^^^^Someone answer this for me too. I can't block and punish for shit in these new NRS games. It's part of the reason I despise the high, mid, low system. I just don't have the time to memorize every string.
Might be just my preference, but I hold it down. There's generally enough time between hits of string that I don't have to go for a "just low" blow.When you block low is it better to tap down and let it go and pop back up to block high or hold it down?
If you are punishing with a special move, you have extra input buffer. You can go ahead and hit the move pretty much right after you block and it should come out.When should the inputs be entered for a punish? Right after you block or when the characters go into their neutral state?
Thanks.
When should the inputs be entered for a punish? Right after you block or when the characters go into their neutral state?
Thanks.
If you are punishing with a special move, you have extra input buffer. You can go ahead and hit the move pretty much right after you block and it should come out.
If you are punishing with a normal move, then you have little to no input buffer, and need to hit the button right as you are going into neutral state.
A bit confused by this.Just to let everyone know...... you do NOT need to release block to punish or counter poke.
Yup, unlike MK9 you can be holding block and have a normal come out. This also works for interactables. As someone is pressuring you, feel free to hold block and mash out the interactable. It will use meter however.
@CrimsonShadow
Hold block and still punish with a normal attack? Are you trolling me right now?Just to let everyone know...... you do NOT need to release block to punish or counter poke.
Yup, unlike MK9 you can be holding block and have a normal come out. This also works for interactables. As someone is pressuring you, feel free to hold block and mash out the interactable. It will use meter however.
@CrimsonShadow
During your opponents recovery frames. That's the definition of a punish.When should the inputs be entered for a punish? Right after you block or when the characters go into their neutral state?
Thanks.
Block pattern? .......Any way we could get a community optimal block pattern for each character list going on the forums?
It's not always during recovery frames. Your opponent is still in recovery frames when you are in block stun, and not just any move is going to come out that second. If you do a special move it will buffer it and come out the first available frame. If you do a normal move, it has less buffer, and if you do it too early in the recovery frames a move will not come out.During your opponents recovery frames. That's the definition of a punish.
Humans don't have concrete patterns, but characters programmed to do only a certain sequence of moves do.Block pattern? .......
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I thought it was self evident that you shouldn't be trying to punish while you're in block stun...It's not always during recovery frames. Your opponent is still in recovery frames when you are in block stun, and not just any move is going to come out that second. If you do a special move it will buffer it and come out the first available frame. If you do a normal move, it has less buffer, and if you do it too early in the recovery frames a move will not come out.
Humans don't have concrete patterns, but characters programmed to do only a certain sequence of moves do.
For example, Kotal Kahn doesn't have anything that can hit you overhead on the second hit of a string, but has multiple things that can hit you low on the second hit. Thus the pattern is you should be blocking low on the second hit, and high on the third hit.
I think every string listed in NRS games should have annotations that label each attack as high, mid, low in addtion to triangle, square, circle, X, etc on the combo lists.
They do.
Another thing that would help is having the names for each string that the dummy gets programed to do displayed in training mode
And lastly, another thing would be to have a match record function(Do they have this yet?) for online matches, and have the game be able to display which strings your opponent is attacking with. Like, If I watch a replay of a match--whenever my opponent does a string I could toggle a function in replay mode that said something like "display string names for player 1, player 2, or both". That way I I could learn which strings people seem to be using the most, which would make memorization a lot easier. This would be similar to display inputs, but with strings.
Let me put it this way.I thought it was self evident that you shouldn't be trying to punish while you're in block stun...
And please help me out here dude. The idea of looking for block patterns is ludicrous. Even the AI on very easy is a dynamic opponent that formulates a response based on your inputs.
A good defense isn't something that come overnight. Blocking attacks come from experience.Someone answer this for me too. I can't block and punish for shit in these new NRS games. It's part of the reason I despise the high, mid, low system. I just don't have the time to memorize every string.
Just stop. Fighting games are homework. If you want to "get gud", you need to do the work. And if you don't feel like being proactive and seeking out the information with the tools available to you, than you don't really care that much, do you? Stop looking for the easy way out. It ain't there.I need to be able to associate what my opponent is doing beyond telling me they're doing:
1,1,2,1,
2,2,4,3
3,1,2
etc....
And mind you, the game doesn't tell you this with numerical notation.
1.
The game doesn't even use numerical notation. It uses triangle, circle, square, x, etc....
It would help if the game gave you the option to choose numerical notation, or triangle, circle, square, x notation.
2.
assigning the names of the strings with the actual performance of the string allows you to know which strings are being used on average, and the name of the string so you can practice with the dummy. Everyone, especially new players, isn't going to sit and memorize every string in numerical notation.
Example: I get beat up by a string online. What was the string? If I don't know 1,1,2,2,3 how do I know what string I lost to?
Which is easier to understand?
Oh, you lost to (made up string)Lizard smash or Oh, you lost to 1,2,2, b+3?
Say, you wanted to find the combo on the combo list. Lizard Smash would be listed, but 1,2,2,b+3 would not be in the combo list.
If the game replay highlighted the combo I had lost to as Lizard Smash I could just go to training mode, find Lizard Smash in the combo list, and practice against it. It would be even better if the game let me sticky problem strings.
It's more intuitive this way.
Learn to play Guilty Gear and play against good Eddie/Zato-1 players.i have my combos down now I just need to learn how to open someone up and block their attacks any help would be greatly appreciated.
How do I get better at blocking and how do I punish?
My block game is weak
All fighting games take time. It's literally just no way around it. You can't expect to be top dog within a week. You have to learn the MUs, but the best way to learn them is just playing.I think this is bad design because it makes learning the game too slow, and gives too much of an advantage to legacy players. A novice player has to drudge through string memorization, which isn't even streamlined to make memorization easier, before they can compete. String memorization is an added layer of yomi that shouldn't be as laborious as it is. String memorization is also one of the biggest reason 3d games are less popular. This is in addition to learning the intricacies of projectiles and special attacks.
The suggestions I've made would make the yomi of learning strings more manageable.
You're kidding me, right? The information is already pretty much silver-plattered for you. Are you getting bodied by a 3-hit string that goes overhead, low, low? Go into the move list for that character and look for a move listed as an overhead. Then go into the combo strings and look for one that starts with the overhead.What would be the problem with having the game tell me what strings are being used in a replay function?
For example, using mK9, If my opponent were using primarily Afterlife, Spellbinder, and Root of evil, and the game listed those names when each string was performed then it would be easier to make a note of it than to have to try to decipher if Quan Chi is doing a 1,2,3, or 4, or try to make sense of input display. I can learn the notation later.
String display, in replay mode, would make learning the game an equal playing field.