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omegaryuji

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Everything posted by omegaryuji

  1. omegaryuji

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    It's possible. I mean, Tager lacks otherwise universal movement mechanics. Maybe Arc figured giving Azrael a 25 meter un-normal-blockable move was too much considering his other buttons and 50 meter can-be-made-un-ground-blockable move.
  2. omegaryuji

    AC+R: Strategy Talk

    May vs I-No? Eddie/Test vs Pot? Maybe not quite 3-7 bad for Pot, but close. D ice spike and especially FB spear mean that Dizzy can control a LOT more of the field with fast projectiles, so she can be more proactive in her zoning. Murdering Justice makes sense in light of this, IMO, though the matchup will probably get closer as players get more time with Justice. Testament's abare and defense were both nerfed significantly with the changes to H EXE Beast, so he either needs a knockdown to get set up or to burn meter on FB skull to gain an advantage in neutral...almost makes the matchup a reversal of how it was in AC, when EXE harass could keep Dizzy from summoning in neutral. Can't say as much for the others, but I'd guess Eddie, HOS, and ABA have harder times getting their momentum started with Dizzy's upgraded zoning and footsies (from what I recall, they all got stuff to make them scarier when they're already juiced and in your face, but they still have to work to get into that situation to begin with). Not saying I completely agree with the numbers (plus, you know, standard "first month matchup chart isn't gospel" disclaimer), but I can see some logic in them. Also, I'm quite a noob with Dizzy, so don't put too much faith in whatever I say *laughs* .
  3. omegaryuji

    [CSE] Arakune Technical & Gameplay Discussion Thread

    So I guess I should walk forward a bit more after 3AA before doing 4B. Probably just been rushing it from underestimating A bug blockstun. Thanks, I'll try that out too.
  4. omegaryuji

    [CSE] Arakune Technical & Gameplay Discussion Thread

    Wow, didn't realize this thread had so many updates since I'd last checked it. Guess I should've given it another read sooner instead of asking nooby questions that are already answered here *laughs* Anyway, question: I'm having a problem with doing cursed 3AA>6A/4B>]5CD[>jc j.C(not crossup)>stuff mixup against Hazama. I sometimes have the j.C whiff, which seems to depend on when he switches between crouching/standing block. What am I doing wrong?
  5. omegaryuji

    [CSE] Confused about Notations?

    The first way is fine. Arakune combos are too funky to fully describe without either making special notation conventions (which will invariably not be followed rigorously in random discussions and probably end up causing as much confusion as not), having notes to explain special quirks, and/or having video links for visual reference. Then again, I might be an autistic savant, making sense of insanity (or just, you know, someone who makes the effort to try doing the combo and figure out how it should work from that).
  6. omegaryuji

    [AC+R] News & Gameplay Discussion

    The only info about changes I saw from the last loketest was for Dizzy:
  7. Seems to be working for me, now. Thanks j1n! And good luck with your IRL stuff worked out
  8. Wanted to say thanks to you guys for putting this podcast together. Been listening to the mp3s at work for the last couple of days...really interesting discussions, insightful character analysis, and a nice share of hilarious tomfoolery *laughs* . Been trying to learn GG again (I used to play back before #R, dropped out of fighting games for a long time, started to get back into the genre again recently), so it's cool to see/hear some of the stuff that's happened with GG during my time away from the scene.
  9. omegaryuji

    Street Fighter X Tekken

    Hmm, sorry, I got confused with too much KOF today. Just kill one, you're right.
  10. omegaryuji

    Street Fighter X Tekken

    Yeah, it'll remain to be seen just how good EX moves are, but since you have to kill both of your opponent's characters, that really limits (in my mind) the usefulness of midmatch pandora to basically nothing. It's not gambling on 40% of their point character, it's gambling on 40% of their last character. To me, that means it's only good if (a) you confirm into a potential pandora-only death combo, or (b) your 2 characters are both almost dead anyway and you want to take a risk on a hail mary (or if you're about to get perfected and just want to go like Shin..."I won't die by your hand" *laughs* ). I will concede your point, though, that it needn't set up an unblockable...just a hard-to-blockable could potentially be good enough to justify it.
  11. omegaryuji

