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Corbeau posted:I hate Birdie. If you're doing lots of random poo poo and getting punished for it, stop doing those things and do safer things. If you're doing the safe things and just getting counterpoked, get better at footsies
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# ? Apr 2, 2016 13:57 |
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# ? May 9, 2024 04:36 |
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Lemon-Lime posted:I'm still learning to reliably pull off instant tenkos. It's crLP into tenko into heavy Mujin, right? How lenient is the tenko input if I don't want the opponent to be able to block it? Karin combos basically have starters and enders honestly. Your general starters are: cmp smp (this actually frametraps jabs, there's a 3 frame gap in the blockstring between cmp and smp) cmp cmk (this has a 4 frame gap so 3f jabs will beat it) ch slp smp ch clp then either cmp smp or just smp depending on distance Then you do just frame tenko. It doesn't actually matter which button you press, so how I do it on a stick is: qcf lk with my thumb, then piano (i.e hit one immediately after the other) mp and lp. What this does is register each of those buttons AND their release as punch inputs, so it mostly guarantees you get the instant variation. At this point you have a lot of choice on enders depending on bar. The easiest ones are: 0 bar: a second instant tenko a lk mujin (which sets up safe jumps, none of the other variants actually hit with their extension so its sort of pointless) instant orochi vtrigger thing 1 bar: ex instant tenko (I input this using thumb on lk and pinky on hk, then two fingers pianoing mp and lp) lk mujin into ex tenko (you have to delay the mujin to keep them a little lower, then do not do an ex instant tenko) In the corner: Do an instant tenko followed by the ex punch thing. This does a surprising amount of damage for one bar, and is great for finishing a round or getting the stun. 2 bar: ex instant tenko, ex mujin The hard version is: lk mujin, ex tenko, ex orochi (this is her best combo outside of super, you really should learn this!). This variant is also really, really easy when you're about 2 or 3 squares from the corner, so you should always use it there. ex instant tenko, dash forward, ex punch thing 3 bar: lk mujin, super You can probably learn some other things here, but don't bother. Be aware that you have to delay the super in the corner till their falling body is at about eye level for Karin otherwise you'll pass under them. In the corner you can also do instant tenko, super Weird Pumpkin fucked around with this message at 14:48 on Apr 2, 2016 |
# ? Apr 2, 2016 14:40 |
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Elvis_Maximus posted:Karin combos basically have starters and enders honestly. Awesome, thanks for posting this. Going to need a bit to digest it. In the meantime, I'm going to upload a video of my terrible scrubby Karin playing against a newbie friend's Ryu, I'd appreciate any feedback from anyone once the video's done. e; here's my bad Karin video: https://www.youtube.com/watch?v=PPbtRQlxgSw (I'm aware that I jump too much and am spamming Ressenhas a lot when I shouldn't, just FYI). Feedback appreciated! Lemon-Lime fucked around with this message at 17:09 on Apr 2, 2016 |
# ? Apr 2, 2016 15:48 |
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Cool this game has similar proximity block/state change OS that was in SF4 except now it's actually viable because you have near-instant, screen freezing moves with easy inputs: https://www.youtube.com/watch?v=3LooQs92ZPY
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# ? Apr 2, 2016 16:26 |
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remove the option selects capcom
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# ? Apr 2, 2016 16:41 |
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It's pretty cool that the patch also made SF5 randomly freeze at the end of matches making the new ranked BO3 moot.
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# ? Apr 2, 2016 17:01 |
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Corbeau posted:I hate Birdie. I've gotten okay at dealing with his pokes as Vega, but I'm still pretty bad at countering his leaping command grab. I'm inevitably crouching when he does it and either instinctively go "oh he's crossing the screen so fast that can't be a gra-poo poo." or throw out a crouching poke that his leap just hops over.
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# ? Apr 2, 2016 17:27 |
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Spiritus Nox posted:I've gotten okay at dealing with his pokes as Vega, but I'm still pretty bad at countering his leaping command grab. I'm inevitably crouching when he does it and either instinctively go "oh he's crossing the screen so fast that can't be a gra-poo poo." or throw out a crouching poke that his leap just hops over. Tried neutral jumping it? I haven't played a whole lot of Birdies so idk. I'm pretty sure standing pokes beat the non-EX version, too.
