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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Furok

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Mech-Hisui / Re: C-Mech player, searching for help!
« on: February 09, 2012, 07:36:07 AM »
Never fear, FUROK is here!

I'll try to tell you a little about how I play now:
-I use 2B to poke usually if my opponent is too close for a projectile, but if they're out of range of that I'll opt for 2C or 421A.

Mech's 2B is the normal to use when you're sure that the opponent is going to approach you on the ground. Used in this manner, 2B will keep them in check and allow you to either establish range (i.e start zoning) or hit-confirm into a combo of choice. Unfortunately, this move does have both start-up and recovery frames. As such, the only ways you'll be "destroyed for trying it" is when the opponent either reads that you're going to do 2B and jumps/IAD's over it and punishes the recovery (which is just you being predictable), or the opponent is doing a staggered blockstring to CH the start-up of not just 2B, but anything really. Think before you press.

-While my opponent is far away, I usually use a mix of TK'd jet packs, eye lasers, and non-TK'd crossbow to keep my opponent out of range.

The TK jet packs and eye lasers are good (B laser if they're on the ground, A laser if you think they're going to jump out, or they have a large hitbox), but the crossbow is a somewhat situational tool. I would recommend using it when you are in the air already establishing space some kind of air normal (j.B is best) and you want to cover a ground approach. Or, if you have multiple TK jetpacks out covering an air approach, do an A TK crossbow to send one horizontal projectile quickly along the ground and cover a ground approach. Do keep in mind that crossbow ought to be used sparingly, because some characters have an easier time working their way around your zoning than others, and will punish you severely for the many, many frames of recovery that crossbow has.

-My combo I'm learning to do(I can get it usually in practice mode, but not in actual games) is 2B 5C 2C 421C 2B 2C 5C 6C jump j.B j.C double jump j.B j.C air throw (~4.2k)

Acceptable. However, do try to learn the whip loop (of which you have to walk forward after the 236[A] for certain characters before the 2C), and the hammer/gravity loop (Typically, 10 hit combo -> EX Whip -> 5A -> 5C (all hits) -> (2C -> 6C -> 236 [A])x2~4. There are apparently variants of this combo that you can do in CC now, which I don't know. Do note that Miyako and Ryougi can be brought into the Hammer/Gravity/Beam/whatever loop with only 6 or so hits before the EX whip. Why? Because fuck 'em.)

-If I whiff the crossbow, I usually mash 22B or 22C and pray.(a bad habit!)

You know, you can EX cancel the A version of crossbow. Why not cancel into EX crossbow to keep them from approaching, or trade with the impending j.C that you're going to get hit with?

-I have a lot of trouble continuing close-ranged pressure

You must master reverse-beat pressure. 5C will beat low shields and catch jump-outs, and 2B will beat high shields and most anything else really. A great string to do is whatever-> 2B (1 hjt) -> reverse beat to 2A (make sure you're out of 2A range so it doesn't hit) -> 5C (jump outs, low shields) OR 2B (tries to move, high shields) OR 214B (tries to move, locks them down) OR TK jetpack (tries to jump out -> blocks TK jetpack, which puts them in blockstun in the air -> 5A AIR UNBLOCKABLE INTO COMBO) OR 421[A] (does catch jump outs, but mainly used only for people who cannot react to overheads) OR 421B (PSYCHIC KING). Mix and match, stagger your blockstring, keep them guessing, use 2C as well (on CH, will lead to an OTG combo that goes into whip loop (which is why it is important to learn!)).

-I'm bad at following up CH projectiles with combos

This is difficult to get used to, but it will come in time. In CC, try your best to follow up CH TK jetpacks with 236[ B ], since you now have enough time to reliably do that. Otherwise, just use either 2B->5B->6C->Air Combo or 2C->5C->6C->Air Combo. You may or may not have noticed that if both missiles of 214B connect, you get the CH of Death. Following this up into anything leads to good damage.

On wakeup, I like to shield > 22A, but the hitbox is so small it whiffs in most situations outside of jump-ins! Are there other viable options off of a successful wakeup shield, if your opponant is crouching, or farther away?
I have trouble breaking opponants pressure, without mashing 22A/B/C... What are some other good ways to break pressure with C-Mech?

Listen to Lord Knight. You may ONLY use 5D -> 22A if you are absolutely certain that they have no more air options. Otherwise, it will be baited or completely avoided and you will die a miserable death.

What are some effective ways of using C-Mech's arch drive? Are there any ways to combo into it, other than off of counter hits?

As Tempered already stated, it is a reversal. If you're back is to the corner and if they opponent goes in and applies pressure without thinking of the consequences, they will either get hit, block (in which you'll hit them with an air-unblockable 5A) or they'll shield on reaction (in which you will air-throw them). This is also great to use when the opponent has no more air options available and they must come to the ground. If they have air options, most characters can maneuver around it.

And of course, are there more efficient combos I should learn? The one I do is my own concoction...

Watch match videos and take notes, this will help you immensely.

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Kohaku's Video Room / Re: Current Streams
« on: January 09, 2012, 04:52:35 PM »

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Kohaku's Video Room / Re: Current Streams
« on: October 22, 2011, 09:10:30 AM »
http://www.twitch.tv/patchuri

streaming casuals all day

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i'm gonna be at megabus stop in hartford at 3PM on saturday.  please take care of the rest.

word. Mindgam3 will be there to pick you up.

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Kohaku's Video Room / Re: Current Streams
« on: September 17, 2011, 10:00:35 AM »
http://www.twitch.tv/patchuri

new england saturday casuals

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