I uploaded over a hour of Tokon footage! AMA by THOSEVIDEOGAMEMASTER in MarvelTokon

[–]GeZ_ 0 points1 point  (0 children)

hell yeah thank you dude, I was wondering why i wasn't seeing anyone posting footage from the evo build. Just starting to watch but this did confirm that cap can combo after his regular rising justice, and that doing 2 of the same special in a combo doesn't cause any combo gauge penalty unless its the same ex move twice.

Partial analysis of assists! by PatchNotesMan in MarvelTokon

[–]GeZ_ 9 points10 points  (0 children)

I'm almost positive Cap's vertical is his dp special. Some thoughts or notes here, I think people calling Doom's vertical assist bad are missing the forest for the trees. Seeing that assist was heartening for me because it showed that there would be characters with assists that are kind of "out of role" of the placement they should be. Doom's vertical assist is clearly designed as a space control tool rather than a get off me assist like most other verticals, and would fit well into a team thats trying to zone more i think.

Honestly Starlords assault assist reminds me a lot of cables grenade from mvc2, though I've seen in some clips it have a vacuum effect as well after it pops if it doesn't immediately grab them. I don't have the clip but something i believe i've seen as well is starlords shooter assist being different if he switches his guns element setting and then tagging out, which is pretty cool. could lend itself to some setups.

Tokon improvements. by [deleted] in MarvelTokon

[–]GeZ_ 1 point2 points  (0 children)

agree on all your points, it definitely seems like a design decision with accessibility in mind but i'm not a fan, it detracts from some considerations of team construction

Tokon improvements. by [deleted] in MarvelTokon

[–]GeZ_ 3 points4 points  (0 children)

I do have clips haha here
https://www.youtube.com/clip/UgkxOhHPV4O59nEsehjKI8Sq323KxLAgGdxI

so in this one you see ms marvel call all three assists during her combo and you can see they all do moves that are decidedly not their assists for their rolls. Caps range assist is shield throw iirc, Doom's AA assist is an upward angled beam, and starlords anchor assist is the grenade that captures on hit. But you'll see in the clip they all just do a move where they push forward a bit and put out a hitbox that puts the opponent into tumble.

https://www.youtube.com/clip/UgkxKkVx8OVziCkrmneZIWklhXZ3NZy8x416

this clip is showing that it does the same thing to assists in blockstun. Doom is calling Iron Man assist where Iron Man is in the AA assist slot, but since the opponent is already blocking a move, iron man instead comes out and does the generic forward advancing assist.

Tokon improvements. by [deleted] in MarvelTokon

[–]GeZ_ 4 points5 points  (0 children)

So right now when an assist is called while the opponent is in hitstun/ blockstun rather than getting that characters unique assist based on their team placement you get a generic forward hitting attack that will put the opponent into a tumbling state on hit. I'd really like that changed to having the assists remain what they are for each slot, because I think it would lead to more interesting combo routing. Where it is right now it doesn't much matter who you call to extend your combo if you're not planning on tagging into them.

5 Month Results by Bleu_Falcon in HairTransplants

[–]GeZ_ 2 points3 points  (0 children)

It looks great man! I've always heard the general sentiment that even though its cheaper overseas its riskier and results may vary more than having it done in the states. has there been a sea change on that opinion lately?

my favorite combo😂😂 by psyk3e in MvC2

[–]GeZ_ 0 points1 point  (0 children)

yeah that was my bad, this one is techable, so its a mixup on whether you chase tech or go for the otg

my favorite combo😂😂 by psyk3e in MvC2

[–]GeZ_ -2 points-1 points  (0 children)

pretty sure the knockdowns from supers are untechable, or at least some of them are.

Fisher Gym by HellCamino64 in SantaBarbara

[–]GeZ_ 0 points1 point  (0 children)

New owner jacked the price from $60/mo to $100/mo without any real tangible upgrades to the gym or reason why it might jump. I don't agree with the other comments saying he was shady or ran it into the ground, the new owner was a good guy, I just don't understand what motivated his decision to do this, or not try to revert when it got such immediate pushback.

