kara-throw, To Outpoke your Option select poke option. A Good Example of a Frame Trap, One i think everyone faces multiple times daily online. Ragna's 5Axx5Axx5Bxx2B. Ragna can use that time to block anything you do, go back to a jab, Go into a kara-throw. Hell he could even 2149B(HJ-GH). or he could just 2C you or like Tager's Volt Tackle. Tager has the ability to 720C you, Kara-throw. Block. Step foward 2B. Even Collider. For a Frame Trap to be a Valid Frame trap. there needs to be of course several available options. Also there are some frame traps that just dont work on certain characters but, are murder to other characters. In these Cases, Calculate the most often used counter moves by said character, by taking the blockstun of the move, minus the recovery Frame, Add the Start-up frames of the moves in mind (5A,2A, DP is a good general starting point). Then you can subtract the start up Frames of the moves you would like to land next, and see the results.
  4. Empty_Vessel

    The Art of Mixup and Increasing Pressure

    The Other Method is quite simple, be aware of what you can punish on reaction or rather what you should punish on reaction, and when it is a better option to Instant block, backdash. There are Several Options for punishing strings on reaction. I.E Ragna's 6B, Bang 5C, any other move that is Essential to a characters mixup, but has a long start up. But honestly, you could Option select 5A or 2A for attacks like that, or even option select normal throws to override several deadly options. However, There are some Attacks, that Attempting to punish you could be playing a dangerous Game. When Blocking there are several good times to Reversal (Instant block ID) in this case, Bang again, and for this match up bang has several tools for dealing with an attempt at a certain point in his block strings at high tier play. (this is a CT example btw) but one Such point would be from the 5Axx2Axx5Bxx2B, Gatling. Bang has Several options at this point in the Chain, he could 3C, which you would punish with a Dragon punch, He could stagger a 623B, which may or maynot beat your input out (if you unsuccessfully did the motion or didnt get the IB), Jump cancel into 236DxxAirdash Away, Jump Cancel into instant J.D. I would if i could edit a video to show this but, if your opponent at that moment had though ahead as to what your options where, he most likely would have chosen a Jump cancel option. Depending on your reaction, there are several things that could happen, but what most commonly happens is this. and I quote.. "Inferno Div...oh shit" or for me "YOU DODGED?!" however in Either Case...Waiting out for the next action, and reacting to that is usually a better option. 3C punish on block, even if they cancel into 623B or 6D. IB nials = ID if they come foward, time to move forward if they are air backdash. J.D = Air Throw or Delayed Attack for CH. Would be safer than the other options. Basically, Knowledge of what you can do, and what your opponent can do, provides you with what you need to be able to defend against most mixups. althought you wont be able to always have the reaction to defend against every assault, having the knowledge prepares you for what comes next. Option Selecting prevents them from being able to do whatever they please. While your Judgement, and knowledge allows you not to fall into baits/traps.
  5. Empty_Vessel

    The Art of Mixup and Increasing Pressure

    Going to Derail the Topic with a bit of Slick Advise for Mix-ups. Althought Many Would Consider this a Gimmick of sorts, Your Mix-ups are not just limited to your Attacks, but your motions and approachs as well. As a tager you become very Sensitive to these types of things, but sometimes Jumping during a blockstring, and Air Dashing backwards, and taking the time to reaccess your attacks, or even to gauge your opponents Reaction, can assist your Mix-up just a much as Gatling in a mix up. Also Staggering your Gatlings can also create oppurtunities to land things you might not normally had been able to. when playing against someone with great Defense, sometimes all it takes its allowing an extra frame or 2 pass before going to the next attack, of course you should be option selecting to block/prepare to break throw, should they try a throw attempt or DP. what happens is during gatlings, a person simply has to block the first attack in your string to be set to autoblock mode. Autoblock mode ends when you go low or high, they have to react, however the Autoblock mode will end if you say, instead of 5Axx2Axx5Axx5Bxx2b you Did, 5Axx2A, 5Axx5Bxx2b (Ragna). You would have instead of only having 2 chances to hit (5A and the 2b) you would have had 3 chances to hit (5A, 5A, 2B) Same String Different Timing. Also Simply Pausing multiple times during Neutral on block moves, gives you the chance to Bait attacks that where meant for another part of your Chain. Lets say your playing against a Bang, Bang will be looking to get a free 2D or 6D off of your block Strings, usually After you press 2B (ragna) you can expect bang to pressing a Drive attack. if you 5Axx2Axx5B (pause), you can gauge to see if that bang is mashing D, or not. if so he would already be preparing to do a D attack, which you will then hit him out of with a 2B, or throw him out of with a normal CH throw. Of course I may be overstating this as I do not play Ragna, I play Tager. But I find, alot of the time, that attacking at the same pace, from the same angles only gives your opponents more time to study you, if they have good defense. defeating them, is simply a matter of tricking them into believe they arent safe, or Tricking them into believing they are. if you can see your opponents pattern of Riposte, as well as the pattern of timing of their blocks, you learn what they are looking for and what they expect you to do. Sometimes you do what you expect they are expecting you to do, and depending on how well you staged it, you invite them to attack, and well, hopifully, you invited them into an attack, which you are ready for.
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