Wednesday, October 15, 2014
Sunday, December 9, 2012
My Kung Lao matchup chart
No trolling this is how I seriously feel about Kung Lao.
Baraka 5-5
Cage 4-6
Cyber Sub 6-4
Cyrax 3-7
Ermac 4-6
Freddy 6-4
Jade 6-4
Jax 6-4
Kabal 5-5
Kano 6-4
Kenshi 6-4
Kitana 4-6
Liu Kang 5-5
Mileena 5-5
Nightwolf 5-5
Noob 6-4
Quan Chi 5-5
Raiden 6-4
Rain 6-4
Reptile 6-4
Scorpion 6-4
Sektor 5-5
Shang Tsung 6-4
Sheeva 8-2
Sindel 7-3
Skarlet 5-5
Smoke 6-4
Sonya 4-6
Stryker 7-3
Sub Zero 5-5
3-7: Cyrax
4-6: Cage, Ermac, Kitana, Sonya
5-5: Baraka, Kabal, Liu Kang, Mileena, Nightwolf, Quan Chi, Sektor, Skarlet, Subzero
6-4: Cyber Subzero, Freddy, Jade, Jax, Kano, Kenshi, Noob Saibot, Raiden, Rain, Reptile, Scorpion, Shang Tsung, Smoke
Wednesday, October 31, 2012
The Future of Mortal Kombat
Everyone stop with this "Oh after this tournament I'm not playing anymore" stop putting out this stigma that this game is gonna be done or die because you want to move on to the next game so you are trying to write off MK.
Newsflash Mortal Kombat will live on with or without you and the lower level players will replace the mid level and the mid level may level up and become top players. The cycle will keep going.
MK is going to be at the level of Street Fighter in a few years as far as attendance numbers. It already has the most views on IGN for Evolution Finals having 700,000 + views while the other games only have 200,000+ . And again it won the Golden Joystick award two years in and row and this game came out LAST year and a bunch of games have released since then.
Every time someone challenges this community of players we always rise to the occasion to show up and put on a good show. Oh we got a 64 man cap? No problem and we raised it now we have 96 or so entrants.
When Injustice releases it will breathe even more life into Mortal Kombat and it will be Mortal Kombats equivalent to Street Fighter's Marvel which is a big reason for Street Fighter's success in its homegrown tournament circuit.
Also UMK3 I believe is also going to resurface. I actually am picking this game up so I hope you all do as well.
Looking forward to mashing all of your heads in at the next event(s). It HAS begun and it will never end!
Newsflash Mortal Kombat will live on with or without you and the lower level players will replace the mid level and the mid level may level up and become top players. The cycle will keep going.
MK is going to be at the level of Street Fighter in a few years as far as attendance numbers. It already has the most views on IGN for Evolution Finals having 700,000 + views while the other games only have 200,000+ . And again it won the Golden Joystick award two years in and row and this game came out LAST year and a bunch of games have released since then.
Every time someone challenges this community of players we always rise to the occasion to show up and put on a good show. Oh we got a 64 man cap? No problem and we raised it now we have 96 or so entrants.
When Injustice releases it will breathe even more life into Mortal Kombat and it will be Mortal Kombats equivalent to Street Fighter's Marvel which is a big reason for Street Fighter's success in its homegrown tournament circuit.
Also UMK3 I believe is also going to resurface. I actually am picking this game up so I hope you all do as well.
Looking forward to mashing all of your heads in at the next event(s). It HAS begun and it will never end!
Dead or Alive 5 Entry: Game Balance
Team Ninja is awesome! They are being very open to balancing to improve the game so of course I want to do my part. I will go right into it. I will mostly talk about core things for the game cause I feel the game is good but since I have had more time with the game it gives me a better perspective of what needs to be done overall for improvement.
The Ground Game/Okizeme:
DOA4 I think was a move in the right direction with how forced tech worked in the game. That was actually my favorite part about the game and would love if this can be brought back. As of now in DOA5 if you go for a forced tech combo that can tech before you land the hit but this is there to stop infinites from happening like the Mila infinite.
Now forced tech in my opnion is only needed because of how powerful the wake up kick is. The wake up kick has far too much invincibility, its safe on block, has a lot of push back on block as well as gives you a deep stun on normal hit and on top of that covers a big range.
Why this is a problem? Any time you knock your opponent down your opponent who is now knocked down gets a free 50/50 mid or low mixup that is a deep stun. The only real defense you have vs this if you have recovered fast enough so you can back away, block the get up kick or use a reversal, but when you commit to holding or blocking the get up kick and even backing away the opponent can basically instantly get up and put you in another mix up that is too fast to react to.
I know in some instances the pound 8p+k or 2p/2k depending character can stop a get up kick but it just puts you in the same situation and they get to get up kick again and now you have no choice but to guess and can't even back away. I think this is a big problem. In most games when you knock someone down you have the advantage and now the defender has to take on defense to get up properly by rolling away or blocking then getting away. In SF4 you can do a reversal that is usually unsafe, back dash or just get up and block. In Marvel you better block.
In Tekken its not as unforgiving as SF or Marvel but you do have options however the get up kick isn't fully invincible. It actually may not even be invincible it might just be really fast but I have seen it go through some moves but with the right timing which isn't at all hard to do you can stop someone from trying to hit you with a get up kick.
You can also block and punish it as well. I feel this would be the best way so it still gives the defender options but the aggressor should be at a better advantage here when they score a knock down. Right now when the defender gets knocked down the wake up situation is 65/35 in their favor when it should be opposite and be more like 70/30 in the attackers favor. Your only options should be to tech roll, get up kick, delay get up kick or lay on the ground until you get forced teched far away from your opponent to reset the position.
Decrease invincibility on wake up kicks, make them punishable on guard ideally -13 but I guess -11 and no push back. Also no more stun on normal hit. Stun on counter hit. Actually I think the low should knock down on counter hit. Of course if a get up kick hits you I think it should be like +1 or 2 on hit.
As matches are now when I knock someone down I don't want to be anywhere near them so I don't have to deal with get up kick shenanigans and it has always been like this in DOA. Its annoying to be on the offense and have to back off cause of a get up kick. If I have the proper timing I think I should be able to beat out a get up kick. As of now the only chars off the top of my head who have good wake up kick defensive is the Ninja's and Hayate lost his because he can't jump over the mid anymore and can't teleport through someones wake up because its gone from the command dash lol. Ayane, Hayabusa and Kasumi can all jump over them and keep pressure no problem.
I am trying to think of other stuff to write about but this is my single biggest complaint lol.
Also down attacks are kind of useless I hit someone with 2p/2k and it allows them to get up kick me. I would say disable get up kicks after it hits and make them have to tech roll but I don't know it might make down attacks too strong they are easy to get. Also pounce attacks they aren't very useful in this game not quite sure what to do with them. You can delay tech and they totally whiff and now you are in a bad situation.
Going to brain storm more and I will post another entry when I do.
The Ground Game/Okizeme:
DOA4 I think was a move in the right direction with how forced tech worked in the game. That was actually my favorite part about the game and would love if this can be brought back. As of now in DOA5 if you go for a forced tech combo that can tech before you land the hit but this is there to stop infinites from happening like the Mila infinite.
Now forced tech in my opnion is only needed because of how powerful the wake up kick is. The wake up kick has far too much invincibility, its safe on block, has a lot of push back on block as well as gives you a deep stun on normal hit and on top of that covers a big range.
Why this is a problem? Any time you knock your opponent down your opponent who is now knocked down gets a free 50/50 mid or low mixup that is a deep stun. The only real defense you have vs this if you have recovered fast enough so you can back away, block the get up kick or use a reversal, but when you commit to holding or blocking the get up kick and even backing away the opponent can basically instantly get up and put you in another mix up that is too fast to react to.
I know in some instances the pound 8p+k or 2p/2k depending character can stop a get up kick but it just puts you in the same situation and they get to get up kick again and now you have no choice but to guess and can't even back away. I think this is a big problem. In most games when you knock someone down you have the advantage and now the defender has to take on defense to get up properly by rolling away or blocking then getting away. In SF4 you can do a reversal that is usually unsafe, back dash or just get up and block. In Marvel you better block.
In Tekken its not as unforgiving as SF or Marvel but you do have options however the get up kick isn't fully invincible. It actually may not even be invincible it might just be really fast but I have seen it go through some moves but with the right timing which isn't at all hard to do you can stop someone from trying to hit you with a get up kick.
