Fizz-sama
Smash Ace
I love playing against skilled players that whoop my ***. I just save the replay and look at what I did wrong.
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I'm pretty decent with him.Cause Tager actually sucks.
One person being good does'nt mean everyone is good with that character.
/Uncomfortably Happy.http://www.youtube.com/watch?v=iBTpdR2AiWw
more inspiration for tager.
mike z tearing up the supposed best hakumen o.o.
why arent we all maining tager. and why is he still low tier!?
...you know Tager has an advantage on that man, right? once magnitized, Haku-Men is in serious trouble...http://www.youtube.com/watch?v=iBTpdR2AiWw
more inspiration for tager.
mike z tearing up the supposed best hakumen o.o.
why arent we all maining tager. and why is he still low tier!?
Oh my. I wish I had this game for that right there. I'm getting tired of losing without really knowing what I'm doing wrong other than I'm not moving fast enough.I love playing against skilled players that whoop my ***. I just save the replay and look at what I did wrong.
given, Serlin does not like GG or BBThe makers of Guilty Gear just released a new game called BlazBlue. Evolution did feature a BlazBlue side tournament, with the top 2 players playing on stage on finals day. I mention this game because I wonder if it will replace Guilty Gear in next year's Evolution lineup. I will now tell you why this game is kind of a disaster, in my opinion. At least it's *easily* corrected, but I wonder if the developers will be willing to do it. The problem: throws are terrible.
Street Fighter 4 throws have 3 frames of startup (way too long compared to the 0 frame startup of SF2 and Guilty Gear). Also, you can tech (throw escape) and take zero damage, and you have plenty of time to tech. Compare this to SF2 where you can only reduce the throw damage by about 50%, or all Guilty Gears before Accent Core where you can't reduce throw damage at all. If you thought SF4 throws were ineffective though, you haven't seen anything yet!
How about 7 frames of startup on throws! Also, you have 13 frames to tech for zero damage. Also, if you enter the command to tech, even if you weren't thrown yet, you become unthrowable for the next 11 frames. Now, it's also true that once those 11 frames are over, there's another window (not sure how long, some say 12 frames, some say 24, I don't know) where you cannot tech throws at all. This is to prevent you from mashing throw tech. Solution: don't mash throw tech, just easily tech throws in the 13 frame window + 11 more frames of leeway. Better yet, easily jab throws out of their absurdly long startup time. Or jump, because pre-jump frames (the time it takes you to leave the ground after you hold up) are 3 or 4 frames, depending on character. So if you repeatedly jump, air attack, jump, air attack, etc, you actually can't be thrown because you're never in a throwable state long enough for these slooooow throws to work. On and by the way, teching a throw pushes you almost full screen away from the opponent for some reason.
It gets worse. Maybe you want to play the throw guy, Tager, to get some decent throws. Tough luck, because his throw startup on his two normal throws are 6 and 7 frames, too. He also has two special throws. The high damage one is 8 frame startup (even longer!) and the low damage, but long range one is 11 frames! It's true that frames 3-11 of that are invulnerable, but you can't use the throw as a reversal (Potemkin in ggxx can, Zangief in SF2 can) and the opponent can easily jump out because 11 frames is a long **** time.
Just for completeness, there's also a new system where you can throw the opponent out of hitstun or blockstun. This is kind of a non-feature because the opponent has 27 frames (not a typo) to tech out of that. It's possible to make a sandwich or pitch a tent, then tech the throw in that case. Why are these developers so afraid of anyone throwing each other? I've played jaby, jab games before (CvS2) and I've played games where throws are good (SF2 and GGXX) and throws being good is just better all around. More offense, more mixups that matter, more strategy. Dear Arcsys: please implement 0 frame startup throws and damage scaling to reduce post-throw combos if necessary. Thanks. I'd hate to have to play this no-throw game as it is at Evolution 2010.
GG and BB >> SF and SCAnd now for some boring stuff about Guilty Gear and BlazBlue, followed by exciting stuff about Soul Calibur.
