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Bedoop
Joined: Wed Apr 13, 2016 5:06 pm Posts: 1104 Location: Bedoop!#7875 Country:
Gender: Male
MGN Username: Bedoop
Currently Playing: Rayman Origins
Waifu: CLEOD-BOT
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It's my birthday Can I have Fanta Mage back as a birthday present, SSF2 Devs can a doop-erino get me some heckinnnn' grape fanta sponsored content of Bedoop Co. Gaming for good ol' Augustus the Sixtytwenth thanks and please
_________________Stay groovy, wherever your travels take you.
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Fri Aug 25, 2017 11:40 pm |
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yamnow
Joined: Fri May 08, 2015 8:49 pm Posts: 465 Country:
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| | | | Bedoop wrote: It's my birthday Can I have Fanta Mage back as a birthday present, SSF2 Devs can a doop-erino get me some heckinnnn' grape fanta sponsored content of Bedoop Co. Gaming for good ol' Augustus the Sixtytwenth thanks and please | | | | |
you will see fanta sea mage on the roster but when u choose it its actually dark black mage
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Sat Aug 26, 2017 1:02 am |
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Ravin_Raven
Joined: Mon Apr 03, 2017 9:53 pm Posts: 549 Location: Right behind you Country:
Gender: Male
MGN Username: RavinRaven
Currently Playing: SSF2, The Game of Love
Waifu: Luna (Gwain Saga)
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Happy Birthday Bedoop!
_________________"Why Hello there, Dream Raven!" -HaramBABY (Slay.One)
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Sat Aug 26, 2017 11:49 am |
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svladcjelli42
Joined: Sun Aug 02, 2015 4:36 am Posts: 44 Country:
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In 0.9b, you couldn't make a second thundaga until there wasn't one on the screen anymore. In Beta, you can make a new one and it just replaces the previous one. This seemingly tiny buff opens up an interesting(?) spammy playstyle where you can use horizontal teleports to more or less constantly camp around thundaga. This doesn't work against characters with a great countermeasure against projectiles, but powershields aren't an issue if you teleport past the thundaga and grab them before they can reflect it - as long as your opponent is too far away to move in and powershield it when it first appears. Also, if you immediately follow up a thundaga with a second one (say while edge guarding), people will often jump right into the second one if they fall back on 0.9b evasion habits, or they will spend time powershielding a thundaga that is about to disappear anyway.
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Thu Sep 07, 2017 2:51 pm |
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brim
Joined: Wed Aug 30, 2017 7:35 pm Posts: 9 Country:
MGN Username: kr0nik
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after watching that you make me want to pick him up again. that actually looks decent, but very punishable the people you showed us werent really punishing you at all for charging, nor for doing the same thing continuously. First replay the couldve just jumped over the top plat after the first shock hit, and punished always let you charge everything for free and he would always try to beat out the thunder. Couldnt faster characters like him get behind you before your charge even comes out? or hit you from above?
_________________Mains: Training:
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Thu Sep 07, 2017 7:07 pm |
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svladcjelli42
Joined: Sun Aug 02, 2015 4:36 am Posts: 44 Country:
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It depends on knowing exactly how long you have before your opponent can get back to you. Against Sonic or Ichigo on a legal stage in neutral, probably not too viable. Against Ness or Falco or Fox or Pit, this stuff is completely useless. As a general rule though, it's not bad whenever your opponent has been knocked back too far to make it practical for BM to try to chase for a followup, and since BM has mobility issues, that can be a fair amount of the time. If BM is getting punished for doing this, that means the BM player hadn't bought themself enough time on that stage against that character.
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Fri Sep 08, 2017 1:29 am |
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Corvid Crow
Joined: Wed Jul 29, 2015 5:15 am Posts: 569 Location: Afairica Country:
Gender: Male
MGN Username: Corvid_Crow
Skype: AUS_Corvid
Currently Playing: With nice hens out there...
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That literally shouldn't work against 90% of the cast LMAO
if ur thinking about using the laggiest recovery move in the game in order to camp you've got something wrong with ya
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Fri Sep 08, 2017 7:29 am |
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TSF|Cookies
BR Member
Joined: Fri Sep 26, 2014 1:33 pm Posts: 2002 Country:
Gender: Male
MGN Username: TSF|Cookies
Currently Playing: PM, Melee, Ultimate, Hollow Knight
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^
Speaking of recovery, why is Warp so unresponsive to player inputs?What i mean that it takes quite a while for Mage to actually adjust his warp circle aim when changing directions, which make Up B mixups pretty much unviable. I dont think it would exactly break the character (maybe because Im not thinking this through, but in all honesty that can be said about this game's balance as a whole) and Warp being so unresponsive just feels super off.
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Fri Sep 08, 2017 2:19 pm |
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svladcjelli42
Joined: Sun Aug 02, 2015 4:36 am Posts: 44 Country:
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Corvid Crow, I would take your opinion more seriously if you actually watched the games I posted. I've seen your mage from 0.9b and frankly think you're a little bit overrated. Dair isn't the only approach in the kit.