You can also block and punish it as well. I feel this would be the best way so it still gives the defender options but the aggressor should be at a better advantage here when they score a knock down. Right now when the defender gets knocked down the wake up situation is 65/35 in their favor when it should be opposite and be more like 70/30 in the attackers favor. Your only options should be to tech roll, get up kick, delay get up kick or lay on the ground until you get forced teched far away from your opponent to reset the position.
Decrease invincibility on wake up kicks, make them punishable on guard ideally -13 but I guess -11 and no push back. Also no more stun on normal hit. Stun on counter hit. Actually I think the low should knock down on counter hit. Of course if a get up kick hits you I think it should be like +1 or 2 on hit.
As matches are now when I knock someone down I don't want to be anywhere near them so I don't have to deal with get up kick shenanigans and it has always been like this in DOA. Its annoying to be on the offense and have to back off cause of a get up kick. If I have the proper timing I think I should be able to beat out a get up kick. As of now the only chars off the top of my head who have good wake up kick defensive is the Ninja's and Hayate lost his because he can't jump over the mid anymore and can't teleport through someones wake up because its gone from the command dash lol. Ayane, Hayabusa and Kasumi can all jump over them and keep pressure no problem.
I am trying to think of other stuff to write about but this is my single biggest complaint lol.
Also down attacks are kind of useless I hit someone with 2p/2k and it allows them to get up kick me. I would say disable get up kicks after it hits and make them have to tech roll but I don't know it might make down attacks too strong they are easy to get. Also pounce attacks they aren't very useful in this game not quite sure what to do with them. You can delay tech and they totally whiff and now you are in a bad situation.
Going to brain storm more and I will post another entry when I do.
Monday, October 29, 2012
Dead or Alive 5 Entry: Enter Hayate part 1
Alright I will just get right into. Hayate I have been looking and searching to see what he has that makes him solid or if he is bad and I have come to a conclusion that he is somewhere in between A and B tier. He is definitely not S though. Hes hella good imo but there are just characters who are better than he is which isn't a problem this is the same position he was in for DOA4 as well. DOA3 he was pretty much top tier though.
Anyway I will get right into why I think he is very good in this game.
Hayate:
Like every DOA game he has a very solid grab game. In this one he is no different. 236 Grab is a 7 frame punisher and he can either go for a stun mixup to eventually lead to critical burst or another 236 grab set up or he can go for a guaranteed 72 pts of damage with 7k. This is very good because 70 pt damaging grabs don't usually come into play unless you are doing a 12 frame grab so this is very strong. For example Hayabusa's izuna grab is 12 frames and 75 pts of damage. However the downside to Hayate's grab is it doesn't scale so if you land 236 grab on hi counter you won't get scaling and it will always be a solid 75 pts.
I recommend that if you go for this grab for hi counter damage you are better off just doing his raijin grab which is 41236 grab and is about 90 pts + it has a high probability of hitting a wall for additional 10 pts or more depending on the environment and doubles as knocking the opponent into the ceiling.
Also his other grabs all use the environment for additional damage even his neutral grab. So that is always a plus.
For keeping people off of you you have 6pk which is a safe knock down and the second hit is a step killer so players who are step happy you can score a knock down for more pressure. If they lay there you can run up and hit a well timed 1p or if you aren't confident with you timing and don't want to get hit by a get up kick you can do 4p+k to force it to whiff then come in with the follow up or cancel it into something else.
Also 4p+k alone is really good for keep out and forcing whiffs as well. Whenever this is on the screen the opponent will either go defensive to try to avoid released charge or they will try to counter hit you out of it which both being just as difficult to do either way. 4p+k is a really good tool for Hayate's keep out.
3p is also really good cause of the range and it has high crush properties in certain frames. On counter hit its a lift stun and the follow up is a sit down stun that gives a guaranteed 33k. You can use 3p to keep people honest if they try to sidestep or attack afterwards you can finish the follow up for a counter hit and get the sit down stun. Vs sidestep you will have to delay though so it catches them during the step.
8p+k is great up close vs string happy players because you can SS inbetween and get a stun then lead into a grab or a stun sequence into a launcher or extend it for critical burst. Don't over abuse this though it is -9 on block so very punishable.
9p is a safe high that is quite fast at 14 frames and can catch people trying to run up doing mids from a certain range. It also has a follow up that can be charged for + frames and that actually has a lot of range. You can whiff the first hit and charge the second and it will probably reach your opponent in mid range and its tricky to sidestep too.
3k is (i know ive been saying very good a lot but damn hes got a lot of juice) is a safe mid and its + on hit and stuns on counter hit and crouching. Has a lot of range and sets up a lot for hayate. Its linear though so you will have to cover it with a move like 1p to stop people from stepping.
Alright guys I will post more in the part 2 for Hayate stay tuned!
Anyway I will get right into why I think he is very good in this game.
Hayate:
Like every DOA game he has a very solid grab game. In this one he is no different. 236 Grab is a 7 frame punisher and he can either go for a stun mixup to eventually lead to critical burst or another 236 grab set up or he can go for a guaranteed 72 pts of damage with 7k. This is very good because 70 pt damaging grabs don't usually come into play unless you are doing a 12 frame grab so this is very strong. For example Hayabusa's izuna grab is 12 frames and 75 pts of damage. However the downside to Hayate's grab is it doesn't scale so if you land 236 grab on hi counter you won't get scaling and it will always be a solid 75 pts.
I recommend that if you go for this grab for hi counter damage you are better off just doing his raijin grab which is 41236 grab and is about 90 pts + it has a high probability of hitting a wall for additional 10 pts or more depending on the environment and doubles as knocking the opponent into the ceiling.
Also his other grabs all use the environment for additional damage even his neutral grab. So that is always a plus.
For keeping people off of you you have 6pk which is a safe knock down and the second hit is a step killer so players who are step happy you can score a knock down for more pressure. If they lay there you can run up and hit a well timed 1p or if you aren't confident with you timing and don't want to get hit by a get up kick you can do 4p+k to force it to whiff then come in with the follow up or cancel it into something else.
Also 4p+k alone is really good for keep out and forcing whiffs as well. Whenever this is on the screen the opponent will either go defensive to try to avoid released charge or they will try to counter hit you out of it which both being just as difficult to do either way. 4p+k is a really good tool for Hayate's keep out.
3p is also really good cause of the range and it has high crush properties in certain frames. On counter hit its a lift stun and the follow up is a sit down stun that gives a guaranteed 33k. You can use 3p to keep people honest if they try to sidestep or attack afterwards you can finish the follow up for a counter hit and get the sit down stun. Vs sidestep you will have to delay though so it catches them during the step.
8p+k is great up close vs string happy players because you can SS inbetween and get a stun then lead into a grab or a stun sequence into a launcher or extend it for critical burst. Don't over abuse this though it is -9 on block so very punishable.
9p is a safe high that is quite fast at 14 frames and can catch people trying to run up doing mids from a certain range. It also has a follow up that can be charged for + frames and that actually has a lot of range. You can whiff the first hit and charge the second and it will probably reach your opponent in mid range and its tricky to sidestep too.
3k is (i know ive been saying very good a lot but damn hes got a lot of juice) is a safe mid and its + on hit and stuns on counter hit and crouching. Has a lot of range and sets up a lot for hayate. Its linear though so you will have to cover it with a move like 1p to stop people from stepping.
Alright guys I will post more in the part 2 for Hayate stay tuned!
Friday, October 12, 2012
Lets be serious here entry of the week: Scrubs cry games die
If you haven't realized by the title of this blog entry but I will be talking about the cries of players who want balancing because they aren't competent enough to step up and figure out ways around specific strategies.
Now before I get into the main topic I want to give you all a history lesson. 2 communities have been torn apart on a competitive front and hurt the game because of players complaining for nerfs to characters or game mechanics in general.
I am looking at you Soul Calibur and Mortal Kombat. Now when both of these games were released they were very healthy competitively but as time went on players complained and cried for nerfs thus taking the entire competitive population down a big notch. MK which drew 100 at majors on a consistent basis now draws about 60 and Soul Calibur is barely around anymore. A lot of fighting game players from other communities stopped playing because of this reason.
It is annoying as a fighting game player who goes to tournaments on a frequent basis and plays multiple games to have to keep up on multiple patches for fighting games thus having to study even more. Its like studying subjects in school and every month you are handed a new book for your subject with changes made. For example 2+2 is no longer 4 it is now 5. Quite ridiculous right?
Anyway these games don't have a big enough community of competitive players like the Capcom fighting game community so a patch here and there won't hurt them as much because they will play whatever Capcom fleshes out. However for games like MK, SC, DOA if you change something it can hurt overall tournament attendance because it may or may not break the game. Lets be serious here when something is patched out or balanced in a Capcom game it is for very good reason and a tactic in general is probably way too good. For example Phoenix in vanilla MVC3 or Sagat/Ryu/Akuma in Vanilla SF4. While these characters are still good in the most recent renditions of their games they aren't as ridiculous as before.
