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On August 01 2015 00:03 2stra wrote: Any of you guys in Rising Thunder alpha? It's been really fun so far imo. Really simple to pick up but the spacing/footsies and mixups are certainly there. I love my spartan robo gief!
I've been vlading it up
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Got it earlier today. I've been running Chel.
It's pretty cool, but haven't had the time to really delve into it yet.
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just got into the Alpha been playing Chel too she seems simple and fun if you see a GizmoPT in there its me xD
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I have 2 codes for Rising Thunder alpha, PM me if you want em.
edit: gone
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is there a forum or wiki for rising thunder anywhere? goofing off with it but id rather not try to learn everything from scratch, my lab game is weak
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You've got the reddit. Link
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On August 02 2015 07:21 Trumpet wrote:is there a forum or wiki for rising thunder anywhere? goofing off with it but id rather not try to learn everything from scratch, my lab game is weak There's a few posts on the official forums with some labwork in em
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Anyone here who plays Killer Instinct? I'm gonna buy it once it releases for PC.
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I also have 2 codes for Rising Thunder, PM me if you want
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So a friend gifted me Skullgirls and USF4 on Steam once he heard I built myself a new comp. Problem is, my TE stick (the original run) works on my old 2008 Vista laptop, however it cannot run on my PC. Read up, that the older PS3 Madcatz all suffered a weird driver issue.
So been mashing those game a little on pad, but this won't last long. Going to assume the Madcatz TE sticks past Round 2 are easily plug and play with PC (I don't feel like paying extra to get ti dual-modded for XBox/Windows)? Thinking of getting another TE when a tournament is offering discount codes, or possibly something like a Hori RAP.
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On August 02 2015 08:16 kuresuti wrote:You've got the reddit. Link
I somehow continuously forget that reddit exists / has fg forums. Thanks!
Edit: this doc has some info for others curious https://docs.google.com/document/d/1IhWcJsBZcrZM71CLpb8WMrbaP4cyXqlBgrd2MKhNOS4/preview?sle=true
Played for about an hour, USA robot is also "Just Punch Shit" robot, already feeling this game. The combos are pretty straightforward and the kinetic stuff is pretty cool to pick between pressure / damage or more defense.
tbh of the new PS4 compatible sticks, I don't like the TE2. The easy open faceplate is awesome for modding but sucks to play on imo. There's an empty space where the plate pops off, kind of like you pushed two tables together, so there's a small gap and they're not quite even. Hoping Qanba will make one soon, but I picked up an HRAP 4 (kai?) in the meantime. $50 cheaper than the TE2 but uses hori parts instead of sanwa. They're better than hori parts used to be by a large margin, but I still prefer Sanwas. Modding in Sanwa buttons + JLF (I did) cost $50, so evened out almost to the dollar. The hori was easy to mod, 10x easier than the HRAP3, and the quick disconnects have a muuuuch nicer wrapping around them for the buttons so they dont hurt your hands to pull them off lol. I hear the art is way harder to replace on the hori, and it def doesnt have as much space to rest your wrist on like the old sticks, but among the current PS4 sticks its my favorite. For reference, in the past I used HRAP 2, HRAP 3, TE Round 2, Q4RAF Black, now HRAP 4 Kai.
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Melbourne5338 Posts
I'm having more fun hitting people with terrible mixups on USAbot
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As someone who has never really put any time into fighting games, Rising thunder has taught me that i fucking SUCK.
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Melbourne5338 Posts
Press the uppercut button
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On August 02 2015 19:23 pachi wrote: Press the uppercut button
Oh i have to press buttons to win? So insightful!
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There's no rage like getting bodied by Edge Rage. Why is everything safe, Zib just wants to find his ball!
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soooo rising thunder is pretty fun. Getting used to using all 8 buttons is still really weird to me, but been having a blast. Got to gold so far using exclusively Dauntless, here's some notes that I've made (work in progress):
**I've only played Kinetic Advance with the Vandal Hook. Other loadouts could change things. + Show Spoiler [Dauntless Notes] ++ Show Spoiler [Combos / General] + Low Cr.M xx S1 Cr.M xx S1 Dash LLL xx S1 / L xx S2 Cr.M xx S1 Dash L xx S1 -- 191 *LLL xx S1 does same amount, LL does less Cr.M xx S1 Dash L xx S2 -- 199 *LLL x S2 does 195 **For these, ending in s2 instead of s1 gives a knockdown I'm not sure if cr L is a low or not, it might be.