Edit: if you don't grok that horizontal teleport is better than BM's run at various distances I just don't know what to tell you, other than you're missing out.
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Fri Sep 08, 2017 7:48 pm |
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NA
Joined: Sun Aug 17, 2014 12:46 pm Posts: 173 Country:
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Easy, tiger. Watching your replays, both opponents were weak, and your play was pretty one-dimensional. : Couldn't even connect off up-throw with anything meaningful. He literally sat and watched you charge F-smash. : Awful neutral; didn't even react to being hit by dash attack at ledge, just tumbling to death. He did nothing out of first-hit Nair, when grab, jab, literally anything would have sufficed. Teleport has high startup, high endlag, and is completely telegraphed. Any player remotely paying attention should punish that nonsense. And the same can be said for powershielding or even just airdodging through F-smash. Two matches of opponents exerting literally zero counterplay against spammed BM smash attacks proves absolutely nothing. Very rarely do I put other players on the hot seat, except when your erroneous conclusions push you to unfairly lash out at another player. That's not cool, and you need to mind yourself before doing so.
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Fri Sep 08, 2017 8:38 pm |
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Refurin
SSF2 Developer
Joined: Fri Dec 07, 2012 7:51 pm Posts: 352 Country:
Gender: Male
Currently Playing: Probably the new patch of SSF2 Beta.
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It can only change direction once, and it's always at the same point, about halfway through the duration of the move.
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Fri Sep 08, 2017 11:28 pm |
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TSF|Cookies
BR Member
Joined: Fri Sep 26, 2014 1:33 pm Posts: 2002 Country:
Gender: Male
MGN Username: TSF|Cookies
Currently Playing: PM, Melee, Ultimate, Hollow Knight
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Im not sure if I should feel silly for never noticing that or get mad because that sounds hella artificial and dumb
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Sat Sep 09, 2017 10:14 am |
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TheBlue10
Joined: Sun Nov 30, 2014 12:24 pm Posts: 770 Location: Somewhere Country:
Gender: Male
MGN Username: TheBlue10
Currently Playing: Life.
Waifu: I have a husbando.
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I agree, it is dumb.
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Sat Sep 09, 2017 10:31 am |
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svladcjelli42
Joined: Sun Aug 02, 2015 4:36 am Posts: 44 Country:
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The thing that isn't telegraphed about Teleport is the moment at which you reappear. You can teleport short distances. If you pay attention to your opponent, carefully time reappearance, and space correctly, you shouldn't normally be getting punished for it. You just have to win the second-guessing mind game.
Edit: rewatched the game against VTRcomics's DK, I think you (Manta) are misunderstanding the situation a bit. Every time it looks like VTRcomics is standing there doing nothing, they don't really have a good option to disrupt me. Due to spacing and the positions of platforms, their only fast-enough path to preventing the full charge from happening risks getting hit if I read their approach and release the smash, which I probably would (come to think of it, they could have used a precise dash cancel followed by dspec, then I'd have to release and hope for a clank).
The full charged smashes are not really for hitting your opponent with, they are for limiting their options and making them easier to predict. If it actually connects, that's just gravy.
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Sat Sep 09, 2017 3:13 pm |
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NA
Joined: Sun Aug 17, 2014 12:46 pm Posts: 173 Country:
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| | | | svladcjelli42 wrote: The thing that isn't telegraphed about Teleport is the moment at which you reappear. You can teleport short distances. If you pay attention to your opponent, carefully time reappearance, and space correctly, you shouldn't normally be getting punished for it. You just have to win the second-guessing mind game.
Edit: rewatched the game against VTRcomics's DK, I think you (Manta) are misunderstanding the situation a bit. Every time it looks like VTRcomics is standing there doing nothing, they don't really have a good option to disrupt me. Due to spacing and the positions of platforms, their only fast-enough path to preventing the full charge from happening risks getting hit if I read their approach and release the smash, which I probably would (come to think of it, they could have used a precise dash cancel followed by dspec, then I'd have to release and hope for a clank).
The full charged smashes are not really for hitting your opponent with, they are for limiting their options and making them easier to predict. If it actually connects, that's just gravy. | | | | |
In order for teleport to not be blatantly punishable, you have to stay along the ground, so your opponent already has locked your location down to running either left or right. A good dash dance is all that's needed to bust you up for teleporting in freaking neutral. I think you misunderstand how average that DK was. Even in the most limited of situations, doing nothing is usually the wrong answer. He could have easily shield-dropped into Nair; or done a walk-off Bair. Or just walked up to you with F-tilt to force a reaction. Or run-up shield. Or just grab you since F-smash takes days to come out. Or short-hop Giant Punch. The list goes on. And any character with a projectile completely negates whatever strategy you have going on. Bad strategy working against bad players does not mystically become good strategy. At even a remotely high level, this is highly punishable
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Sat Sep 09, 2017 9:43 pm |
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