In DOA the big thing is everyone is complaining about Jann Lee's dragon gunner. Now in higher levels of play.....wait first let me say something. I'm pretty sure I am more than qualified to talk about Jann Lee being a Jann Lee main as well as main of other characters in DOA,a DOA veteran and world champion "alright I promise I am done pole jocking myself" I have the rights to speak on what is too good or not in this game.
Anyway on to the cries... Apparently Dragon Gunner is too good! Its a 17 frame unseeable grab that potentially leads into half life if you guess right like 3-4 times after landing it. That's right after I land the dragon gunner I have to guess right 3-4 times to deal any big boy damage to your health bar. Now if you look for the dragon gunner and punish me with a grab you will get a pretty good chunk of life. You can even buffer your most damaging throw and hit me with it or you can just press grab and hit me with your 5 frame grab. Very similar to another game.........Tekken.
Grabs in tekken are 12 frames but almost every top level player can break grabs on reaction....... So what you are telling me is this 17 frame offensive hold you can't press the grab button when you read, anticipate and see this? You know you can also duck it too and rise up and hit me with your most damaging grab on Hi Counter Throw while I am in my recovery frames? Have any of you at all tried this? Smh
Also Jann Lee isn't a rush down character. He actually isn't that good when it comes to approaching his opponents he is more of a defensive character that basically punishes you for trying to rush him down. When you force Jann Lee to come to you is when his holes tend to get exploited. He also has a lot of trouble fighting against characters who are adept at being evasive and can high crush his jabs thus stopping him from being able to slugfest and force into stun from p6p or counter hit 6p, 6k, sidestep punches and his mid punch and high kick holds.
If you guys would stop trying to go punch for punch with Jann Lee you wouldn't have as many problems as you are having which of course goes back to your own player experience and skill. This is where you have to put an adequate amount of time into the game to get to that level. Instead of complaining you should be in the lab trying to get more accustomed to how you are supposed to play the game instead spending all of your time trying to get some cheese for your whine.
I am making this post to of course help the new up and coming DOA players to realize the errors of their ways so that we can have a healthy competitive scene instead of a bunch of players whining and complaining about whatever tactic that is giving them a hard time.
The only issues with this game is how buggy the ground game is which is being fixed in the patch. Its the same reason Mila can infinite you on the ground as well as Tina getting an inconsistent amount of continuous ground grabs after a knock down.
After that and some small tweaking like Ayane being +7 after 66kk4 and Hayabusa's 3f+k being a tracking move for example I think everything will be fine. The game is very well made and I hope all of you put a lot of time into getting good in this game and end up being worthy opponents in the future.
I don't want this game to get killed because players end up complaining so much the make the game very bland and boring thus taking any interest the game had away, so please players level up.
Now for no reason here is a video of a woman getting uppercutted for acting out on a bus:
http://www.youtube.com/watch?v=kmdx08VFGmw
Now before I get into the main topic I want to give you all a history lesson. 2 communities have been torn apart on a competitive front and hurt the game because of players complaining for nerfs to characters or game mechanics in general.
I am looking at you Soul Calibur and Mortal Kombat. Now when both of these games were released they were very healthy competitively but as time went on players complained and cried for nerfs thus taking the entire competitive population down a big notch. MK which drew 100 at majors on a consistent basis now draws about 60 and Soul Calibur is barely around anymore. A lot of fighting game players from other communities stopped playing because of this reason.
It is annoying as a fighting game player who goes to tournaments on a frequent basis and plays multiple games to have to keep up on multiple patches for fighting games thus having to study even more. Its like studying subjects in school and every month you are handed a new book for your subject with changes made. For example 2+2 is no longer 4 it is now 5. Quite ridiculous right?
Anyway these games don't have a big enough community of competitive players like the Capcom fighting game community so a patch here and there won't hurt them as much because they will play whatever Capcom fleshes out. However for games like MK, SC, DOA if you change something it can hurt overall tournament attendance because it may or may not break the game. Lets be serious here when something is patched out or balanced in a Capcom game it is for very good reason and a tactic in general is probably way too good. For example Phoenix in vanilla MVC3 or Sagat/Ryu/Akuma in Vanilla SF4. While these characters are still good in the most recent renditions of their games they aren't as ridiculous as before.
In DOA the big thing is everyone is complaining about Jann Lee's dragon gunner. Now in higher levels of play.....wait first let me say something. I'm pretty sure I am more than qualified to talk about Jann Lee being a Jann Lee main as well as main of other characters in DOA,a DOA veteran and world champion "alright I promise I am done pole jocking myself" I have the rights to speak on what is too good or not in this game.
Anyway on to the cries... Apparently Dragon Gunner is too good! Its a 17 frame unseeable grab that potentially leads into half life if you guess right like 3-4 times after landing it. That's right after I land the dragon gunner I have to guess right 3-4 times to deal any big boy damage to your health bar. Now if you look for the dragon gunner and punish me with a grab you will get a pretty good chunk of life. You can even buffer your most damaging throw and hit me with it or you can just press grab and hit me with your 5 frame grab. Very similar to another game.........Tekken.
Grabs in tekken are 12 frames but almost every top level player can break grabs on reaction....... So what you are telling me is this 17 frame offensive hold you can't press the grab button when you read, anticipate and see this? You know you can also duck it too and rise up and hit me with your most damaging grab on Hi Counter Throw while I am in my recovery frames? Have any of you at all tried this? Smh
Also Jann Lee isn't a rush down character. He actually isn't that good when it comes to approaching his opponents he is more of a defensive character that basically punishes you for trying to rush him down. When you force Jann Lee to come to you is when his holes tend to get exploited. He also has a lot of trouble fighting against characters who are adept at being evasive and can high crush his jabs thus stopping him from being able to slugfest and force into stun from p6p or counter hit 6p, 6k, sidestep punches and his mid punch and high kick holds.
If you guys would stop trying to go punch for punch with Jann Lee you wouldn't have as many problems as you are having which of course goes back to your own player experience and skill. This is where you have to put an adequate amount of time into the game to get to that level. Instead of complaining you should be in the lab trying to get more accustomed to how you are supposed to play the game instead spending all of your time trying to get some cheese for your whine.
I am making this post to of course help the new up and coming DOA players to realize the errors of their ways so that we can have a healthy competitive scene instead of a bunch of players whining and complaining about whatever tactic that is giving them a hard time.
The only issues with this game is how buggy the ground game is which is being fixed in the patch. Its the same reason Mila can infinite you on the ground as well as Tina getting an inconsistent amount of continuous ground grabs after a knock down.
After that and some small tweaking like Ayane being +7 after 66kk4 and Hayabusa's 3f+k being a tracking move for example I think everything will be fine. The game is very well made and I hope all of you put a lot of time into getting good in this game and end up being worthy opponents in the future.
I don't want this game to get killed because players end up complaining so much the make the game very bland and boring thus taking any interest the game had away, so please players level up.
Now for no reason here is a video of a woman getting uppercutted for acting out on a bus:
http://www.youtube.com/watch?v=kmdx08VFGmw
Sunday, October 7, 2012
DOA5 Hayate Early Impressions
Hayate
I am very much soul searching with this character. I feel like hes good some days but other days I feel like he needs some buffs. His redeeming factor is how strong he is when his opponents back is to the wall. Also he still retains a 8p which high crushes in the proper frames and its difficult to attack him afterwards cause of the follow up which is very much unsafe but he finally has 8pk which is -5 now but you can hit him out of it but if you have them afraid of 8p8k you can do that instead of free cancel for a back turned mixup.
Also 33kk is -2 on guard now so you can use that as an effective counter poke which has weird timing to sidestep because you can very much just do 33k and land and go for more pressure. He has 1k which is a instant high crush so characters like Sarah with annoying strings like 6p4k that are + on block but hits high you can block it then do 1k and get advantage back and follow up with a throw or 6pk if they decide to hit a button.
6pk is really good cause if they sidestep the punch the kick is fast enough to knock them down then you can go for oki. If they don't tech immediately you can do 8p+k to pounce on them. If they tech immediately you can wind dash p+k to hit them out of all of their options when they tech or you can do the punch if they decide to block. You can also do dash up 33k, 6p, 66p, 2f+k or 9p. Also 9p is really good if they tech roll backwards and they try to hold mid and you hit them with 9p since the follow up to it is a 2in1.
