Vigo
[09] Warrior
Yep they simply nerfed BB without compensation.
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First of all, why can't you upload videos, mate? If you play online, I think you should be able to upload your videos. Anyway, from what you told me, the videos wouldn't add much to what you've already said in the thread. You did a good job in exposing your difficulties. Here are some advices:My question, therefore, is how can I improve my gameplay? I can't upload videos unfortunately, but I'm really just looking for general tips for how to play him and how to practice.
What else can I do to improve, and how can I practice putting these skills in my game? Keep in mind, I mainly play online, and when I have access to other players they don't really know how to play.
Actually, if they block against your Prep they become vulnerable against the SE mix up. On hit, the best standard reaction for them is to duck and use a TC. You are supposed to disencourage that with your Prep K. Then, they'll start to block and you'll be able to use SE. If they're blocking, you should be happy.Prep is great on hit, but in general, attacking at a disadvantage is a bad plan no matter what; and we all recognize prep is risky on block.
Against raph, if one is hit by an entry move, attacking is never a good option, the risk reward situation is considreably improved by just blocking the followup.
Dude... SCV SE K is the answer. That's your mix up right there. Of course, you may need to set up your SE, by using Prep K when you enter Prep on hit.The ability to re-enter Prep/counter/evade seems to suggest using the threat of Prep to force a reaction (even on block). This worked in 4 as you could BB/SEA B repeatedly until they tried to: evade/counter (SEA and Prep A) or they froze up (SEB and VE). Comparing Prep to other stances is not clear cut, as Prep doesn't force the same type of mixup as say Mist, Prep requires the opponent to become overwhelmed by the options; which we lack to a degree; instead of the opponent guessing to block your 50/50, as with many mixup stances, you have to guess the opponents actions in trying to escape.
What would you like to add to it? I actually think this move is indirectly 'buffed' by Prep 4. So, I'm OK with it.By lackluster I don't mean the moves are bad per se, but considering what we supposedly excel in compared to other characters (verticals), they could be more powerful while still keeping us in mid tier:
3B - Less damage than in 4. Still a decent poke, with good range and pushback, but not tooastounding.
I think I gotta do some test in regards to it's tracking. I'm satisfied for now but it may be just that I'm lucky or using this move on good set ups. I do think it should track well, at least to one side.1A - Negative on block and hit, 10 dmg, i20. Its tracking makes it pretty much a vertical move (meaning we should get some kind of a buff). Raph doesn't have good lows, but this move seems too weak.
It does evade. That's how it is supposed to be used, with the obvious exception of 66(B)A+B. You can also use it like... once in a life time, so their muscle memory may sort of forget to block low. Using at long range when they're scared of your Prep K so they don't step the Prep A+B. Using it after Prep 4 seems particularly promissing. But, overall, this is a move to be used rarely. And it's damage makes it OK on my books.Prep A+B - Slow, linear and unsafe. Compare to Nightmare 2A+B (or even our old 2A+B). Moves from stance tend to be more powerful or quicker than standard moves due to the natural restriction.While it does evade and has the best voice clip in the game, the risk reward is fairly low, as it can be easily blocked and stepped for a punish. Essentially, this move suffers the same issues as the old Prep~A+B.
44B does have TC, right? I'm satisfied with it.44B - In 4 this move was amazing, it tracked, "TJ" and was safe. Now, it does not track, is slow, and is unsafe (-16). Mistu's, by comparison, is safer (<-12), more damaging, rings out, and can cancel into stance. It could be argued that it has less range, but raph is supposed to have greater range at the cost of horizontals. I'm not sure of the hitbox issue that was mentioned, but I have been grabebd out of this move a couple of times.
Can you please refrase this one? I think I didn't understand it.Prep K - If it could beat out non vert TC attacks from block it would very helpfull. As it stands people should not be getting hit by this.
I tend to write big posts pretty much everywhere xD Some of my posts in the EA Sports MMA forum are really extremely long. And I do tend to make them as short as I can.Is it just me or does our SA like to write essays?
http://8wayrun.com/threads/preparation-prep-a-prep-primer.12559/Solid_Altair said:On hit, the best standard reaction for them is to duck and use a TC. You are supposed to disencourage that with your Prep K. Then, they'll start to block and you'll be able to use SE.
