Re: DRE: CTS community mail

  • From: Di Lhong <marongdin@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2015 15:10:55 +0200

Thanks for the explanation.

If that's the case. Zafina's df+2 is probably a good example (especially
vanilla t6). The range of the move is damn good and it's fast enough to
wiff punish beautifully. Also it still launches opponent into combo if they
are mid air. So She's best at that range where her df+2 is dangerous and
her b+1+2 still can poke and annoy people.

For me in MKX. Utilizing single hitting move works better for my Mileena.
Her strings are either too slow or the range is poor if it's fast. Also
Cancelling to make it "safe" doesn't really work well with her since her
specials aren't safe. The few characters i play have great d+4 since it
recovers fast enough on wiff too. Some character's d+4 on wiff is
terrible...like Ferra/Thorr (probably because it's plus on block lolz)

On Thu, May 14, 2015 at 2:56 PM, Ryan Williams <ryan820509@xxxxxxxxx> wrote:

Neutral is really just space control. In MKX, there's no point in trying
to control space with normals up close because of how strong 50/50 mixups
and armour moves are. In a game like SF, moves that have good range and
priority up close could be considered good neutral tools. They also usually
have more than one purpose or benefit, e.g. ground space control, anti-air,
combo confirm, mobility while attacking or defending, etc. These moves have
their own inherent strengths and weaknesses in that they could potentially
be beaten by counter pokes that have better priority, but not to the extent
that you are discouraged from using them. In MKX, a move or series of moves
typically only serve a single purpose up close. Using a single-hitting move
in MKX up close is suicide. Even using something as simple as a d+4 can be
risky. You're better off going for a 50/50 canned string that is safe and
can be canceled.

I'll try to find you an example of good neutral play in SF, although there
are so many great examples of it in the older Tekken games as well.
On 14 May 2015 14:38, "Di Lhong" <marongdin@xxxxxxxxx> wrote:

Anyone got vids of how "neutral game" works? even if it's from SF. Trying
to get a better understanding on it :)

How is mkx neutral game up close different to sf?

On Thu, May 14, 2015 at 2:35 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:

Maybe airstrike cassie would've been a better choice.

On Thu, May 14, 2015 at 2:34 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:

Yeah Cassie do suffer a bit from Grand Master Subz...all she has is
normals and no "range" attacks.

But what she should've done at the corner is after Subz do
f+41~clone...do a gun shot or something to break the clone...but subz might
be able to slide and hit her since her gun shot is slow as hell...

On Thu, May 14, 2015 at 2:14 PM, Manase Zote <bmlzote@xxxxxxxxx> wrote:

This match tho...

https://www.youtube.com/watch?v=iS8_QYB9krc

On Thu, May 14, 2015 at 2:13 PM, Manase Zote <bmlzote@xxxxxxxxx>
wrote:

This match was ass...

On Thu, May 14, 2015 at 1:31 PM, Di Lhong <marongdin@xxxxxxxxx>
wrote:

https://www.youtube.com/watch?v=JbQnS-Q6e_o

the match i was talking about. was very eye opening on how to play
her for me :) d+4 ftw lolz

also d+4 in venomous adds poison damage that stacks. same with
f22...so the mentality of "i rather eat a low poke instead of an
overhead
starter" doesn't work. cos landing a few d+4 in a row will stack poison
damage and do damage over time that could add up to almost one small
combo
damage.

RPG D'vorah lolz

On Thu, May 14, 2015 at 1:14 PM, Ilitirit Sama <ilitirit@xxxxxxxxx>
wrote:

Cool, I'll check out some of her matches.

There's more than just normals though. eg. some characters have
strings with built-in mixups (or armour) than they can use from
mid-range
because the ender is safe on block or even advantageous. So they can
throw
it out and get in for free. In a tradional SF-style figthing game I
can
see D'vorah being really strong in neutral, but I'm not so sure in MKX.

On Thu, May 14, 2015 at 1:05 PM, Di Lhong <marongdin@xxxxxxxxx>
wrote:

Thanks for explaining neutral game :)

So it's like space pressure.

If that's the case. D'vorah does have a strong neutral game. d1 d3
d4 f11 and f22 range and speed + frames beats a lot of other
characters.
her special moves aren't anything fancy to throw out randomly. but her
normals are very strong :) saw a vid where someone just used 2 moves
to
win. d4 and f22.



On Thu, May 14, 2015 at 12:56 PM, Di Lhong <marongdin@xxxxxxxxx>
wrote:

scorps 11 being 7frame and 12 being 9frames is the second hit.

if you want to know how fast your jab is...go to the first page
of the movelist and see how fast you "1" is.

On Thu, May 14, 2015 at 5:53 AM, lindsey kiviets <
lindseyak@xxxxxxxxxxx> wrote:

morning peeps,

neutral game is when you not going anywhere. when you in a
standing position and you control dat space in front of you.

also , scorps 11 is 7f startup, but 12 is 9f.

I saw that you cant do 11 FRC 214 combo.

11 is your main punisher. scorp hellfire is kuk cheap, doing DOT
dmg in mid combo is not right.
------------------------------
Date: Thu, 14 May 2015 02:03:29 +0200
Subject: Re: DRE: CTS community mail
From: marongdin@xxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx

Anyone want to explain to me what does "neutral game" mean?

I'm not too familiar with fighting game terminology...unless
it's tekken...

Tried to google it but still not entirely sure what it is :/

Is it the same as wiff punishing?

On Wed, May 13, 2015 at 10:44 PM, euraima tobias <
euraima@xxxxxxxxx> wrote:

I'm with salie, armour and tp's are cheating. "gimme some space
bro!"
On 13 May 2015 4:10 PM, "Ilitirit Sama" <ilitirit@xxxxxxxxx>
wrote:

2D fighters need fewer armoured moves and teleports. They're
such a brainless way of providing "balance".












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