My current top 10 moves with Hayate
6pk
p strings
33kk
66p
9p
33k
3f+k
8p
2p+k
1k
notable 236p
In this game Hayate has to be played pretty risky because everything is basically a raijin or a flip over grab set up. I am trying to get more used to doing the flip over grab since its +10 and forces the opponent to have to slow escape or you can just do 6pk for a free knock down for more pressure. Still working on Hayate. I wish he still had his DOA4 4f+k/h+k and 236k being a +5 guard break. I suggested this to Shimbori and he agreed 236k being like DOA4 would be fair especially since its easier to sidestep now and now if you block it its only -5. Also 4p will probably end up being his mid punch tracking move in the patch. I hope it stuns on normal hit lol.
Monday, October 1, 2012
Seasons Beatings Ascension
This past weekend I participate in Seasons Beatings Ascension and it was a really great and well ran event. I cannot express enough how happy I am that Team Ninja flew out to my home state Ohio to show support to the fighting game community and watch us all battle it out in the newly release Dead or Alive 5. DOA is very close to my heart because without this game I wouldn't exist as a player in the tournament circuit so to go from starting so many years ago and never have even thought I would even meet them to them coming to my state to support our biggest major event in our state means a great deal to me.
Talking to Shimbori-san, Peter and Tom was just a great experience in itself. Its very great to talk the team and they know exactly everything about their game and you can discuss not only strategies but anything about the game in general. And I know DOA almost as well as the back of my hand actually I probably know DOA better than the back of my hand lol.
I am really happy with the general interest in DOA5. During the finals there were golf claps and people had no trouble following along with what was going on in the matches. If someone sidestepped and it was a good read I would hear someone go "nice!" and whenever someone hit a power blow the crowd would cheer. It was a very heart warming experience for me. Very pleased with the reaction to the game. I think the negative stigma that DOA has is starting to dwindle away. Looking very much forward to the future of the game and all the new faces that will be getting into the game.
I also want to give a shout out to godlike-productions and console combat for running the best Seasons Beatings to date. Please keep it going guys! Also I hope everyone tunes into console combat for their weekly and monthly streams. You can follow them on their twitch channel @ twitch.tv/console_combat and also you can follow them both on twitter @gdlkent for godlike-productions and @console_combat.
Great job to everyone who entered the tournament and helped make this event great. Shout out to Ryujin, NinjaCW and Sloppy55000 for making top 4! Good job to Mystik and DrDogg on the mic as usual they did a great job as always.
My next events will be MLG Dallas and Absolute Battle/Dead or Alive in Dallas so please tune into the streams or better yet make it out to the event because these events can't be great without you guys so please try your best to make it out!
I will be streaming DOA this week so be sure to tune in if you want to learn more and level up. My channel is twitch.tv/perfectlegend and you can follow me on twitter @perfectlegend.
Well guys till next time!
Sunday, September 23, 2012
Dead or Alive 5: quick snippet
I will post a long post on what I think of the game but I just want to make a quick statement for those getting into the game and of course those who have bashed the game in the past:
Also make sure you go to Freestepdodge.com for all the latest on Dead or Alive news!
This is not the same game you have played. Let me go over key changes that have been made from DOA4 to DOA5.
1. .>>>>Hold damage<<<< this is something EVERYONE complains about well let me tell you the damage has been decreased significantly. DOA4 introduced different hold damage for when you are put into critical stun so when you are stunned your holds will deal less damage but when you are not stunned the damage isn't decreased.
Here are the damage rates for a Hi Counter, Counter and Normal hold outside of stun for Hayabusa's punch hold which is the most damaging hold in DOA4 and DOA5.
- normal 75pts
- counter 93pts
- hi counter 112pts
The difference here is that Hi Counter Hold is in DOA4 it is a 1-4 frame window but in DOA5 it is a 1-2 frame window so you are more than likely going to get a Counter hold from a hold because of the timing difference. So in other words to get hi counter damage you really need to be even more precise. In DOA4 you had a lot more leeway for a Hi Counter Hold.
Now during stun the damage for an izuna is in DOA5.
- normal 60pts
- counter 75pts
- hi counter 90pts
Also keep in mind for you to pull off an Izuna punch hold they have changed the command from single direction to double direction making Izuna an advanced hold. Let me show you the damage on Hayabusa's regular punch holds.
Outside of Critical:
- normal 50 pts
- counter 62 pts
- hi counter 75 pts
Inside of Critical:
- normal 40 pts
- counter 50 pts
- hi counter 60 pts
This change is too great. When you get held now its basically a slap on the wrist and if they want to deal real damage they have to really time their hold and on top of that make an almost perfect read which is hard with the gameplay speed of DOA. Also the hold recovery has been nerfed while you are in stun as well so even when someone holds at the first possible frame that they can hold you can easily hit them with your most damaging throw. There are also stuns in the game which cannot be escaped via hold and some that can't be escaped via hold or slow escape! Mostly sit down stuns. Example hayabusa's 214P guarantees a 33p.
2, Sidestep: Sidestep is such a game changer in DOA especially since it works just like VF and the fact that there are moves that track as well and a lot of linear moves you can't really abuse any strategies because of that. Also keep in mind most of the tracking moves are either High or Low so they can be high crushed, fuzzy guarded, guarded or defensive held.
For example Hayabusa's 6pk the 2nd hit is high. You can fuzzy guard, do a instant high crush (example hitomi's 1p), guard or Hold the punch. You can't sidestep the kick because it is in fact a tracking attack.
3. High crushes have been toned down significantly no longer does Helena's p+k or Hayabusa's 3p+k crush instantly it takes time for these attacks to get into their crushing frames. Instead you have to use 2f+k type sweeps to duck highs and you don't have to worry about your mid's getting ducked as much either because of this change making a lot of characters more viable and players will have to really know their options instead of cancelling out 1-2 options with one read. This game is very solid. Nothing is more rewarding then properly crouching an attack or sidestepping one to stop someones offense or stay on offense.
4. Wall game is really good you can no longer hold off of the wall so when someone is wall splatted you get a free combo but not a free launcher and then a combo so they balanced it out well.
5. There are only 2 get up kicks in this game like DOA2 and DOA3. No more high get up kick just mid and low. However they made the mid get up kick hit kind of on a high/mid hit box level so its more difficult to jump over the mid get up kick which is good too and they also decreased the range on get up kicks as well.
6. Training mode is so good! It tells you the frame data of every attack and every situation. Record mode is perfect and lets you record for really long and it also allows you to set the computer to hold the fastest out of a critical stun or slow escape the fastest or the slowest.
This game in my honest opinion is the best fighting game to have released in the past 10 years (ironically DOA3.1 was released 10 years ago.)
I hope you all get into it and play it because you will enjoy it! I will be posting tutorials, match videos etc so make sure you stay tuned and follow me on twitter/facebook/youtube/twitch.
twitter: @perfectlegend
facebook: facebook.com/perfectlegend
youtube: youtube.com/perfectlegend
twitchtv: twitch.tv/perfectlegend
facebook: facebook.com/perfectlegend
youtube: youtube.com/perfectlegend
twitchtv: twitch.tv/perfectlegend
Also make sure you go to Freestepdodge.com for all the latest on Dead or Alive news!
Friday, August 17, 2012
Pre release DOA5 thoughts
My thoughts on Dead or Alive 5 so far is that this game is stacking up to be very good. I haven't played any of the new builds for the game but the things that I have seen and have heard in particular, is very promising. I hear critical burst was toned down and have no idea why I hope it reverts back to what it was.
Actually let’s talk about Critical Burst so we can all be on the same page:
- Critical burst is a new feature in the game where it rewards you for extending the stun to maximum threshold and then breaking that threshold with a critical burst attack which allows you a free attack afterwards.
- I think this is a good feature because now it’s an actual reward for out thinking your opponent in a long sequence of attacks. Since it takes a good sequence to achieve this, it shouldn't be that easy vs. a higher level player so when it does happen you feel good that you out thought your opponent.
- Before in past DOA games if you did this you wouldn't get any extra reward besides a higher launch height. I feel this is a much better reward. However I do feel this won't change the fundamental game of DOA too much it will still be the same so that is good as well it just adds an extra element a long with the critical staggers that don't let you hold immediately and the ones that don't let you hold at all.
DOA has always been won more from how much a player and a character doesn't need to use the stun to win because there is still that randomness element in there. I say this even with knowing the hold active frames have been reduced. This means that they are shorter and the damage is even less than before now.
For example: Hayate has always been about knocking you into environmental hazards and working pressure from knockdowns. In DOA3, working from frame traps with his elbow. Based from the videos they seem to have captured his frame traps well and based on the demo he still has sick wake up pressure.