I am hosting nightly BB friendlies at 9:00 PM eastern. This room will be invite only. So add me on friends list and I'll invite you. Send me a message if you want to reschedule and we'll work things out.So what happened to scheduled BB rooms?
remember if u grab any character before they grabs u and ur grab misses u cannot tech anything for 7-11+ frames. same goes for if u try teching a throw before the game engine allows u too. so make sure u are frame precise when it comes to teching...never mash B+C.With all due respect to Sirlin, Tager's throws, even at the professional level, are not teched extremely often. Many of his command grabs are extremely difficult to tech.
Sirlin likes GG. I don't get where you got the impression he doesn't.Tager could be an amazing character. But he is screwed up the games engine. How? Let Serlin explain.
given, Serlin does not like GG or BB
GG and BB >> SF and SC
doesn't apply to all games, try teching Zangief's SPDSirlin likes GG. I don't get where you got the impression he doesn't.
Edit: Also command throws cannot be teched unless you were in hitstun. I don't even own the game and I know that.
No command throws in Blazblue cannot be teched unless it is part of some combo in which the time window is stupidly large. Probably can boil some water and make some ramen then eat it at that point. It was like half a second or something?doesn't apply to all games, try teching Zangief's SPD
unless you were mentioning BlazBlue, then yea. wouldn't it be that the tech window is super tighter than the basic throw...
27 frames, so nearly half a second.No command throws in Blazblue cannot be teched unless it is part of some combo in which the time window is stupidly large. Probably can boil some water and make some ramen then eat it at that point. It was like half a second or something?
BlazBlue: Throws Are Bad
The makers of Guilty Gear just released a new game called BlazBlue. Evolution did feature a BlazBlue side tournament, with the top 2 players playing on stage on finals day. I mention this game because I wonder if it will replace Guilty Gear in next year's Evolution lineup. I will now tell you why this game is kind of a disaster, in my opinion. At least it's *easily* corrected, but I wonder if the developers will be willing to do it. The problem: throws are terrible.
Street Fighter 4 throws have 3 frames of startup (way too long compared to the 0 frame startup of SF2 and Guilty Gear). Also, you can tech (throw escape) and take zero damage, and you have plenty of time to tech. Compare this to SF2 where you can only reduce the throw damage by about 50%, or all Guilty Gears before Accent Core where you can't reduce throw damage at all. If you thought SF4 throws were ineffective though, you haven't seen anything yet!
How about 7 frames of startup on throws! Also, you have 13 frames to tech for zero damage. Also, if you enter the command to tech, even if you weren't thrown yet, you become unthrowable for the next 11 frames. Now, it's also true that once those 11 frames are over, there's another window (not sure how long, some say 12 frames, some say 24, I don't know) where you cannot tech throws at all. This is to prevent you from mashing throw tech. Solution: don't mash throw tech, just easily tech throws in the 13 frame window + 11 more frames of leeway. Better yet, easily jab throws out of their absurdly long startup time. Or jump, because pre-jump frames (the time it takes you to leave the ground after you hold up) are 3 or 4 frames, depending on character. So if you repeatedly jump, air attack, jump, air attack, etc, you actually can't be thrown because you're never in a throwable state long enough for these slooooow throws to work. On and by the way, teching a throw pushes you almost full screen away from the opponent for some reason.
It gets worse. Maybe you want to play the throw guy, Tager, to get some decent throws. Tough luck, because his throw startup on his two normal throws are 6 and 7 frames, too. He also has two special throws. The high damage one is 8 frame startup (even longer!) and the low damage, but long range one is 11 frames! It's true that frames 3-11 of that are invulnerable, but you can't use the throw as a reversal (Potemkin in ggxx can, Zangief in SF2 can) and the opponent can easily jump out because 11 frames is a long **** time.
Just for completeness, there's also a new system where you can throw the opponent out of hitstun or blockstun. This is kind of a non-feature because the opponent has 27 frames (not a typo) to tech out of that. It's possible to make a sandwich or pitch a tent, then tech the throw in that case. Why are these developers so afraid of anyone throwing each other? I've played jaby, jab games before (CvS2) and I've played games where throws are good (SF2 and GGXX) and throws being good is just better all around. More offense, more mixups that matter, more strategy. Dear Arcsys: please implement 0 frame startup throws and damage scaling to reduce post-throw combos if necessary. Thanks. I'd hate to have to play this no-throw game as it is at Evolution 2010.
Already posted just one page back, it's what we were talking about.here's an interesting article posted by Sirlin