Mage
I'll make you submit!
What's the point in complaining that it's other people making this thread a flame war when you're continuing it? BORING.
Stop posting shit.
Stop posting shit.
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If your timing is right, it'll be a guaranteed hit. I've tried using it as a punish to NM's 3(B) before, and unless you wait for NM's post 3(B) attack, you have a high chance of getting countered. Any intelligent NM that knows how to fight Voldo knows which attacks to look out for while they are zoning, and would be conditioned to generate a canned reaction from you (FC 3B post NM's 3(B). WR (K) seems like the safest option after blocking 3B (It whiffs at max 3(B) range), and this option is fine if you're trying to limit NM's options, but in competition, in the later matches, you can get bigger combo damage if you wait for NM's to make the first move post 3(B), and it whiffs. Much bigger damage.
I go under attacks with FC 3B all of the time. You can use it to go under Maxi's RC A, B on the point of contact A. Or Asta's 3KB. Good stuff to do to initiate thought from your opponent. Or frustrations if they rely on those moves and you keep interrupting.
Anyone have advice for the pat matchup?
Pat gets a fuckton more damage on BS Voldo than most of the cast, and voldo's horrible movement usually results in eating a 66B. The good news is voldo can roll a lot of his oki pressure, but thats just voldo in general.
Anyone have advice for the pat matchup?
Pat gets a fuckton more damage on BS Voldo than most of the cast, and voldo's horrible movement usually results in eating a 66B. The good news is voldo can roll a lot of his oki pressure, but thats just voldo in general.
Theres just one problem here, there is no other pat that is like Blue's. We can all give examples of other players but the other players don't disrespect overkill you like Blue does. Other Pats won't be afraid to throw out 10 1K's in a row, or just throw out A+B for the sake of throwing out A+B. Or constantly putting you into 1B mix ups.
You can try to get MU experience against the character, but that only does so much. At some point you'll realize, (as I have) that "da knees of justice are too OP." (And this is coming from someone who actually gives him trouble)
Let's face it, overkilling was intended by the game developers. Why else would there be a few seconds of gametime after you defeat your opponent?
I'm pretty sure there's a reason why environmental changes are carried over to the next round after you do stuff like slamming your already beatened opponent to a destructible wall or causing the cages in the voldo stage to go down.
This strategy enables one to go for RO's easily or maybe preventing wall combos that your opponent's character specializes in from happening in the first place.
@ZER0 @Rocktopus @Never_Relent
I never thought I would see the day that DIME asks for advice... mind = blown. Well maybe StevenA's perception of you being a scrub is true after all .
I think there should be another page added in DrakeAldan's guide of learning how to play SC5 in honor of @Blueboyb : Overkilling/disrespecting
Let's face it, overkilling was intended by the game developers. Why else would there be a few seconds of gametime after you defeat your opponent?
I'm pretty sure there's a reason why environmental changes are carried over to the next round after you do stuff like slamming your already beatened opponent to a destructible wall or causing the cages in the voldo stage to go down.
This strategy enables one to go for RO's easily or maybe preventing wall combos that your opponent's character specializes in from happening in the first place.
I'm also pretty sure there's a reason why grabs are enabled again after defeating your opponent. (compared to SC4 where it was disabled.
>By extending the game time after defeating your opponent, (those 5 second grabs do add up.. especially patroklos' knees of justice) it serves to remind your opponent that you pwned them and those extra seconds would allow them to let that fact sink in. Not only does it solidify your dominance, but it also adds insult to injury depending how swagtastic your overkill is, which could intimidate your opponent and cause them to fuck up more due to their feelings being flustered.
Can you gain meter from just simply overkilling ? NO! This is why you should aim to do stuff like changing the environment or grabbing.
Seriously we need to start some project like "The Art of Overkilling" up because this could possibly be the new revolutionary strategy to fighting games. We need to get rid of the stigma that is associated with overkilling! I get kicked cause I do it, like what the hell.
I'll have to give my credits to @Blueboyb for inspiring me to practice overkilling and opening that hidden knowledge of wisdom in my brain.
This might be the only post where I actually written something that can be considered 'insightful'.
There should be another page on DrakeAldan's SC5 guide on the strategy of taunting/teabagging. Think it's a joke? Go look at ninjaguy446 vs woahhzz at Summer Jam 2014. Woahhzz had a life lead but succumbed to ninjaguy's taunting and it made him lose the whole set.
My theory is that when you teabag/taunt, it makes your opponent's guard go down because they probably think you're not taking the game seriously and it would cause them to feel inclined to teabag/taunt back OR it would make them go on the offensive as a reply to your indimidation, thus making them more vulnerable.
Let's promote this guys xD : @ZER0 @Rocktopus @Never_Relent
I never thought I would see the day that DIME asks for advice... mind = blown. Well maybe StevenA's perception of you being a scrub is true after all .
I think there should be another page added in DrakeAldan's guide of learning how to play SC5 in honor of @Blueboyb : Overkilling/disrespecting
Let's face it, overkilling was intended by the game developers. Why else would there be a few seconds of gametime after you defeat your opponent?
I'm pretty sure there's a reason why environmental changes are carried over to the next round after you do stuff like slamming your already beatened opponent to a destructible wall or causing the cages in the voldo stage to go down.
This strategy enables one to go for RO's easily or maybe preventing wall combos that your opponent's character specializes in from happening in the first place.
I'm also pretty sure there's a reason why grabs are enabled again after defeating your opponent. (compared to SC4 where it was disabled.
>By extending the game time after defeating your opponent, (those 5 second grabs do add up.. especially patroklos' knees of justice) it serves to remind your opponent that you pwned them and those extra seconds would allow them to let that fact sink in. Not only does it solidify your dominance, but it also adds insult to injury depending how swagtastic your overkill is, which could intimidate your opponent and cause them to fuck up more due to their feelings being flustered.
Can you gain meter from just simply overkilling ? NO! This is why you should aim to do stuff like changing the environment or grabbing.
Seriously we need to start some project like "The Art of Overkilling" up because this could possibly be the new revolutionary strategy to fighting games. We need to get rid of the stigma that is associated with overkilling! I get kicked cause I do it, like what the hell.
I'll have to give my credits to @Blueboyb for inspiring me to practice overkilling and opening that hidden knowledge of wisdom in my brain.
This might be the only post where I actually written something that can be considered 'insightful'.
There should be another page on DrakeAldan's SC5 guide on the strategy of taunting/teabagging. Think it's a joke? Go look at ninjaguy446 vs woahhzz at Summer Jam 2014. Woahhzz had a life lead but succumbed to ninjaguy's taunting and it made him lose the whole set.
My theory is that when you teabag/taunt, it makes your opponent's guard go down because they probably think you're not taking the game seriously and it would cause them to feel inclined to teabag/taunt back OR it would make them go on the offensive as a reply to your indimidation, thus making them more vulnerable.
Let's promote this guys xD : @ZER0 @Rocktopus @Never_Relent
Amazing find by Gold|Dratak !
Apparently, you just need to hold 4 and press a button : 4]K or 4]A or whatever.
No more 66B+G front RO throw from Pat :)
His wake up game is completely useless too, since he ends in BT.
That's the jankiest Voldo bug I've seen yet.
I'm guessing it works because the thrown player's inputs aren't ignored during the throw to allow for countermashing. If that's true a similar glitch should be present for Dampierre's side throw.