Another example though Jann Lee is dangerous when he puts you in a stun and dangerous when you are anywhere near a wall. When Jann Lee stuns you it is very hard to get away from him and that brought his old dragon gunner and mid punch/high kick hold properties back allowing him to get guaranteed damage to knock you into environment. From what I see all of the stages are more closed in this time around so I can't wait to abuse people at the wall. Sorry guys.
Also I would like everyone to go into DOA5 with an open mind. Yes some of your DOA habits should transfer but others shouldn't. I think all of you need to work on having a better spacing game this time around especially with having a Virtua Fighter like sidestep and on top of that the 8 way is better as well. So if you try to run in and cannon drill me with Ayane I will just 8 way it regularly then get a full combo in your back.
I hope everyone is able to make Season's Beatings: Ascension in Cleveland, OH on the weekend of the games release in September!
To coincide with the games release I will be running a stream playing the game against fellow veteran players and I will be posting tutorial, combo and match videos on my YouTube page, so stay tuned.
You can follow me on twitter: @perfectlegend
Subscribe to my YouTube page: youtube.com/perfectlegend
My stream channel is: twitch.tv/perfectlegend
Thanks guys!
Sunday, October 2, 2011
The Pop Off: Street Fighter Rant
Alright I am really sick and tired of playing this game and not because I think its bad or good.
I can't get any quality competition to get better in this game while other regions are able to play people on a consistent basis who are good and not even have to play that much to still be able to compete at a really high level.
In this area what all I have is wolfkrone and for us to play we just play online since we are like a hour and a half away from each other. Yea I have hella Viper matchup experience but the rest of the characters in the game? Not really so whenever I lose in this game I always feel like I lost not because I was out played but I just don't know what the hell is going on. In this game it boggles my mind. SF2 for whatever reason is way easier to understand. The game in general and match ups too, but this game I am like how the hell do I open someone up you can just tech every grab with delay tech or mash tech when there is a block string and don't press a button at right time and you won't ever get counter hit. Like seriously? I have seen someone do this and it is just frustrating how much easier it is to not get hit opposed to how difficult it is to hit.
Yea I used Akuma for what 3 years but he isn't fun I don't like how he plays but I like him art wise so I kept using him but now I am trying to figure out who better suits me. I dislike how you can tech grabs hella easy and I hate how certain chars like viper don't even need to they just burn kick or ex seismo to get away from it and both these moves are safe. Most chars at least need two bars to FADC a reversal and make sure the attack doesn't whiff but nah viper can just toss shit out safely since burn kick has decent range and ex seismo is 3/4ths of the screen as it is.
Anyway I keep wanting to play this game and keep trying to practice regardless having no consistent quality competition but its hella tough cause my fundamentals as a player only go so far until knowledge of the game comes into play.
I can't get any quality competition to get better in this game while other regions are able to play people on a consistent basis who are good and not even have to play that much to still be able to compete at a really high level.
In this area what all I have is wolfkrone and for us to play we just play online since we are like a hour and a half away from each other. Yea I have hella Viper matchup experience but the rest of the characters in the game? Not really so whenever I lose in this game I always feel like I lost not because I was out played but I just don't know what the hell is going on. In this game it boggles my mind. SF2 for whatever reason is way easier to understand. The game in general and match ups too, but this game I am like how the hell do I open someone up you can just tech every grab with delay tech or mash tech when there is a block string and don't press a button at right time and you won't ever get counter hit. Like seriously? I have seen someone do this and it is just frustrating how much easier it is to not get hit opposed to how difficult it is to hit.
Yea I used Akuma for what 3 years but he isn't fun I don't like how he plays but I like him art wise so I kept using him but now I am trying to figure out who better suits me. I dislike how you can tech grabs hella easy and I hate how certain chars like viper don't even need to they just burn kick or ex seismo to get away from it and both these moves are safe. Most chars at least need two bars to FADC a reversal and make sure the attack doesn't whiff but nah viper can just toss shit out safely since burn kick has decent range and ex seismo is 3/4ths of the screen as it is.
Anyway I keep wanting to play this game and keep trying to practice regardless having no consistent quality competition but its hella tough cause my fundamentals as a player only go so far until knowledge of the game comes into play.
Saturday, October 1, 2011
The Pop Off!
This time on the Pop Off: The subject is MK players.
You might hate me after reading this but I am really just trying to evolve the mk scene.
Anyway first things first this is a rant but its all real talk. I haven't gotten this irritated in a while but its getting pretty ridiculous.
Alright first off I am sick and tired of people saying Kung Lao is so strong. You know what he loses the SAME MATCHES now that he lost in the last game but it seems like most of you players lack the brain capacity to figure out how to fight him. How the hell do you place characters like Cyrax, Kabal, Reptile and Kitana under him? Are you really that stupid? Do you not know how to block low.
You know Kung Laos biggest weakness are people who just crouch low and guard? Guess what his options are when you do that? Overhead that doesn't lead into ANY COMBO AT ALL or a damn throw which if he decides to dash at you upon throwing you he can't block your wake up attack so he has to walk up to you and block. This is a bug that is still in the game that they haven't fixed yet and won't be fixed.
Another big weakness of kung lao is he has not one answer to defend against players who d4 him all day. All he can do is jump in. He doesn't have a mid string starter all he can do is roll and hes at a slight advantage depending on where he is on the screen. If he does roll too close hes neutral if he does it far away hes advantage but slightly, however all you have to do is stay crouched and he can't get any damage off of you. If he tries a cross up jump punch from that range guess what?! It whiffs and you get to hit him.
Characters with low hit boxes totally limit all of his options. First he can't jump at low hit box chars cause his jump in whiffs. He can't teleport and do anything because all options whiffs when you crouch even as a low hit box char and he can't come in and do a string because all of his strings begin high. SMH its like you guys don't even know how to use training mode. Yea i know we are limited options but you can still figured out stuff with what we have there. Just set the dummy to duck and you will see what I am talking about.
As far as low hat goes just freaking block low. If he hits you with the overhead from 24 so what. His pressure goes away and now he has to work hella hard to try to get back in again. Its like this for both versions of the game.
Tom Brady and Reo why the hell are you guys rating Kung Lao so high on your tier lists?! Neither one of you are Kung Lao specialists or have indepth knowledge of his matchups like I do. Please just stop it. Kung Lao is not top tier in this game. He is high tier at best. I wouldn't even say he was top tier in the last patch either but well most people just panic when he gets close instead of realizing hes all smoke and mirrors. Intimidated by his speed smh when he really doesnt even have speed its just the dive kick.
And for the last time STOP MAKING TIER LISTS BASED AROUND HOW YOUR MAIN CHAR DOES AND WHAT CHARS YOU HAVE A HARD TIME AGAINST! Matchups vs Matchups is the way to go. Please adapt that formula thank you.
Also I am tired of people getting hella hype for Cyrax's shit. Are you kidding me 70% combos and resets which are kindergarten easy to do? Like man what the hell. Kabal's shit is hella easy mode too. Don't tell me instant air gas blast is hard to do. If you think it is I will show you at the next tournament how easy it is and how stupidly dumb Kabal is. Its like you guys just don't know how to come up with shit besides combos. Everyones fundamentals are shot, but I guess I can't really expect much from a online based community where you can't develop fundamentals because online you can't even anti air properly.
Reptile is also hella easy to use like come the hell on man really? There should be 10x's more reptile and cyrax players in this country.
Don't let me get started on kitana. Yea you can crouch her shit and shes "kind of free" on wake up. But what is really going to stop this bitch from running away forever and throwing instant air fans.
Another annoying topic. Will you guys stop blowing up casual matches online and offline. Casuals are what they are casuals. Do you really think people are playing as serious in casual matches as they are in tournament? That is asinine. Its understandable you all feel like you have a great deal to prove which is good I respect the hunger but unfortunately it doesn't mean shit unless it is in tournament or a high stakes money match for a set amount of matches. Until then cut the crap on the casuals. Yea arturo got double flawlessed in casuals right before the tournament but then he raped that guy in the tournament. Anything can happen in one game and especially in casuals where people don't care. Trust me I had to go through the same shit a bunch of years back so don't make it seem like I am trying to have some elitist attitude that is just how it is. The game is different offline and in a tournament atmosphere. Just trying to make sure you guys are prepared so you can perform.
Casuals are for finding out new strats or just testing the waters. No one cares about your casual wins. I know however there are some players who keep count on every single casual match they have ever played someone knowing the counts from years ago like for no reason. MK players if you guys want to be taken seriously you need to drop this attitude like yesterday.