See the issue is SE is supposed to make people freeze up vs Prep, but the only way to get to SE is to have people freeze up (and evading). If I recall there is a match of hudathan vs fetz, where fetz interupts SE almost every time on reaction (I also assume he didn't know the matchup very well). Blocking to exploit the opponents oppenings/overextending is not the same as freezing up on block, somthing that as raph players we know.Actually, if they block against your Prep they become vulnerable against the SE mix up.
Alright I'll merge it.
If the move you're blocking is -16 and leaves them really close, 3(B)~prepA(B)~prep is a really good punish for almost 50 damage plus prep entry. Examples are blocking pyrrha's 236B or alpha pat's FC3aB.
There really isn't a choice for punishing. i12 = 6BB/6B(B) i16 = 3(B) combo depending on range. i20 = 236B. Those are your key frames.
Important snip
That's the theory...http://8wayrun.com/threads/preparation-prep-a-prep-primer.12559/
Attacking at a disadvantage is rarely a good idea. If your opponents are trying to beat Prep on hit, they are blinking red or don't know Prep. Walk through the risk reward or attacking vs blocking vs prep on hit vs on block; blocking is the best option if hit. Prep K is fast on hit (when the opponent should be blocking) and slow on block (when the opponent should be attacking).
See the issue is SE is supposed to make people freeze up vs Prep, but the only way to get to SE is to have people freeze up (and evading). If I recall there is a match of hudathan vs fetz, where fetz interupts SE almost every time on reaction (I also assume he didn't know the matchup very well). Blocking to exploit the opponents oppenings/overextending is not the same as freezing up on block, somthing that as raph players we know.
Punishing is about attacking your opponent when they cannot defend. The punishment on block (or after blocking) is one of the most common and sistematically understood. If a guy uses an unsafe move against you and you block, you oughta know how many frames you got to hit him before he can block. And then, use the option that gets you the bigger reward. And this should cover many of your Prep entries.Thanks for that. I guess I didn't fully understand punishing which is sort of depressing, but at least I know where to start.
I'm still not quite sure what I should be doing after I get in with advantage though. I've been using SE after. Is that right?
I have been trying to use Prep 4 after I mess up, but I tend to enter Prep with the mentality of using Prep 4, so I end up using it no matter what. For example, I'll get 3(B) off, but since I was planning on using Prep 4, I use that instead of hitting the combo. I suppose that's because of my Prep mentality issue, my lack of true character understanding, and my slow reaction time.
I've been trying to use Prep K too, but I don't really know how to use it. I'm guessing you would use it after a good Prep entry and if a player was particularly aggressive. Is that correct?
I don't think the developpers even understand Raph, and I think I could never understand Siegfried xD. Anyway I assume your problems are simply an experience factor, and not as much of a reaction time issue (I find it far more difficult to hitconfirm 6Bb(BE) or break throws).Leonyx said:I have been trying to use Prep 4 after I mess up, but I tend to enter Prep with the mentality of using Prep 4, so I end up using it no matter what. For example, I'll get 3(B) off, but since I was planning on using Prep 4, I use that instead of hitting the combo. I suppose that's because of my Prep mentality issue, my lack of true character understanding, and my slow reaction time.
So do we have a definite wants list to tweet to Daishi without sounding like greedy pigs for Raph?
It actually may be a reaction time problem but it should be a simple flowchart of how you plan your "hierarchy" of commands.
Take 6B(B)~prep or 6BB for instance.
1) Always assume you will get a CH and get your finger on the BE button immediately just in case. Even if you don't have meter, you may get 6BBB (only if you don't opt for prep).
2) If you see that the attack is only NH, just immediately move your finger away from the BE and get ready for plan B, which is your prep pressure for instance. This is likely just a single prepA, or a SE entry.