Overhead f.M -> H xx S3b xx S1 (hold)
Mid Cl.M -> H xx S3b xx S1 (hold) -- 192 Cr.H, L xx S2 -- 196 but hella unsafe if you miss the link.
S2 (reversal) dash (have enough time to cross under for side switch), M -> H xx S3b xx S1 (hold) - 228 S2 (1 hit) upforward, crossup for surprise mixup (55 + 241 if it hits)
Cl.M -> H xx S3b xx S1 (hold) uf *gives jumpin setup outside the corner, crossup in corner **Corner corssup doesn’t seem to work on Talos!
S1 xx Super, S1 (held) is a go to for many matchups
Punish L xx S1 is good for a fast punish vs a lot of chars, faster than st M.
Crossup, cr.H xx Super, S1 - 375ish? (raw super does 300) --good for obvious punishes like whiffed talos grabs or dizzied opponents
Throw -> Dash (let them fall a bit) cl.M -> H xx S3b xx S1 (hold) -- 168
Back throw -- Cant be combod, but does 125. Forward Throw -- can be canceled into combo but only does 50 on its own
Not really combos but didn’t have another space for it: Cr H is a respectable anti air, but its use varies by matchup. Some chars trade with it really well, and the timing can be a little tricky (easy to accidentally press early and get hit clean). Super is a surprisingly good anti air if they're jumping towards you. Use around the apex of their and they'll usually land on it for the full combo.
+ Show Spoiler [Vs Crow] + Not too sure how to best deal with this guy, havent played vs him a ton.
Super can punish his fireball thing but the timing is real hard, way harder than chel for example. Much better to use S1 to get the hit and then cancel into super when you see it connect.
He seems to have both high and low options for his resets?
He doesn't have a reversal to my knowledge (maybe super?) so can go wild with meaties.
Take your time in this match and pick when to approach. May eat some small damage but don’t want to jumping straight into his fireball traps or the invisibility sphere.
Invis sphere doesn’t last long and unless you’ve been knocked down it seems like you can hit him for using it or at least put him in blockstun to avoid some mixups.
+ Show Spoiler [Vs Chel] + Low button xx fireball isnt true blockstring, can S2 through it.
Her DP is super good, cant really beat it by crossing up, and it leads to damage Basically don’t jump at her except to get over fireballs from afar or air to air unless you really are feeling it and calling out a fireball timing, the damage risk is real high. Odds of jumping a fireball are low though, cause she shouldn’t be spamming them at a range too much vs daunt S1 (held) armor will go through a fireball if you start it up ahead of time and whack her, gotta be careful though as that health doesn’t recover too quick.
Best use of super is probably going S1 through fireball xx super. Raw supers can punish fireballs or jumpins but those will be rarer against good players and she can bait it by doing fireball xx air fireball to make daunt's super whiff
When she's doing odd floaty kick move, if you use cr M, you can go under and itll whiff over you and give you a free punish. Might have to get lucky on timing, not sure if its something you can really do on reaction
If she does super raw (she shouldn’t but some do), can jump over it a la sf4 ryu U1 in most cases (maybe not when directly next to her though, havent tested)
+ Show Spoiler [Vs Talos] + Kinda tough, must be wayyy more careful than the talos player.
Biggest fear is the armor kick. It'll fuck you up both as an anti air and as an anti poke. As an anti air youre usually boned, but it should be your goal to bait out some armor kicks and punish with far M -> H Can also go for jumpin -> rejump crossups to try to bait armor kicks for full punishes.
Charged S1 is a great tool in this match but don't get too predictable or you'll start eating armor kicks and grabs
Be real careful dealing with the mixup after he does his kick -> magnetism combos. Lots of opportunities for him to jump and bait your S2. Look to jump yourself as a good option to avoid his scary stuff (like grab, armor kicks) and potentially get damage yourself.