Also cut the crap with the online shit seriously. Like seriously what is this 6 years ago? You online warriors with your Neo in the matrix power ups need to get a reality check.
In a offline tournament the atmosphere is different. Both you and your opponent move at the same time, both of you can actually punish everything that is punishable and etc etc. You can't have the edge because you are used to playing underwater and other people aren't. Also tournament is 2/3 until grand finals which is usually 3/5 or sometimes 4/7. You don't have a million games so you better come with a solid game plan or you won't be going too far.
You might hate me after reading this but I am really just trying to evolve the mk scene.
Anyway first things first this is a rant but its all real talk. I haven't gotten this irritated in a while but its getting pretty ridiculous.
Alright first off I am sick and tired of people saying Kung Lao is so strong. You know what he loses the SAME MATCHES now that he lost in the last game but it seems like most of you players lack the brain capacity to figure out how to fight him. How the hell do you place characters like Cyrax, Kabal, Reptile and Kitana under him? Are you really that stupid? Do you not know how to block low.
You know Kung Laos biggest weakness are people who just crouch low and guard? Guess what his options are when you do that? Overhead that doesn't lead into ANY COMBO AT ALL or a damn throw which if he decides to dash at you upon throwing you he can't block your wake up attack so he has to walk up to you and block. This is a bug that is still in the game that they haven't fixed yet and won't be fixed.
Another big weakness of kung lao is he has not one answer to defend against players who d4 him all day. All he can do is jump in. He doesn't have a mid string starter all he can do is roll and hes at a slight advantage depending on where he is on the screen. If he does roll too close hes neutral if he does it far away hes advantage but slightly, however all you have to do is stay crouched and he can't get any damage off of you. If he tries a cross up jump punch from that range guess what?! It whiffs and you get to hit him.
Characters with low hit boxes totally limit all of his options. First he can't jump at low hit box chars cause his jump in whiffs. He can't teleport and do anything because all options whiffs when you crouch even as a low hit box char and he can't come in and do a string because all of his strings begin high. SMH its like you guys don't even know how to use training mode. Yea i know we are limited options but you can still figured out stuff with what we have there. Just set the dummy to duck and you will see what I am talking about.
As far as low hat goes just freaking block low. If he hits you with the overhead from 24 so what. His pressure goes away and now he has to work hella hard to try to get back in again. Its like this for both versions of the game.
Tom Brady and Reo why the hell are you guys rating Kung Lao so high on your tier lists?! Neither one of you are Kung Lao specialists or have indepth knowledge of his matchups like I do. Please just stop it. Kung Lao is not top tier in this game. He is high tier at best. I wouldn't even say he was top tier in the last patch either but well most people just panic when he gets close instead of realizing hes all smoke and mirrors. Intimidated by his speed smh when he really doesnt even have speed its just the dive kick.
And for the last time STOP MAKING TIER LISTS BASED AROUND HOW YOUR MAIN CHAR DOES AND WHAT CHARS YOU HAVE A HARD TIME AGAINST! Matchups vs Matchups is the way to go. Please adapt that formula thank you.
Also I am tired of people getting hella hype for Cyrax's shit. Are you kidding me 70% combos and resets which are kindergarten easy to do? Like man what the hell. Kabal's shit is hella easy mode too. Don't tell me instant air gas blast is hard to do. If you think it is I will show you at the next tournament how easy it is and how stupidly dumb Kabal is. Its like you guys just don't know how to come up with shit besides combos. Everyones fundamentals are shot, but I guess I can't really expect much from a online based community where you can't develop fundamentals because online you can't even anti air properly.
Reptile is also hella easy to use like come the hell on man really? There should be 10x's more reptile and cyrax players in this country.
Don't let me get started on kitana. Yea you can crouch her shit and shes "kind of free" on wake up. But what is really going to stop this bitch from running away forever and throwing instant air fans.
Another annoying topic. Will you guys stop blowing up casual matches online and offline. Casuals are what they are casuals. Do you really think people are playing as serious in casual matches as they are in tournament? That is asinine. Its understandable you all feel like you have a great deal to prove which is good I respect the hunger but unfortunately it doesn't mean shit unless it is in tournament or a high stakes money match for a set amount of matches. Until then cut the crap on the casuals. Yea arturo got double flawlessed in casuals right before the tournament but then he raped that guy in the tournament. Anything can happen in one game and especially in casuals where people don't care. Trust me I had to go through the same shit a bunch of years back so don't make it seem like I am trying to have some elitist attitude that is just how it is. The game is different offline and in a tournament atmosphere. Just trying to make sure you guys are prepared so you can perform.
Casuals are for finding out new strats or just testing the waters. No one cares about your casual wins. I know however there are some players who keep count on every single casual match they have ever played someone knowing the counts from years ago like for no reason. MK players if you guys want to be taken seriously you need to drop this attitude like yesterday.
Also cut the crap with the online shit seriously. Like seriously what is this 6 years ago? You online warriors with your Neo in the matrix power ups need to get a reality check.
In a offline tournament the atmosphere is different. Both you and your opponent move at the same time, both of you can actually punish everything that is punishable and etc etc. You can't have the edge because you are used to playing underwater and other people aren't. Also tournament is 2/3 until grand finals which is usually 3/5 or sometimes 4/7. You don't have a million games so you better come with a solid game plan or you won't be going too far.
Friday, September 23, 2011
Updates!
Its been a long time....I shouldn't have left you....without a new entry to inform you (aaliyah - try again pun)
Whats up everyone? IT DOESNT MATTER WHATS UP!?!?!?! lol jp
Anyways a few quick updates with myself.
Been in the lab with MK trying to find out a new more solid way to play the game and also trying to get better in MVC3 and Tekken since I feel like I am weaker in those games than in MK9/SF4. While of course also staying solid in the games I am strong in.
SF, MK and MVC are all getting updates very soon. Any day now for MK, UMVC3 will be out in november and SF4 2012 should be out before christmas according to Ono.
Trying to decide on who to main in SF because well Akuma doesn't fit my playstyle or way of thinking. In MVC3 I think I will just use the Magneto, Wolverine, Akuma team since when I did play it a lot that is the team I have had the most success with.
Mortal Kombat is a different beast for me right now. Everyone is awaiting the nerfs and buffs of characters especially for Kung Lao who is supposed to get nerfed the most but we will see. I think the low hat nerf won't be as big because it isn't really needed to win just something extra. It doesn't take away from Kung Lao's core gameplay strategy in my opinion.
Anyway I will be starting up a youtube series very soon here partnering up with machinima once I have my capture equipment up and running properly. I hope you all tune in and see what I have in store for you all.
I will be doing tutorial videos, combo videos but only combos that work in practical tournament situations. Of course I will be going over strategies and how to get better at whatever fighting game you are trying to become good in. Even with no one to play in your area.
That is it for now. Until next time...
Saturday, July 9, 2011
On Blast: Mortal Kombat Match ups - Kabal
Fighting Kabal
I keep seeing hella people falling victim to Kabal tactics because they aren't in the know so I am here to save you all the headache and let you know what you need to know on how to fight the burnt masked man.
No! Do not do this! : Jump at him cause you will get hit by a air fb and get spinned.
Yes! Do this!: Dash block stay in range where he can just randomly dash and force mind games. The closer you are the harder it is for him.
- Make him burn meter so he can't EX dash you. Also f+3,1 is no longer a block infinite you can jump out of hit him out of whatever he tries to do. He is actually 0 or -1 on block after the cancel all he can do is follow up with a special or not cancel. If he does that well you are knocked down and out of the mixup. If you block any projectile upclose besides his air one he is punishable on block.
- Punish his Dash!!!! I swear I see everyone block it and not punish it like what the hell man.
- Also his qcb 2 or his sword move is a overhead. The saw is low. He can't hit you with air fbs if you just crouch. What that will force him to do is dash and cancel his dash into his swords which is safe btw but if you screw up his spacing it is harder for him. Which is why the key to fighting kabal is staying next to him and on the ground. Don't jump unless you are in a position where he can fb you.
PS: Shout outs to michaelangelo =D
I keep seeing hella people falling victim to Kabal tactics because they aren't in the know so I am here to save you all the headache and let you know what you need to know on how to fight the burnt masked man.
No! Do not do this! : Jump at him cause you will get hit by a air fb and get spinned.
Yes! Do this!: Dash block stay in range where he can just randomly dash and force mind games. The closer you are the harder it is for him.
- Make him burn meter so he can't EX dash you. Also f+3,1 is no longer a block infinite you can jump out of hit him out of whatever he tries to do. He is actually 0 or -1 on block after the cancel all he can do is follow up with a special or not cancel. If he does that well you are knocked down and out of the mixup. If you block any projectile upclose besides his air one he is punishable on block.
