zeech
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About zeech
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Slashy slashy!
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Australia
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zeech
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Thanks, I'll give them a try! Elphelt, and Sol seem like characters I might like
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Hello, just got Xrd for PC, never played a Guilty before. I'm bad at combos so please recommend me a character that doesn't have hard combos, or can be effective without difficult combos In particular I'm bad at exact frame timings, and also combos that require a lot of fast inputs (like dash cancel into special attack.) Generally I prefer fast or medium poking characters, rather than slow grapplers. For examples of characters I play in other games, in BBCT I can do Taokaka's drive loop, and I enjoyed her gameplay. Tao in later BBs became too hard In Melty I like W-Arc, her BnBs do decent damage and are all simple ABC ABC ABC style combos. In KOF98 I used to play characters with good pokes like Kensou and Ralf. 3rd Strike, Chun Li. ------------ Also, I can't find any rooms or ranked matches. Is noone playing, or do I need to check my network settings? Do I need to forward any ports or something?
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Nevertheless, a FG has many systems and mechanics that will shape the space of possibilities in the game, and how effective those possibilities are. In order to take advantage of the wider options in a game, psychology, etc, I think a player needs to first have an understanding of the options available, and their relative values. You need to understand your tools before you can be creative AND effective. Otherwise you're just being random. So when teaching players about the game or a character, I think its important to describe what works and doesnt work, and why. Maybe "Ragna: Do 6B > 2B" is too simplistic without a proper explanation, so its much better to explain WHY as well. Then the learning player can start getting a feel for the other stuff he can try, relative to this. Telling someone, "Hey, I wont taint you by telling you what other people have learned about the character, you should be creative and do whatever!" doesnt help anyone.
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[CS2] Noel Vermillion Combo Discussion: Please let this land!
zeech replied to HexaNoid's topic in Archive
Hmm, well if it never happens to you maybe I am just failing in some odd way. My problem is not character dependent, I can train vs. Ragna and about 1/10 times it will be blockable. Even something as simple as 2B > 2C (2) > 5C > 3C. -
[CS2] Noel Vermillion Combo Discussion: Please let this land!
zeech replied to HexaNoid's topic in Archive
Thanks for the answers. Another question. In training mode, I notice that 2C / 5C > 3C on crouchers doesnt always combo. (eg. 2A > B > C > 5C > 3C on croucher). I can't tell what makes it fail, it doesnt seem to be timing (ive seen it fail on a buffered gatling) or distance (ive seen it work at long distance and fail at various distances.) Can anyone give a clue as to why that happens and how to make it reliable? -
[CS2] Noel Vermillion Combo Discussion: Please let this land!
zeech replied to HexaNoid's topic in Archive
If I get a 2D hit on someone in the air, are there combos that I can do? -
Are there less entrant spots this year because the game has fallen in popularity? Or was the reduction a decision from the management for some other reason?
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Oh, maybe I am reading it wrong. In 6D (chain start) the Guard column says L, but in 6D (chain followup) it says HL.
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In the frame data d.6D doesnt hit low? is this correct or a typo?
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What is the oki ender? I cant seem to find anything about it in the thread? Something to do with 236D?
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That's fine, but to get the muscle memory I have to know the correct timing in the first place? It seems like if I just naively do it as fast as possible, it doesnt work? So are there delays in there I have to wait for?
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Hi, just trying out Hazama to see if he is a suitable main for me. A question: Its embarassing to say, but I'm having difficulty landing the jCx5 jc jCx5 parts of his simplest combos. I find I tend to land during the second set of jC's. Whats the trick to doing this consistently? I've tried various combinations of jc'ing as soon as I can, pressing jC five times carefully, mashing jC as quickly as I can, etc, but cant quite get it to work consistently. (oddly enough, i have greater success on pad even though I'm a stick player. I wonder if my adaptor for my stick has input delay? its not supposed to... its an inpin...) Any tips would be appreciated!
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So, now that people have the game and can try stuff, can someone please tell me if Tao has any simple and moderately damaging (ie. better than 5B > 5C > 236AAAAA > 5D ) combos that dont require drive cancels (on hit) ? Edit: fine, changing mains then T_T
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I wish people would at least mention what video they're talking about, or even better, copy-paste the link >_>
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Well, certainly, my Tao in CT was poor, but at least I could do a bit of damage Now I have nothing :P Drive cancel on hit is somewhat strict to time, especially online. Understand that my preference is for games like Melty or VF where command buffers/queues are the norm. (if only they were popular, were on consoles and had netplay!) I'd love for everyone to have a basic ABC2C > jc > jABC > jc > jABC > air throw like Melty does, that's reasonably damaging. It doesnt seem to have destroyed Melty's viability as a competitive fighting game. Anyways, you're probably right, I'll have to give up on Tao. Just ignore me while I weep silent tears in my corner :P