WTF?!!!! Tira's 11B

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TheNoirEffect

[12] Conqueror
Smh everyone look at this (1:41), it doesn't matter if you play with Tira or not.


If I'm trippin' let me know, cause her 11B is supposed to be a low.
 
Man people are having a hard time dealing with the fact that lows aren't the same function as they used to be, so they are getting toned down or removed. First Mitsu players, then Cervy with 1K, Nightmare players with 11B, and now this. Oh well, popcorn and all that.
 
Man people are having a hard time dealing with the fact that lows aren't the same function as they used to be, so they are getting toned down or removed. First Mitsu players, then Cervy with 1K, Nightmare players with 11B, and now this. Oh well, popcorn and all that.
I like that direction.
 
Man people are having a hard time dealing with the fact that lows aren't the same function as they used to be, so they are getting toned down or removed. First Mitsu players, then Cervy with 1K, Nightmare players with 11B, and now this. Oh well, popcorn and all that.
A bit more articulate than my "Um, so?", but has the basic gist of what I was saying. Mindgames and strings are where it's at in SCV; smart pressure, not "monkey see [high guard], monkey do [low attack]" gameplay. This ties into the smart use of CEs and BEs to capitalize on your opponents mistakes.

And seriously, it's just one move. Every character has changed, and plenty don't play at all like their SCIV counterparts (just look at Mitsu).
 
A bit more articulate than my "Um, so?", but has the basic gist of what I was saying. Mindgames and strings are where it's at in SCV; smart pressure, not "monkey see [high guard], monkey do [low attack]" gameplay. This ties into the smart use of CEs and BEs to capitalize on your opponents mistakes.

And seriously, it's just one move. Every character has changed, and plenty don't play at all like their SCIV counterparts (just look at Mitsu).

This. Also, the new guard gauge game, throw chip, and better frames on block make proactive defense preferable to passive; so "opening up" people who are guarding is much less difficult as the defender has to think "what am I going to do" quite a bit more.

off-topic, what stone is that in your avatar? Apprentice?
 
off-topic, what stone is that in your avatar? Apprentice?
I believe so. It was one of the pre-release screenshots and I haven't gotten around to changing it yet. I just used it as a placeholder avatar because the computer I usually post on doesn't have my image folders.
 
It's a Skyrim skillstone thingie, isn't it?

The mind games bit is accurate, but don't reduce Calibur down to blindfolded rock-paper-scissors by romanticizing it. Moves should "make sense" regardless, and the video is a bit odd.
 
But the problem I see with S-Lows is that they offer no mind game options at all. 2A works because its extremely fast and is now a tech duck. But that mess, You can block low and high and not have to worry about anything, and the faster one is very unsafe according to those who have played.

If the point now is to utilize mixups doesn't that render this move useless? Sure its got great damage, but so did minas 9A+B
 
But the problem I see with S-Lows is that they offer no mind game options at all. 2A works because its extremely fast and is now a tech duck. But that mess, You can block low and high and not have to worry about anything, and the faster one is very unsafe according to those who have played.

If the point now is to utilize mixups doesn't that render this move useless? Sure its got great damage, but so did minas 9A+B

You just missed the entire point, once again.
 
It was more or less a question.

The traditional mixup vector: i.e. Mid or Low, is not the mixup vector encouraged by the game. The mixup vectors that are encouraged work as follows:

Verticals give strong frames, damage, and guard gauge damage. Standing still get's you beaten up one way or another.
Step-G took a huge nerf, meaning Horizontals now are useful. Because people will not want to stand still because of the aforementioned Vert properties above, but Horizontals give good step-catch rewards. Throws also encourage people to be "doing things" because of throw chip.

Looking at this equation, when do you generally have time to just M/L mixup someone, that there isn't a better option in some way? Hence, lows are changing because their traditional place in the mixup hierarchy is lost.

Source: Utoh, and everyone to ever play the game at playtests for any given length of time.
 
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