- Punish his Dash!!!! I swear I see everyone block it and not punish it like what the hell man.
- Also his qcb 2 or his sword move is a overhead. The saw is low. He can't hit you with air fbs if you just crouch. What that will force him to do is dash and cancel his dash into his swords which is safe btw but if you screw up his spacing it is harder for him. Which is why the key to fighting kabal is staying next to him and on the ground. Don't jump unless you are in a position where he can fb you.
PS: Shout outs to michaelangelo =D
Sunday, February 6, 2011
My thoughts on fighting against Kasumi
Notation:
Up
123
Left 456 Right
789
Down
Punch = P
Kick = K
Free = F
vs Kasumi
You want to avoid an upclose game at all costs. She is too fast and will put you in a deep critical stun very quickly which you want to avoid. One stun can be the entire round and I stress when I say one stun. What you want to do is keep kasumi at a middle distance where all she can really do is 6p or 6k to try and get in. Everything else is too slow or risky. The biggest issue right here will be 6k which stuns and on counter hit gives a ground bounce for a juggle.
In this distance your best options are safe pokes that keep her at bay like crouch jab or a 3k which usually has a lot of range and is quick for most chars or 3p if you are say Ayane. Can also use long ranged highs as well because Kasumi's jab while being fast has no range. 6p will counter hit some moves so be careful however because of the distance she has to follow up with a string she can't really extend the stun since she will be so far away.
What you will also want to do is guess counter 6k. I recommend waiting for any subtle movements and then hold. This of course will deal a lot of damage depending on the character you have. Chars with good jumping mid kick holds are Gen Fu, Hayate and Kokoro for example. As long as you keep Kasumi out you will win.
Remember if she gets in then starts all her ridiculous deep critical stun string pressure into okizeme nonsense you will most likely lose because it is a problem trying to keep Kasumi off of you when she gets in. With a launching 6f+p and a crouching grab too that leads to juggles and her ridiculous on the ground game you might want to lay off trying to hold and take the critical combo because you basically give her bonus damage. Also don't forget about her teleport parry. Try not to get too predictable with your attacks or she will bust this out on you. Also be weary of using low and mid kicks for she has a really good low and mid kick hold.
If you want me to post more thoughts on how I approach match ups leave a comment, and tell me which character you would want. The character with the highest amount of requests I will do.
Friday, February 4, 2011
I hate snow! I missed out on a once in a life time trip to Japan =\
Where do I start man.....really bummed out. Past few days including today and future days I will be feeling pretty down about this. The worst part is I had no control over what went on. Who knew that a blizzard would come in and stunt my trip to Japan for the DOA:Dimensions location test? Not only that but I was going to meet Tecmo-Japan, Team Ninja and Hayashi the new head of Team Ninja.
Being able to go out to eat with them and give them my thoughts on my out look of DOA and what I think they could do to improve it. On top of that play the newest DOA game and play it against Japan's best again but in a new game. Ugh this sucks. I know it will get worst the more I hear news about the game cause I should have been there. I keep trying to tell myself there will be other chances to go but I really don't know. Oh well I will just continue on with my own goals there was absolutely nothing I could do about it.
I was really looking forward to this trip. I had went and paid $200 for an emergency passport and everything and didn't even get to use it =\. I hate snow. Everyone who lives in my city talks about moving out. Well I finally feel like that. I hate this place now.
On the bright side of things..........................................................Yea
My birthday is next week on the 10th pretty whatever I end up doing on my birthday couldn't replace how much fun I would've had in Japan. I even was going to hit up Safari arcade and play some SSF4AE. Ugh this is hella lame. Oh well I will try to make my bday fun regardless of this nonsense.
After my birthday MVC3 comes out yay. Other than that nothing to look forward to till March and April....
Sorry for the overly emo post. Just finally got to express how I feel. I tried to ignore it but everything just hit me.
Being able to go out to eat with them and give them my thoughts on my out look of DOA and what I think they could do to improve it. On top of that play the newest DOA game and play it against Japan's best again but in a new game. Ugh this sucks. I know it will get worst the more I hear news about the game cause I should have been there. I keep trying to tell myself there will be other chances to go but I really don't know. Oh well I will just continue on with my own goals there was absolutely nothing I could do about it.
I was really looking forward to this trip. I had went and paid $200 for an emergency passport and everything and didn't even get to use it =\. I hate snow. Everyone who lives in my city talks about moving out. Well I finally feel like that. I hate this place now.
On the bright side of things..........................................................Yea
My birthday is next week on the 10th pretty whatever I end up doing on my birthday couldn't replace how much fun I would've had in Japan. I even was going to hit up Safari arcade and play some SSF4AE. Ugh this is hella lame. Oh well I will try to make my bday fun regardless of this nonsense.
After my birthday MVC3 comes out yay. Other than that nothing to look forward to till March and April....
Sorry for the overly emo post. Just finally got to express how I feel. I tried to ignore it but everything just hit me.
Wednesday, January 19, 2011
How to Play Dead or Alive: Dealing with the Defensive Hold
Dealing with the Defensive Hold
There are two types of situations in the game where Defensive Holds aka Counters/Reversals show up in the game. This is inside Critical and outside of Critical. Outside of critical is pretty much when you or your opponent are able to move around freely and attack one another. Inside critical is basically when one of you has become staggered by an attack and this is when you are trying to break free of the stagger so you can fight again, and at the same time your opponent is trying to hit you with more attacks to deal damage or set you up for more damage either with a launcher, knockdown, knockback or bait you into a throw for even more damage.
I hope this helps some of you players understand more so how Defensive Holds work because a lot of people tell me how they dislike the hold and the primary reason is because they don't know how to properly deal with it.
Outside of Critical:
To avoid getting countered you have to properly mix up the way you attack and not rely on the same hit level and formula of attacking. Also try to use attacks that are harder to react to while of course throwing in attacks they are a little bit slower to throw off your opponents timing. Also it is a lot easier to get countered low or high because there isn't a mix up between punches or kicks like their is for middle attacks. Middle attacks are really good to use for poking. Use lows and highs when you see your opponent is trying to hold you mid to throw them off and discourage them from trying to hold you. You can also mix in throws.
Inside of Critical:
Inside critical holds deal less damage so you can take advantage of this. You want to make sure you are mixing up your launchers and or knock down attacks if your character doesn't have a launcher to cover a specific hit level. For example Kasumi has a high kick, a mid punch and a mid kick launcher and she also has lows that knockdown as well.
The opponent only has a 25% chance of choosing the correct counter and of course they can "try" to react but it is hard. The more options you character has of course the better and then they still have to worry about reacting too fast and then getting thrown. On top of that you can option select their hold with a regular standing grab and a crouch grab and then follow up with an attack, a throw or a offensive hold.
Attack will counter hit their attack if they happen to try to slow escape out of the critical stagger, but the attack can still get countered of course. The throw will catch them if they decided to slow escape and then block or slow escape and then counter. The offensive hold will pretty much cover all bases but it works like a throw as far as whether they are ducking or standing, but the offensive hold will catch their attacks, grab them out of their guard and grab their holds. It will lose to throws though, but if someone is slow escaping into a grab they are really being risky lol.
The next entry will cover dealing with the start of the round.
There are two types of situations in the game where Defensive Holds aka Counters/Reversals show up in the game. This is inside Critical and outside of Critical. Outside of critical is pretty much when you or your opponent are able to move around freely and attack one another. Inside critical is basically when one of you has become staggered by an attack and this is when you are trying to break free of the stagger so you can fight again, and at the same time your opponent is trying to hit you with more attacks to deal damage or set you up for more damage either with a launcher, knockdown, knockback or bait you into a throw for even more damage.
I hope this helps some of you players understand more so how Defensive Holds work because a lot of people tell me how they dislike the hold and the primary reason is because they don't know how to properly deal with it.
Outside of Critical:
To avoid getting countered you have to properly mix up the way you attack and not rely on the same hit level and formula of attacking. Also try to use attacks that are harder to react to while of course throwing in attacks they are a little bit slower to throw off your opponents timing. Also it is a lot easier to get countered low or high because there isn't a mix up between punches or kicks like their is for middle attacks. Middle attacks are really good to use for poking. Use lows and highs when you see your opponent is trying to hold you mid to throw them off and discourage them from trying to hold you. You can also mix in throws.
Inside of Critical:
Inside critical holds deal less damage so you can take advantage of this. You want to make sure you are mixing up your launchers and or knock down attacks if your character doesn't have a launcher to cover a specific hit level. For example Kasumi has a high kick, a mid punch and a mid kick launcher and she also has lows that knockdown as well.
