Jump to content

the_difinitive

Members
  • Content count

    28
  • Joined

  • Last visited

3 Followers

About the_difinitive

  • Rank
    Bronze Member

Other Info

  • Location
    Australia - Brisbane
  • PSN
    Difmann
  1. IMO i'd rather use my 50 heat for umbrella madness but sometimes it's worth doing something other than what we normally do ^_^ it's called "mindgames"
  2. it's worth it to just blow up scrubs with repeated 6A
  3. on crouch you can confirm 5B 2B into 5D->supercrash/daifunka on standing or crouching you can confirm 5B 2B into 2C-> supercrash/place nail but that really reduces the damage you'd be getting off a standing opponent unless you're in the corner. i don't know if there are any more optimal midscreens if you don't know if your opponent is crouching or not =\
  4. what'd be really interesting is if somebody like dacid or huey would take one of their GF matches and dub over it with explanations of what they're doing and why.
  5. yes, because your opponent isn't a robot. they most likely can't see that you've done what would be a safe move 2 frames late and punish it with a DP. you can have gigantic frame gaps if your opponent doesn't react quickly. if you find that you're not being fast enough then either a) practice or b) choose a different blockstring that lets you close that gap more. also like Airk said, you're probably more frame-perfect than you think you are thanks to advanced input.
  6. ground stuff has already been covered, so air techs: if you're having trouble teching in a direction then move your stick to that direction BEFORE you try to tech and hold it there for the duration of trying to tech.
  7. the thing to remember is that your opponent is human as well. they don't react with perfect speed. they can't just mash 4A+B+C after every hit of your blockstring because it creates the throw reject miss state which you can severely punish if you notice it. so they have to react to something you do in your pressure string that makes them think that you're going to throw them. in this situation it's the dash. they see the dash and go "well he might throw me" by this point the dash is most likely already over and the throw start-up isn't fast enough to catch you. therefore the opponent can either keep blocking and try to react to the green throw, or they can safe throw break, which loses to 2a->pinkthrow. i haven't seen beginner modes past ep 5 since i'm never home when they stream T_T but there's a third situation where the opponent can just mash jab or some other fast move while blocking to try and hit you out of your dash and we have ways to bait and punish that too.
  8. i think he was saying "if we run in to 2A him with a frame gap of 6-7 frames and he inputs a throw, why don't we get hit by his throw during our 2A startup?"
  9. the_difinitive

    [CSE] Iron Tager CS2 -> CSE Changelog

    but it's not an attack, so it doesn't have active frames, like was said before. so it CAN'T be listed in the usual place. the info you were looking for was in the "additional notes" section or whatever it's called. so the info IS there. no guard point data (for any characters) is in the table iirc, it's all in the additional info.
  10. the_difinitive

    [CSE] Iron Tager CS2 -> CSE Changelog

    VC guardpoint startup is 5 frames (guardpoint from frame 6) edit: ninja'd T_T
  11. the_difinitive

    [CSE] Iron Tager CS2 -> CSE Changelog

    http://www.youtube.com/watch?feature=player_detailpage&v=L9Z1RmOpYb4#t=143s pretty sure this confirms that the time when you can cancel into 720 has hugely increased or that you can 720 once you've blocked with VC superarmor because that's WELL past the first 11 frames.
  12. tournament/whatever on the 27th if you're interested. check 1st post for where it is. 2nd post is blazblue stuff, but i haven't done up a ruleset yet. http://www.smashboards.com/showthread.php?t=307752

  13. the_difinitive

    [CS2] Iron Tager General Discussion

    so i was thinking, would tager become balanced if they made all timeouts automatically a win for tager? if it did they could even add a story element in to explain it, like if you timeout a match then kokonoe will have had enough time to set you up in a trap and you get pwnt. i was just thinking that this sort of change (while outside of normal game mechanics, but i don't care since it's not a very serious concept anyway) would force players to play more aggressively against tager and he handles that slightly better than being full screen zoned all match. so it'd be a buff without actually buffing him.
  14. the_difinitive

    [CS2] Iron Tager General Discussion

    I think the burst should definitely not get changed, quite specifically because he's bigger than everyone. One of the "things" about tager is he's big, he's supposed to have trouble in situations where other characters don't due to his size. that's one of the things about tager. I think that this problem you are describing regarding bursts should be left in because it's a property of tager's being fat. it's the cause of one of tager's trademark weaknesses and thus it makes sense that it should happen. tager being big isn't just a problem for having character specific combos or instant overheads, it's a problem EVERYWHERE and it should stay that way imo. If you were going to change something as universal as bursts then maybe a system where burst speed is related to weight could work. So heavier characters burst faster and recover from burst faster etc etc i dunno, i'm not good enough at the game to even begin thinking about making balance suggestions.
×