"which game are you more confident at?"
"I think I'm more proficient at 3s, but in Hyper, my teammate is extremely strong so I'm kind of leaning on him (teammate is Jaian)"
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thedeadhaji
39489 Posts
"which game are you more confident at?" "I think I'm more proficient at 3s, but in Hyper, my teammate is extremely strong so I'm kind of leaning on him (teammate is Jaian)" | ||
thedeadhaji
39489 Posts
haha, very upbeat guy, he's up to top 8 now. | ||
H
New Zealand6137 Posts
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ArC_man
United States2798 Posts
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thedeadhaji
39489 Posts
So he pretty much hasn't slept >< | ||
ArC_man
United States2798 Posts
Edit: rofl yes it works again! Edit 2: Wow Chinese team getting interviewed (top 8 O_o) Edit 3: is that Pino? Edit 4: I want one of those t-shirts | ||
thedeadhaji
39489 Posts
he said he wanted to concentrate on playing rather than doing ceremonies etc. apparently China/Taiwan is very strong in KOF, everyone's saying they're the favorites. And man SFII is so intense! | ||
thedeadhaji
39489 Posts
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Bill307
Canada9103 Posts
On August 12 2007 07:25 freelander wrote: pls tell me about the third strike's system what are the properties of blue and red parry? what can you do with the bar at the bottom of screen? only supers? what do mean the different levels? is there throw break? is there throw break? Yes. If you and your opponent try to throw at approx. the same time, you will get a throw break, called a "tech throw". Specifically, if you and your opponent press throw within 8 frames of each other, you'll get a tech throw. You can't always tech throw, though. If you are thrown during a move (or during its recovery) then you cannot tech throw. Also, it is almost always impossible to tech throw a command grab (like Yun's, Yang's, or Makoto's). The easist ways to evade a command grab are to jump, to do a move like shoryuken (ryu's/ken's/akuma's uppercut) that lifts you off the ground, or to do a super move (but if you are still on the ground, you can sometimes get command-grabbed out of the super!). FYI, you cannot be thrown: a) when you are in "block stun" (cannot move after blocking an attack) b) when you are in "hit stun" (cannot move after being hit) c) for 5 frames after you "wake up" (get up off the ground) A common tactic is a "tick-throw", where you jab your opponent, wait for a sec (to let the block/hit stun end), then throw them (example: at 2:55). It is effective because after you get jabbed, your immediate instinct is to keep blocking. what can you do with the bar at the bottom of screen? only supers? what do mean the different levels? "Meter" (the bar) is useful for two things: 1. supers 2. EX moves, where your character flashes yellow and you hear a sort of SWISH or FLASH sound EX moves generally do more damage/stun, travel faster and farther, and sometimes have 4 to 6 frames of invincibility (e.g. EX shoryuken, or Chun Li's EX spinning bird). The invincibility is one reason why you sometimes see players using these EX moves on wake-up. They consume 40 points from the meter. There are no super levels: the # in the corner is how many supers you have in stock, e.g. 2 / 3 means 2 supers in stock out of a max. of 3. what are the properties of blue and red parry? A parry blocks an opponent's attack. It has 2 main advantages: 1. You take 0 damage, unlike normal blocking which takes "block damage" or "chip damage" from special and super moves. 2. You can usually get a free combo on your opponent after you parry them, because you can move right away while they are still recovering from their attack. In contrast, when you block an attack you end up in block stun which gives them time to recover from their attack (usually...). The difference between blue and red parries is: a red parry happens only when you parry during block stun, and it is a lot harder to do than a blue parry. If you are blocking a combo from your opponent, normally you cannot do anything because you are constantly in block stun from his attacks (well, you can choose to stop blocking, but you know what I mean ). During this time, you can red parry one of his hits. E.g. you might try to red parry the last hit: if you miss, you're only going to eat the last hit, and if you succeed you can punish him with your own combo. (example: at 3:12 and at 4:50, successful and failed respectively) In fact, most cases where a pro gets hit by only the last hit of a combo are failed red parry attempts. After you input a blue parry, it lasts for 5 to 10 frames, depending on whether you are in the air, whether your opponent is in the air, and whether you are parrying your opponent or a fireball (it's a little complicated). If your parry misses, then you cannot parry again for ~21 frames: this is what stops you from pressing forward or down rapidly in an attempt to parry everything . After you input a red parry, it lasts for 3 frames against normal moves and for 2 frames against special and super moves, so you have to be a lot more precise. When you parry, you and the object that hit you (your opponent, or a fireball) freeze in "parry stun" for 16 frames. During that time, you can still block, parry again, or tech throw. This is useful because e.g. if you parry a fireball, you and the fireball freeze but your opponent can still move and hit or throw you! (example: at 1:19, with Hugo trying to parry out of a Urien "unblockable" setup) After you parry your opponent's attack, sometimes they will be frozen for longer than 16 frames: 1. if you parry a jab or short (light punch/kick), they are frozen for 4 extra frames 2. if you parry a strong or forward (medium punch/kick), they are frozen for 3 extra frames 3. if you parry a fierce or roundhouse (hard punch/kick), they are frozen for 2 extra frames 4. if you parry a special or super move, they unfreeze at the same time as you E.g. say Ken tries to hit you with low strong cancelled into super. You parry his punch and then try to hit him back with your own low strong super (example: at 0:55). But he does the super anyway: once his 3 extra frames of parry stun end, the super will still cancel his attack and he'll hit you before your attack hits him, because 3 frames isn't enough time for you to hit him with low strong. Now say Ken does this up-close, within throw range. A throw has 2 frames of startup and connects on the 3rd frame. So after you parry his low forward, you have exactly enough time (3 frames) to throw him before his super comes out. | ||
thedeadhaji
39489 Posts
XD | ||
thedeadhaji
39489 Posts
LOL okay this has to be tokido, he's talking about Kokujin doing MC for 3s, adn how they worked together etc. | ||
thedeadhaji
39489 Posts
LOLOLOL THE GUY WHO IS FACING THE EUROPE TEAM LOOKED UP THEIR GAMES ON YOUTUBE THIS MORNING TO STUDY THEM | ||
thedeadhaji
39489 Posts
BOSS: comments on how Lupin does interviews at terrible timings. K.O: :"um... well I'll do my best" Wow MOV sounds like a complete and absolute fag | ||
thedeadhaji
39489 Posts
Boss: "Sextaro has some crazy movement, so I can't lose to him." KO: "Ochibi's yun is the strongest Yun, so I want to win vs him" (lol wtf Ochibi has the weirdest yun)_ | ||
thedeadhaji
39489 Posts
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Bill307
Canada9103 Posts
I can't get the stream anymore now. Too many people on, I guess . | ||
thedeadhaji
39489 Posts
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ArC_man
United States2798 Posts
Edit: was that some girl playing Chun? | ||
thedeadhaji
39489 Posts
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Bill307
Canada9103 Posts
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