3) If you see your attack is on block, you gotta switch to plan C, which is either SE or prep4, which you need to make an educated guess based on your opponent's playstyle and character (do they have strong vertical or high whiff punishers)
4)If you see your attack completely whiffs,then you gotta switch to plan D, which is pretty much the same as plan C because you know you immediately need to be on the defensive.
You should always pre-plan that you'll get your full combo starter so you don't miss your opportunities. It's easier to to react to your attack being guarded, since you just need to hit guard (when in neutral). Being in prep is a little bit different because you have to choose between prep4/SE but you should already have a defensive "option" in the back of your mind to function as a guard.
This type of advice may be too deep for beginners though (being one of the things that separates newer players from the ones who have played the game longer).more importantly always observe and remember what your opponent is doing... they may attack you even under frame disadvantage or do something 'unpredictable' that beats the options above.
example... you're playing against LX.. you hit her with 6B(B)... she does 3B... your option 2 flowchart immediately fails big time...... and this type of option is usually more likely going to happen with good players....
-LAU
It'll help if you can speak japanese.So do we have a definite wants list to tweet to Daishi without sounding like greedy pigs for Raph?
Please contribute to the wishlist thread. We can discuss the merits here though.My prefered buff for Raph would be to make his 4A+B GI effect mid verticals and horizontals. For those moments i know that a mid is coming, just not which one. Pattycakes auto GI works similarly and it is a really powerful and very balanced tool of his. It's strong enough that you have to respect it but punishable enough that if you abuse it you will eat big damage for simply throwing it out.
Followed by delaying the input for prep K BE and making the second kick track.
A move that aGIs all mids is pretty awesome as shown in pyrrha's A+B aGI. Raph doesn't need an aGI against high moves (4B is too damn good).
Don't worry about conflicting aGIs because 8A+B and 4A+B are currently very similar in their aGI types (except 8A+B will repel vertical weapon attacks), so prep4 and your proposed 4A+B isn't that bad an idea.
However, I don't see it changing for the sake of change.
LAU said:example... you're playing against LX.. you hit her with 6B(B)... she does 3B... your option 2 flowchart immediately fails big time
If option 2 had Prep K, and Prep A/B, it is pretty airtight in all matchups (off the worst entry, ~K will be i11). And indeed, ~K has already been mentioned as the counter to aggressiveness on hit.Leonyx said:I've been trying to use Prep K too, but I don't really know how to use it. I'm guessing you would use it after a good Prep entry and if a player was particularly aggressive. Is that correct?
SC2/3 nostalgia... Anyway, we have 6BB, 3A, and 2A, but I don't disagree that the AE and aGI could be buffed. On an unrelated note, B+K vs Ezio crossbow at range is the coolest thing possible.taffertier said:I feel it is more a change for actually helping Raph deal with pressure, he doesnt really have a good way to get people off of him other than a regular GI which costs half a meter is available to everyone already. But if anyone should have good ones it would Raphael, he's a fencer after all. It would make sense playstyle wise and to compliment his moveset
Could we discuss what we feel needs to be changed (within the realm of possiblity) as opposed to things that could/should be buffed/changed/added? I guess this would result in a more concise list.Gamegenie222 said:So do we have a definite wants list to tweet to Daishi without sounding like greedy pigs for Raph?
do you think raph is so good that we just need to ask few changes?Could we discuss what we feel needs to be changed (within the realm of possiblity) as opposed to things that could/should be buffed/changed/added? I guess this would result in a more concise list.
Concise does not mean the list has to be short. There are many moves which could be improved, yet certain moves are more "critical" than others; finding a moveset/character design issue and then fixing the relative moves is more what I mean. And of course we all want SC3 AEs, yet it is not probable (it is possible though, ty Fendante) that they would modify the game to that extent.darkfender said:Do you think raph is so good that we just need to ask few changes?
Even the stun on Prep BBB on CH and the damage buff to 33KB BE?Step 1 - undo all patch changes to Raph.
Step 2 - make Prep A either track step or mid and unsafe and useful like SC4
- if you go with the mid option, make prep K track step
Step 3 - Raph is a decent character now, hooray.