S1 xx super is good here, but can also use it to punish him doing that weird blue charge for his grabs if he's near you (though may not get full damage if he backdashes out of it)
That blue charging grab thing can go into anti air grab, so prob safest to leave it alone unless youre near him when he starts. Not sure if it builds him meter
Meaty cr M xx S1 (and cr M in general) loses to wakeup armor kick. Meaty cr LLL xx S1 will BEAT wakeup armor kick. Meaty far M -> H will BEAT armor kick.
If it's a shoulder tackle talos instead of magentism, the air shoulder charge seems safe if not plus for talos, and they tend to press stuff like cr L after. Look for this habit and blow it up by blocking the shoulder and use S2.
He can grab your landing as a punish!! Cant do the kof hold up while jumping to perpetually avoid grabs. Even can get anti aired by super grab in some cases if they're good at the timing.
+ Show Spoiler [Vs Dauntless] + (mirror)
LOTS of S1. Once supers are in play, look to punish held S1's with super and bait super with noncharged S1's.
S1 xx Super is prob best use of meter, even if it’s a combo like LLL xx S1 xx super
Test the players AA abilities, cr H is a great AA in this matchup but lots of daunts don’t use it.
Crossups can be hard to deal with, repeated crossups can be good to bait S2 for a full punish.
S2 xx dash combos tend to go a long way in this match.
+ Show Spoiler [Vs Vlad] + Projectile seems too fast to punish with super
Windmill move is punishable on block by L xx S1
Havent fought many of these, not sure what to expect.
+ Show Spoiler [Vs Edge] + Has overhead reset potential and just a far range overhead combo starter in general. Has a far range low threat that leads to knockdown (think sf4 guy slide). His low jabs seem to be really good but not sure if he can get true damage off of them.
Charged S1 does a lot of work in this matchup to get close and punish stuff. Prob the best use of super as well.
His DP is pretty good and seems to be S2 if done simultaneously but can be crossed up much easier than chel's, so going for knockdown crossups not a bad idea. Often the crossup will tag his DP out of the air, but the way the juggles work you can do the cl.M -> H xx S3b combo as normal and still get all of it.
Can be a good idea to mash S2 during his combos until he starts looking for it, will pop him if he goes for the resets (which are common!) If not trying to mash out, good idea to default block high at least during his combos, because the damaging reset seems to come only off overhead.
Not sure what to think about overall character strength. Too unsure what to think of the Crow and Vlad matchups to have an idea there, but Talos seems to have at least a slight advantage over Dauntless, not sure how he does vs the rest of the cast. Chel's damage, buttons, and great reversal probably put her at the top, but she doesn't seem like she's way better or anything. I've had really tense matches vs Chel players, but I've never felt beaten by the character the way Talos made me feel at first lol. Edge matchup seems more even. I feel like Edge has more options to be scary, but the damage isn't absurd and the mixups aren't as confusing as Crow's.
Really wishing this alpha had offline play!
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Melbourne5338 Posts
Training dummy or Lobbies would be nice too.
For super in the corner with dauntless, theres better finishers than S1 (pause) S3b -> H dash forward -> f.M -> H jump forward -> air.S1
Some high Dauntless that I saw on streams were using S3a. Mostly to keep S1 safe and to do j.H -> H -> S2 dash S3a S1 for 300+ damage
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On August 03 2015 16:21 pachi wrote: Training dummy or Lobbies would be nice too.
For super in the corner with dauntless, theres better finishers than S1 (pause) S3b -> H dash forward -> f.M -> H jump forward -> air.S1
Some high Dauntless that I saw on streams were using S3a. Mostly to keep S1 safe and to do j.H -> H -> S2 dash S3a S1 for 300+ damage
It totally has a training mode tho! Unless you mean being able to set it to crouch etc etc. Those corner followups sound cool, the only one I had realized on my own was S3b -> S1 (1 hit), which didnt feel like it was worth wasting the extra cooldown on cause if you get a hit immediately after you dont get your full combo. might try the dash forward mh one tho, that could be real useful.
I'm gonna have to try out some of that stuff with S3a, thx for the tip! idk how I feel about having to use the dash for your bnb but 300+ is some scary ass damage. I was just messing around with stuff I'd found on my own, I def need to watch some streams / videos for inspiration
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I'm really liking Punchrobot even though the pilot isn't a dog but the netplay is notoriously bad. Disconnect every match. Other downside: Matchmaking means I fight Gold V people at Carbon I.
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