    Street Fighter X Tekken

    First thing I thought of when I heard about how pandora works is (if your 2nd character is below the health threshold) chain into launcher+switch, immediate pandora (freezes for activation and switches back), finish with death juggle. It's possible that there's some kind of barrier against that (like pandora activation immediately puts your opponent in an unjuggleable state), but I guess that'll have to be investigated in due time. Also important to know if you can pandora-cancel out of a special, like you can with x-factor. Frankly, with how quickly it runs out, it'd be completely worthless if you couldn't combo into it, unless you could set up something unblockable. In either case, pandora probably won't be a staple of every match like x-factor in MvC3. It's just a matter of whether it'll be a stupid way of winning or a stupid way of suiciding.
  12. omegaryuji

    Street Fighter X Tekken

    I fail to see how it's anything but a comeback mechanic, considering it puts a death timer on your character. I guess you could potentially activate pandora to chip out the other character with same supers/EXs, but by far the more common use of it will probably be hit confirm>pandora>stupidity. Why does Capcom feel the need to put these dumb gimmicks in all of their games now?
  13. omegaryuji

    Juda Megathread

    I'll definitely need to try out that 214B~E stuff. Probably have seen it in some videos, but it happens so quickly that I didn't pick up what was actually going on (plus I wasn't really familiar with this game when watching most of the videos I'd checked out, so now's probably a good time to watch some more anyway). Oh, that's interesting. From what I remember of the times I've done it, the invincible frames would dodge the j.B (during the screen freeze, Rei's foot would be inside of Juda's chest) and the first part of the super (where Shorty throws the dynamite) always hit before Rei landed. Good to know it can be spaced to make Rei safe.
  14. omegaryuji

    Juda Megathread

    Exactly what I've been seeing X_x. I guess it's at least a little reassuring to know that the trouble isn't purely because I haven't really gotten around to practicing stuff in this game. Just to make sure I'm understading, is that 214B to guard cancel or do you mean 214B counter to absorb a hit? And then boost to cut recovery and counterpoke before Rei can hit me again...sounds like it'd at least be better than trying to block everything if I've got some boost but no meter, and I'm guessing the boost should last long enough to chain into E~CD>6>autoboost combo. I'll give that a try. Thanks Yeah, I'm trying to generally use GCCD, especially if I can't dam. But specifically against that sort of Rei rushdown, I'm thinking the IAD j.B should always lose to either of Juda's supers (either outright stuffed or, at worst, trade with dam...which is heavily in Juda's favor since Rei still gets blown up into the rest of that super).
  15. omegaryuji

    Juda Megathread

    If only the dam was throw invincible, there'd be nothing it couldn't do *laughs* The particular Rei I play against seems to always be jump canceling out of 2B for his pressure (I think into IAD j.B, although I don't really know Rei stuff well enough to say for sure), but I'll try to keep that in mind, thanks
  16. omegaryuji

    Juda Megathread

    Question from a scrubby Juda: Any advice for what to do against Rei and Toki? For Rei, the specific thing that's giving me the most trouble is his 2B/JC IAD pressure in the corner. I go for a reversal super against the IAD if I've got meter, but otherwise, I'm just kind of stuck blocking because trying to antiair the IAD with 5A/2A/5C leads to me getting counterhit into Rei nonsense, and trying to use 214B only serves to put Patchy in revenge status. Also occasionally do a guard cancel, but it seems like Rei recovers quickly enough from those pokes to make that risky (plus the payoff of throwing out a dam [or finger if Shorty isn't available] against the IAD seems better). Maybe backdash>623A in reaction to the jump cancel? Aside from that, I'm just unsure of how to hold the advantage in those matchups in general. I've done enough off of CD pokes that the guys I play against are wary of running into that, and sometimes I can find a hole in their pressure for landing a reversal super to turn the match in my favor, but most of the time, I seem to get stuck trying to block their rushdown until I get cracked open and end up bouncing in the corner for half the round (or stuff>FKO by Toki).
  17. omegaryuji

    [VS] General Discussion

    Any chance someone's bringing VSav to Summer Jam?
  18. omegaryuji

    [VS] General Discussion

    You're giving me a bit too much credit *laughs* . I really came to ECT because four of the guys who I play AH3 with were having trouble setting up a trip for themselves (though I drive about 1.5 hours both ways every one or two weekends to play them, so maybe I am a little mad ). Getting to play VSav was a nice bonus. No worries about the delayed start on things. I got to see my friends doing some hype stuff in AH3 (which I should've entered in retrospect, but at least two of my friends got top 5...Bill might've done better if MK9 hadn't taken so long that we had to leave before the AH3 top 4 could get played ), and one of them got trolled on stream in CS2 by a Hazama (possibly Zidane, and that friend deserved it for playing Platinum...though now they want me to pick up BB again so that they can practice against a Hazama main *laughs* ), so at least it's not like I was just sitting on my hands the whole time. Plus I probably did a better job of selling VSav to passersby when I was answering questions on the side rather than when I was on the stick anyway *laughs* .
  19. omegaryuji