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# ? Apr 2, 2016 17:44 |
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Spiritus Nox posted:I've gotten okay at dealing with his pokes as Vega, but I'm still pretty bad at countering his leaping command grab. I'm inevitably crouching when he does it and either instinctively go "oh he's crossing the screen so fast that can't be a gra-poo poo." or throw out a crouching poke that his leap just hops over. I've kind of conditioned myself that if I see birdie leave his feet from midscreen or so I neutral jump. It's not always the best reaction, but it doesn't open you up to a massive combo, and even if you guess wrong, you have a fair shot at beating his air to air.
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# ? Apr 2, 2016 17:45 |
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Whoops https://www.youtube.com/watch?v=85ggavE57iI https://www.youtube.com/watch?v=R8qKvd4EwL8
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# ? Apr 2, 2016 17:46 |
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why can't any of the programing goofs in this game be funny poo poo like strekken had, where jins one kick made you spin for dozens of times in midair before landing and megaman could fly out of the game
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# ? Apr 2, 2016 17:47 |
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oh poo poo
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# ? Apr 2, 2016 17:48 |
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darealkooky posted:why can't any of the programing goofs in this game be funny poo poo like strekken had, where jins one kick made you spin for dozens of times in midair before landing and megaman could fly out of the game I mean this is pretty hilarious, to be honest.
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# ? Apr 2, 2016 17:50 |
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yeah but it's a sick sort of funny where you're laughing because otherwise you cry megaman going to his home planet (and revealing how much detail was put into the space elevator stage instead of making the game good) is way more direct humor
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# ? Apr 2, 2016 17:51 |
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bebaloorpabopalo posted:Whoops So wait a second, the extension of the hurtbox on P1 alters which input takes priority from P2? How on earth does this happen?
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# ? Apr 2, 2016 17:51 |
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Spiritus Nox posted:I've gotten okay at dealing with his pokes as Vega, but I'm still pretty bad at countering his leaping command grab. I'm inevitably crouching when he does it and either instinctively go "oh he's crossing the screen so fast that can't be a gra-poo poo." or throw out a crouching poke that his leap just hops over. if he's closer than about half screen, just nj.hk and do A Combo, if he's further than half screen, congrats! he's far enough away you can use vega's garbage rear end crush counter to blow him up. if you're not sure, just neutral jump of course, that's if you see it and react with something other than "pff look at this walkspeed i have, i'll just back out of it like 80% of other command grabs"
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# ? Apr 2, 2016 17:51 |
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https://www.youtube.com/watch?v=jhBXCjvB1uQ
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# ? Apr 2, 2016 17:54 |
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Reset city https://www.youtube.com/watch?v=7ZXzV_fECsM
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# ? Apr 2, 2016 17:58 |
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Maybe Mika was a mistake
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# ? Apr 2, 2016 18:00 |
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bebaloorpabopalo posted:Whoops wait, so what's happening here? Is the game option selecting the stronger input if a proximity block box overlaps your hurt box?
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# ? Apr 2, 2016 18:03 |
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Anyone know if that 50/50 left/right Mika mixup Marn was doing still works post-patch? https://www.youtube.com/watch?v=L1R6DOQABhE&t=93s. I heard it does and doesn't; tried it out in training and I can't get the cross-under. I also can't get the vtrigger to hit in this setup, Nadeshiko comes in barely too far away and whiffs : https://www.youtube.com/watch?v=xga4UMrOe6E Any tips on those? Drinking and playing Mika is a hoot, so fun when you just totally dunk on someone. The Ryu matchup can be really frustrating though, and the Cammy matchup can seem like Cammy is a better Mika than Mika. fakedit ohey more Mika tech posted, thanks
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# ? Apr 2, 2016 18:09 |
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A.o.D. posted:wait, so what's happening here? Is the game option selecting the stronger input if a proximity block box overlaps your hurt box? My best guess is, Ryu's cr.LP has a really long whiff cancel window, possibly extending past recovery frames, but going into proximity guard will "cancel" this window, possibly even cancelling the startup of a whiff-chained cr.LP into guard animation. When that happens it now interprets the input you did as being done from neutral, instead of looking for a valid chain route, so the thing you option select behind the whiff jab chain comes out due to input priority. There's no real way to know though. It should be fixable without changing anything important, so this is a good test for if Capcom actually has any loving idea what they're doing.