The opponent only has a 25% chance of choosing the correct counter and of course they can "try" to react but it is hard. The more options you character has of course the better and then they still have to worry about reacting too fast and then getting thrown. On top of that you can option select their hold with a regular standing grab and a crouch grab and then follow up with an attack, a throw or a offensive hold.
Attack will counter hit their attack if they happen to try to slow escape out of the critical stagger, but the attack can still get countered of course. The throw will catch them if they decided to slow escape and then block or slow escape and then counter. The offensive hold will pretty much cover all bases but it works like a throw as far as whether they are ducking or standing, but the offensive hold will catch their attacks, grab them out of their guard and grab their holds. It will lose to throws though, but if someone is slow escaping into a grab they are really being risky lol.
The next entry will cover dealing with the start of the round.
Sunday, January 16, 2011
Learning fighting games
The important part to learning a fighting game is figuring out all of the attack and defensive options in a game.
For example take a game such as Tekken.
Ways to attack are high, mid, low and throw.
Ways to defend are guard high, low, sidestep, 8 way, back dash, reversal, parry.
Attacks all have different properties such as their advantage or disadvantage on guard/hit.
Does the attack launch, knockdown, wall splat, slam down, cause a stagger?
And then you have ways to counter your opponents defensive option.
Opponent guarding high? Hit them low
Opponent guarding low? Hit them middle
Opponent sidestepping or 8 waying? Use a tracking or homing attack
Opponent backdashing a lot? Use an attack that has long range or get near them via dashing or running.
Opponent using Reversals or Parries? Use a knee/elbow/head attack because those can't be parried.
Opponent using certain attacks in a range to keep you out? Move in and out of that range to cause a whiff then punish.
Fighting games are all about finding the option to stop your opponents option.
When it comes to determining which characters are top tier its all about seeing which character makes the most out of choosing the correct options.
For example Bryan. Great keep out game with 3+4, good lows, tracking attacks, whiff punishment, wall game, combo damage, single hit damage, pokes, mids. He has everything. His only downside is that his punishment when guarding attacks that don't have a lot of disadvantage for their risks such as a hop kick is only like a 1,4 which isn't much it gives advantage but its not as juicy as a knockdown punisher. That is just an example, but that is minor compared to the rest of his tools that he possesses.
For example take a game such as Tekken.
Ways to attack are high, mid, low and throw.
Ways to defend are guard high, low, sidestep, 8 way, back dash, reversal, parry.
Attacks all have different properties such as their advantage or disadvantage on guard/hit.
Does the attack launch, knockdown, wall splat, slam down, cause a stagger?
And then you have ways to counter your opponents defensive option.
Opponent guarding high? Hit them low
Opponent guarding low? Hit them middle
Opponent sidestepping or 8 waying? Use a tracking or homing attack
Opponent backdashing a lot? Use an attack that has long range or get near them via dashing or running.
Opponent using Reversals or Parries? Use a knee/elbow/head attack because those can't be parried.
Opponent using certain attacks in a range to keep you out? Move in and out of that range to cause a whiff then punish.
Fighting games are all about finding the option to stop your opponents option.
When it comes to determining which characters are top tier its all about seeing which character makes the most out of choosing the correct options.
For example Bryan. Great keep out game with 3+4, good lows, tracking attacks, whiff punishment, wall game, combo damage, single hit damage, pokes, mids. He has everything. His only downside is that his punishment when guarding attacks that don't have a lot of disadvantage for their risks such as a hop kick is only like a 1,4 which isn't much it gives advantage but its not as juicy as a knockdown punisher. That is just an example, but that is minor compared to the rest of his tools that he possesses.
Sunday, January 9, 2011
Excited for DOA Dimensions being on Nintendo 3DS
I will admit that I was a bit bummed when I first found out the newest DOA game would be on handheld for obvious reasons its not on console lol so I thought it may not be as good as previous games, but up until now I realized why it will be a great thing!
There are a bunch of things that tournament goers and hosts will no longer ever have to worry about.
1. Needing x amount of setups.
We all know running a tournament is hard but getting all the proper equipment and setups is an even bigger hassle. Especially having television sets not only television sets but the proper ones. There have been a lot of tournaments in the past where we have had to deal with slow latency on monitors, but with Nintendo 3DS that will be no more! Everyone will be using the same setup regardless and its cost effective so running an event won't be so much money out of each others pockets!
2. Being able to play anywhere whenever you want to.
I know I hate it when I am travelling to a tournament and I can't do anything but listen to a MP3 player or play a different game on a handheld system, but now we are able to practice on what we are playing on! The possibilities are endless.
3. The DPAD
I personally dislike Microsofts Xbox 360 DPad and I am wish I didn't have to play on arcade stick for certain games such as Street Fighter. I would definitely still be playing on a pad if it wasn't a 6-8 button game but whatever. DOA has always really been a 3 button game and you can add with p+k, or f+k but usually can just press those all with one thumb. Anyway Nintendo has always been good with making proper DPads especially the SNES pad so I am looking forward to playing on it. Also N3DS has 6 buttons X Y A B and L n R.
4. I know everyones biggest gripe is that we can't play it on console (mainly a big TV) but Nintendo has an adapter that you can plug into the regular Nintendo DS that hooks into a TV so you can play games through your TV. Now I know that DOAD won't look as good on a regular TV but if you have a 3D tv then maybe we might get the same effects? Not sure we will have to test it out. This will also work well for streaming too so it covers all bases.
Now last but not least
5. Really good internet latency because Nintendo's netcode is really really solid. I know people who have played Tetris with players from Japan and experienced very minimal lag, so this will be great for our game. Seems like Team Ninja is always ahead of everyone else with or without Itagaki. Honestly I personally am a big fan of Hayashi especially learning that he had a lot to do with DOA3's development.
Oh by the way guys for people who are talking about the health bars. They were like that in DOA2 for the stun threshold. I think it was like that in DOA3 as well I can't remember.
There are a bunch of things that tournament goers and hosts will no longer ever have to worry about.
1. Needing x amount of setups.
We all know running a tournament is hard but getting all the proper equipment and setups is an even bigger hassle. Especially having television sets not only television sets but the proper ones. There have been a lot of tournaments in the past where we have had to deal with slow latency on monitors, but with Nintendo 3DS that will be no more! Everyone will be using the same setup regardless and its cost effective so running an event won't be so much money out of each others pockets!
2. Being able to play anywhere whenever you want to.
I know I hate it when I am travelling to a tournament and I can't do anything but listen to a MP3 player or play a different game on a handheld system, but now we are able to practice on what we are playing on! The possibilities are endless.
3. The DPAD
I personally dislike Microsofts Xbox 360 DPad and I am wish I didn't have to play on arcade stick for certain games such as Street Fighter. I would definitely still be playing on a pad if it wasn't a 6-8 button game but whatever. DOA has always really been a 3 button game and you can add with p+k, or f+k but usually can just press those all with one thumb. Anyway Nintendo has always been good with making proper DPads especially the SNES pad so I am looking forward to playing on it. Also N3DS has 6 buttons X Y A B and L n R.
4. I know everyones biggest gripe is that we can't play it on console (mainly a big TV) but Nintendo has an adapter that you can plug into the regular Nintendo DS that hooks into a TV so you can play games through your TV. Now I know that DOAD won't look as good on a regular TV but if you have a 3D tv then maybe we might get the same effects? Not sure we will have to test it out. This will also work well for streaming too so it covers all bases.
Now last but not least
5. Really good internet latency because Nintendo's netcode is really really solid. I know people who have played Tetris with players from Japan and experienced very minimal lag, so this will be great for our game. Seems like Team Ninja is always ahead of everyone else with or without Itagaki. Honestly I personally am a big fan of Hayashi especially learning that he had a lot to do with DOA3's development.
Oh by the way guys for people who are talking about the health bars. They were like that in DOA2 for the stun threshold. I think it was like that in DOA3 as well I can't remember.
DEAD OR ALIVE DIMENSIONS!!!
I am stupid hype for this game! I don't care if its on Nintendo3DS this game looks freaking good!
It seems like they have put in every stage from all the past DOA games from DOA2-DOA4 and put in some new stages as well like that boat stage.
Raidou looks freaking mean! Finally I get the super evil type character, but when I saw Jann Lee I got really hype. I can't wait to play this game. I hope N3ds can connect to a tv so we can play it in tournaments cause that would be great!
Can't wait and since Hayashi is the head of development now (he had a lot to do with how DOA3 was made) that guarantees the game will be great.
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