    [VS] General Discussion

    Yeah, shoutouts to everyone who played Vampire and gbursine for making it happen. Would've been a nice if I could've stuck around to potmonster the tournament and if my playing time had been more than just my Felicia getting blown up by LK for about 30 casual games, but considering I was doing so much stupid shit like dashing into missiles and dropping braindead chain combos and not pushblocking, it's enough of a miracle that I even scored 3 or 4 downs total. A little frustrating because it wasn't at all representative of how I used to play, but good fun all in all...biggest regret was that I was probably too free for him to enjoy the beatdown much . Any chance someone can post some of the tournament results?
  20. omegaryuji

    [VS] General Discussion

    Sounds like there should be at least 4 people interested (counting Ril), so a tourney would be doable. Time to get hype? Edit: Also, whenabouts are people often on GGPO for this? I tried stopping by the VS room a lot in the past few months, but I pretty much only see a couple of japanese players in there, if even that much.
  21. omegaryuji

    [VS] General Discussion

    I'll be there. Been a long time since I played VSav, but as someone who actually played this game when it was new, so I can't miss a chance to get at it again (even if I should be completely free, or at least free enough to be salty towards anyone who loses to me *laughs* ). Plus, the irony of going to a tournament to play games that aren't actually part of the official tournament amuses me (well, and I'm bringing a bunch of other people who were having trouble organizing transport, but that's not as important as playing VSav and KOF *laughs* ). Also, top tier stage is always Fetus of God. Vanity Paradise and Iron Will are nice, though.
  22. I also don't play Saki, but it probably means that dj.BC won't work on some characters (or maybe strict for timing), in which case you should use A4B. Same sort of thing comes up with Akane, except it isn't shown with fancy brackets *laughs*
  23. omegaryuji

    Q&A about Joystick Building, Parts, and Purchasing

    I'm not sure exactly what's going on with a Chimp. I just have a manual switch and a Cthulhu. The problem you're describing does sound exactly like what I went through, though. Had a devil of a time trying to figure out what was wrong, since my board worked just fine when I connected it by itself to a PS3 and used a little wire to manually touch the button/d-pad terminals to test them, but whenever I'd put it into the stick, it was like it was dead *laughs* (only worked on PC when I set the switch for the 360 PCB, and never had any issues working on 360, but the Cthulhu was just being difficult). Never found anyone else with the same issue (and even the guy who was helping me with the solder-work said he'd never run into that problem in the dozen or so sticks he'd worked on in the past), so I guess it's a nice twist of fate that I happened to drop by this thread today *laughs* . Hopefully it doesn't take you a week or so to resolve things like it did for me.
  24. omegaryuji

    Q&A about Joystick Building, Parts, and Purchasing

    Sorry, let me try to explain a bit more clearly. The wire that connects the console to the Chimp board (printed circuit board, or PCB) should be carrying a particular electric potential for it to work properly with a PS3 (probably also the same case with a 360, but since your stick is already made for that console, that shouldn't be an issue). If I'm not mistaken, that potential is 5 volts. You can measure how much your PCB is actually getting by connecting the stick to your PS3 and using a multimeter (something like these) to measure the voltage difference across the terminals that the wiring from the USB cord are connected to. It should give you a fairly stable reading (assuming 5 volts is the right number, it's okay if it's dancing between like 4.9 to 5.1, but it shouldn't be going all over the place, which is what I'd run into). If it isn't stable, what you can try doing is making a small coil with couple of loops with the USB cord inside of the TE box (something like the upper or lower left images here). Use something to hold the coils tightly together (I used a little elastic sleeve, but even something like masking tape should be fine). That should help to stabilize the voltage.
  25. omegaryuji

    Q&A about Joystick Building, Parts, and Purchasing

    I had a similar issue with adding a Cthulhu to my 360 TE. The problem with mine ended up being two things: a) A bit of faulty wiring (hopefully not an issue for you *laughs* ) b) Wildly fluctuating voltage leading to the PCB in PS3 mode. Check this with a multimeter, and if it's misbehaving (I think you should be getting a 5 volt reading across the board, but you should check a more reliable source than my memory), try fixing that before blaming it on the Chimp. The solution for me was to make a couple of coils in the line and band them together (essentially putting a shitty inductor between the PS3 and the PCB), and it works beautifully now.
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