Tuesday, February 5, 2008

Inventive Flow Updated

Magnetro has updated with some color edit information and some sprite rips/art.

Also,

Risunomeijin has graciously offered to get the 'Japanese consulate' (aka a friend who plays and has some godlike linguistical skills) on board with the translation project, so there might actually be some progress in the near future.

Japanese Vidness

Been pokin' around lately for some good examples of current low-tier goin on in JP and theres one really good example in the batch of vids by way of Joo up on Preppy's site. It's "20080101-03_iida_vs_nobuyuki". These guys know what low-tier is about-- they just are having a blast.

1st matchup is a mirror Sim/Collosus/Iceman. Dhalsim's playing like its ST locking down with classic ground. Overall a really functional team. One trend I've definitely picked up on is that certain players will adjust their high-tier playstyle with a character to something thats closer to low-tier. Here Sim runs away about 5 seconds at the end but he's already established dominance. I've also seen dudes run Magnus on Capture assist and other tops taking a back seat, so its cool to see Low-tier as a state of mind rather than you know, ima take all your money.

2nd match is Sim/Colossus/Iceman vs. Colossus/Shuma/Guile. Oh and Shuma is invisible. Lol. Non stop giggle-fest with these guys.

3 is SilSam/BBHood/Doom (pink stuff) vs. Sim/ORed/Anak. Doom pink recall is too fast. But Sim is lookin more and more acceptable in low marvel.

4 is SilSam/BBHood/Doom vs. Spidey/Sabertooth/ORed.


Another good vid is "Sunahebi_vs_Nobuyuki".

1st: Hulk/CapAm/Colossus vs. Guile/Colossus/Charlie. Good ground +Frame work. Dash feints and trickery abound.

2nd: WarMach/Ruby/BBHood vs. WM/Akuma/Iceman. They're just playing around with calling assists in the air while filling the screen with bombs and missiles. BBHood solo lookin good with lots of charge time management.

3rd: Thanos/Doom/Hulk vs. Guile/Jugg/Iceman. Thanos/Hulk has moves. I wanna see bubble assist though.

4th: Venom/Spidey/Marrow vs. Sim/ORed/Anak. Sitting just outside range and whiffing a high priority hit is a legit low-tier tactic.

5th: Morrigan/Jill/Ruby vs. Colossus/SilSam/Guile. Ruby blue wave xx switch is rad.

Monday, February 4, 2008

Tron Rings Properties

Lately I've been focusing in on one of the more random properties of Tron Proj. assist. Namely that at a certain timing, a Cross-up hit followed by an immediate Tron call, land, *HIT ... will cause a 'blow-through' where Tron Rings push the other character back to the original side if the '*HIT ' is properly timed. Very cool because the better they are at blocking, the more likely they will cross themselves up. Actually I can only confirm this with Gief/Tron out of memory, but it should work with anybody plus Tron.

The timing on the blow-through hit is so tight that its easy to turn it into a big mind game, and once you've run through your option tree enough times it becomes viable to randomize it and just freestyle from what you react to. One thing I've noticed lately is how much of a factor muscle memory is to seemingly god-like reaction time-- where its a matter of how quickly you can guess what comes next and not simply the manual quickness of your inputs.

Weak little postup but nobody reads this shit anyways.

Sunday, February 3, 2008

Randumb

Gief Double Fierce

Versus certain characters (Mag and Cable sized) Gief can do a jump-in forward+Fierce Punch then link into a rejump f.FP for a quick double fierce. Don't know the specific trick to it but its a hard link because it only works at a very specific point where Cable's and Mag's hitboxes are particularly wonky. I'm pretty sure there must be a small frame window within Mag/Cable's getting hit animation where the hitboxes overlap. It works off of a cross-up splash too so when I get it figured out it means Gief/Tron can lay down the hurt with something like x-up Splash, Tron, jump away f.FP, Tron rings, etc. Its basically corner combo damage anywhere onscreen.

Wolvie/Knives

Mixup posted a gnarly Wolvie SJC combo, something like: dash in magic series, cr.HK sjc LP, LK, LP, HP. I play Wolvie backed with Spiral Proj. and dump an assist call into the dash series giving them something to think about as they're getting up. Probably enough time to activate Speed-up and go to town. And since Spiral is off screen and the knives are blocked you can recall knives or dump Tron to set up infinite 50-50.

I'm having second thoughts on Wolvie and Doom compatibility. Yes, its easy to lose your rocks with screen shift and Wolvie doesn't need chip to get a hit, but that said a little chip never hurts. Some lockdown pressure means that you can get some breathing room and spot that point when its time to go apeshit. Everyonce in awhile I pick Wolvie/Spiral/Doom and get an air combo ending in FS with knives out then call Doom rocks as they wake up into Spiral knives. It's gimmicky but IMO Spiral/Doom is a good balance because they are reserved where Wolvie is gung-ho.

Doom and 'Rush-away'

There's a pretty bumpin' Doom thread on SRK right now and thats making me want to master the canceled cr.HK SJC rushdown trick. Seems like it would put Doom over the top if its mastered-- he gets mad runaway and big guard stun exploited rushdown. I'm big into the idea of the characters that can freestyle between rushing and keepaway because if you're able to tune into the pacing of a match, you get to pick out when to throw in those mix-ups that turn the tide of a match. It's a completely different type of mental layer than something like Magneto RTSD. I don't play Storm so I'd jump at the chance to run these antics with Doom.