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# ? Apr 2, 2016 18:18 |
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I saw this on Reddit and everyone was acting like it's a new thing but I'm pretty sure someone here made a video about it weeks ago. (Or posted the video weeks ago at the least)
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# ? Apr 2, 2016 18:20 |
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bebaloorpabopalo posted:My best guess is, Ryu's cr.LP has a really long whiff cancel window, possibly extending past recovery frames, but going into proximity guard will "cancel" this window, possibly even cancelling the startup of a whiff-chained cr.LP into guard animation. When that happens it now interprets the input you did as being done from neutral, instead of looking for a valid chain route, so the thing you option select behind the whiff jab chain comes out due to input priority. This has some real applications in block strings and guard crush set ups, I think. Can I share those videos?
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# ? Apr 2, 2016 18:23 |
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Foodahn posted:I saw this on Reddit and everyone was acting like it's a new thing but I'm pretty sure someone here made a video about it weeks ago. (Or posted the video weeks ago at the least) Hameko (https://twitter.com/hameko) found it weeks ago and I made a vid and posted it, https://www.youtube.com/watch?v=DiSHE4U-Hv0 For as much as America whines about Japan "hiding tech" they're bad at paying attention to the Tech Guys in Japan who pump out tons of poo poo. The proximity OS was also found by a Japanese dude, I just saw it and figured out what was going on and messed with it. It turns out he actually also posted showing off the parry OS but I didn't see it before I also came up with it: https://twitter.com/aaaaangry/status/716257200851668992
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# ? Apr 2, 2016 18:23 |
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It doesn't matter if he's hiding it or not if I can't make sense of what he's saying.
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# ? Apr 2, 2016 18:26 |
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inthesto posted:So wait a second, the extension of the hurtbox on P1 alters which input takes priority from P2? To elaborate a little more, this is exploiting a mechanic called proximity(or proxi) blocking, where there is a range at which holding back makes you block vs. walking backwards when the opponent sticks a move out. Apparently in SF5 it changes the input priority as well.
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# ? Apr 2, 2016 18:32 |
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bebaloorpabopalo posted:Whoops
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# ? Apr 2, 2016 18:36 |
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Proximity guard is a stupid thing
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# ? Apr 2, 2016 18:43 |
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bebaloorpabopalo posted:For as much as America whines about Japan "hiding tech" they're bad at paying attention to the Tech Guys in Japan who pump out tons of poo poo. maybe if you're lucky you'll get an invite to the TOP PLAYER DISCORD so you can grind arturo's training mode for him Nodoze posted:Proximity guard is a stupid thing this is a dumb as hell statement
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# ? Apr 2, 2016 18:43 |
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Nodoze posted:Proximity guard is a stupid thing Go play mortal kombat.
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# ? Apr 2, 2016 18:47 |
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It is annoying as poo poo when laura's projectile stops you walking back when it's half a screen away.
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# ? Apr 2, 2016 18:49 |
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Fellblade posted:It is annoying as poo poo when laura's projectile stops you walking back when it's half a screen away.
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# ? Apr 2, 2016 19:01 |
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try a backdash
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# ? Apr 2, 2016 19:02 |
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Well obviously it's not tech, it's just annoying.
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# ? Apr 2, 2016 19:03 |
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interrodactyl posted:maybe if you're lucky you'll get an invite to the TOP PLAYER DISCORD so you can grind arturo's training mode for him Why?
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# ? Apr 2, 2016 19:41 |
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Can any other characters with 3f jabs do this proximity guard OS?
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# ? Apr 2, 2016 19:58 |
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If fightgames don't have proximity block they need a block button, otherwise people will just walk away from attacks forever.
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# ? Apr 2, 2016 19:58 |
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in games like SF5 with anemic normal ranges and no real ability to frametrap or string moves together sure I can think of a bunch of characters/games where if someone tried to walk back while blocking they'd just get tagged by a low hit into combo there's nothing wrong with proximity guard and im not saying it shouldn't be in SFV, but it's not a 100% fundamental law that all fighting games need to have
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# ? Apr 2, 2016 20:02 |
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# ? May 9, 2024 04:36 |
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# ? Apr 2, 2016 20:06 |