But how is that useful for an online setting? It’s great for testing combos and the like, but shouldn’t you be testing this theorycraft stuff against actual players?
I actually agree. But there is some merit to cage matches. No abilities allowed, so whoever gets hit first is purely determined by who has the better defense, who can punish effectively, and who can bait stuns/360s.
Of course if either player is laggy, you can get some wonky shit like one of them being able to hit you while you’re still in countdown and can’t do anything about it.
I was merely saying that Zero bends Bayo over in most situations. So that low chance situation comes up where the Bayo has the beat on Zero-- no, on ANY character, she can’t KWG? Is that really game-breaking when there are far worse set ups and means to put Bayo on lock? She’s just not allowed because it deals so much damage? Are we that close-minded to say some shit like that? I’m sure as hell not. Especially, when shit like Leo’s delay weak likes to fuck with combo strings…
Uh, yes it is. And not solely because of the damage, but because you get FREE KWH by glitching. It’s not a problem exclusively with Bayo, but all characters who can do the glitch, maybe excluding Mathilda since hers rarely hits.
Also, you can stun Leo’s delay weak (or any delay weak for that matter) with an instant dash attack. Pretty useful.
Look. The game’s a broken mess. There’s no patch incoming. There’s a ton of bullshit. Some of which is unintentional and completely random. Either accept it, or don’t play and quit like all the other whiners. Debating the issue is pretty much pointless a year after the game’s been out.
Also, if anything? The way you used Bayo last night proved my point the most. The first thing you did in most encounters was KW glitch. And you ended the match 1-9. Any Bayo who plays that way gets bopped. The glitch is mostly a crowd disruption or a quick way to finish people off by comboing into it.
Using the practice mode is a good way to work on your execution for when you take the combos into an online setting. If you can make it work on a CPU who tac rolls in practice, you can land it on anybody online.
I practice the Jack H-H AAc loop in practice because once I take it online, the latency gives me a larger window to pull off the AAc so all the time spent practicing the tighter execution window will make it much easier to pull off once I’m using it on a live target.
Also, while it is true that you won’t get too far having an encyclopedia of combos and no way to use them, the pastebin lists off character specific guard pressure strings you can play around with and try to whittle your opponent into a guard break so you can start utilizing those combos you practiced.
Uhh… TL:DR You can practice these things wherever works, but it can’t hurt to experiment with these things in a controlled environment for actual combos. Guard pressure has to be tested online though, because they’re actually trying to avoid you there.
All the guard pressure strings and what is safe or not was pure online testing, after 1000+ hours you pick up on these things. Combos were all tested offline and online inside cage match. How is it theorycrafting, exactly? Lot’s of stuff that works online, doesn’t even work offline so if all we did was go by what worked offline, lot’s of characters would be shit out of luck. That just isn’t the case.
Isn’t theorycrafting when you actually talk about shit, instead of applying it? Even testing against CPU’s with their godlike tactical rolling would not be considered theorycrafting–especially if its close to how it would play out online in 90% of situations.
If you are trying to say offline practice mode isn’t actually useful for perfecting combos because its lag free and nothing will play out --exactly-- the same then I will maybe a little bit agree with you. A lot of timing does change into doing things like dive cancels online. (Even then, me and Weegee seem to be the only people on PSN who even care about dive canceling)
When you are discussing basic shit like strings safe on guard though? Only in extreme lag does this matter. Offline to Online doesn’t change good connection punishment windows.
With Japan lag? Good luck punishing anything a rin tries to do.
That reminds me of that one time I was in this BR, I started the match standing next to… mirach I think, going Ai Rin. He started mashing on me out of the gate so I started whaling on him with Max only to realize that the ENTIRE juggle combo I pulled off from start to finish did no damage at all. Eventually I hit him with a KWH and it finally registered damage, but I’m not about to try and fight a Rin like that with cutscenes only so I dipped outta there.
That’s some scary shit there. <_<
I was proving a point by picking Bayo and doing nothing but the KW glitch for two matches. The first match it pretty much carried my whole team. Granted, that was one you lagged out of an another one in the enemy team rage quit towards the end. But on the second match I picked Bayonetta, I had a different team, and it didn’t work as effectively sure. But it still did loads of damage and led to the rest of my team getting kills off of it. If there were an assist counter in AR, i’m sure you’d see evidence of that.
LMAO wow! You have an excuse for EVERYTHING don’t you? So because you carried against CPUs and helped people get kills, Bayo’s OP. Yeah, great point there buddy. Let’s see you get away with that 1 on 1. Because you can’t.
If in street fighter you could get EX moves or supers for free, using a glitch, wouldn’t that be game breaking? But because it’s in ‘Anarchy’ Reigns it’s okay to do? Whatever man.
And I’m not sure I’d know what a 1v1 situation even looks like. The whole set I was either getting double or triple teamed. The issue could be settled in a cage match but that keeps being ducked for some reason.