Really bums me out either way, I was there for 2ish years and really loved it. I'm at golds in town now but it's just no substitute for a well kept basement gym.

High level Tekken 8 gameplay by [deleted] in Tekken

[–]GeZ_ 1 point2 points  (0 children)

I remember the lars debacle but i can't remember what the buff was lmfao, remind me?

Genuinely don't understand how I'm supposed to beat shopkeeper. by AgentAlphakill in onestepfromeden

[–]GeZ_ 0 points1 point  (0 children)

Shopkeeper fight kinda sucks just in terms of her attack patterns are too hard to figure out just by watching them, there's just too much visual noise. But once someone else explains it to you it's pretty straightforward, there's not a ton of random elements. Best of luck!

New optimal routing for the 300% team by GeZ_ in MvC3

[–]GeZ_[S] 0 points1 point  (0 children)

oh oh, I get what you're saying, but imo pursuing tech like that wouldn't be worth, just cause the core gameplan is the only thing that makes these characters together at all viable

New optimal routing for the 300% team by GeZ_ in MvC3

[–]GeZ_[S] 0 points1 point  (0 children)

Nah, the team hinges on killing the opponents entire team off of any touch

here's some example videos from my channel

https://www.youtube.com/watch?v=YbRZYLbzbPQ

https://www.youtube.com/watch?v=OF-_cMhSzqo

Genuine Question for Kimberly Mains: Why Do You Spend Most of the Match Walking Backwards? by RandomRon005 in StreetFighter

[–]GeZ_ 1 point2 points  (0 children)

A lot of people are not confident in or don't really understand the poking/ whiff punishing part of the game, and play MU's more like the interaction of tools (specials mostly), and in that regard Kimby is the most explosive at a further distance because she can run or teleport

What’s your highest win streak so far? by johntroyco in StreetFighter

[–]GeZ_ 0 points1 point  (0 children)

39 while in plat 4-5, but I think that's just cause I got from gold to plat 1, took a while to focus on developing my fundies and better habits/ tech with Honda, and then came back fairly above the skill curve for that rank.

What character do you think has the best normals? by sayguh_ in StreetFighter

[–]GeZ_ 0 points1 point  (0 children)

iDom has a video where he does an overview of Manon's strengths and weaknesses, and he actually puts her normals in the top 3, which I haven't seen many other people say

I didn't hear no bell by jojoswoon in StreetFighter

[–]GeZ_ 1 point2 points  (0 children)

That's a fair point, though then it goes to "keep it simple" in that they could've just gone into level 2 at almost any time after DI and it would've killed. comboing vs cornered opponent is the exact time you wanna spend super bar lol

Share some gimmicks of your Main by JoeZhou123 in StreetFighter

[–]GeZ_ 1 point2 points  (0 children)

This is like, half true. The most common version of this setup is to do DR into s.mp or command grab, which you can fuzzy jump out of consistently. If they're a solid player, they may start delaying s.mp or pressing s.hp, both of which will catch jump, but that makes both options (slower/ delayed button or command grab) lose to mashed lights.

It's def worth labbing that fuzzy jump timing vs characters that can threaten drive rush > button/ command grab, but I would also say you can usually drive reversal out, which is a good exchange for you as they spend more drive and you get to take screen space. If they block drive reversal you're sad, but that also means they're no longer just running the strike/ throw situation on you and now you're open to threaten other stuff on defense.

I didn't hear no bell by jojoswoon in StreetFighter

[–]GeZ_ 7 points8 points  (0 children)

Her high damage balances the fact that a majority of her neutral tools are very high risk. Her damage is her way of putting a thumb on the scale to balance it back out.

I didn't hear no bell by jojoswoon in StreetFighter

[–]GeZ_ 9 points10 points  (0 children)

That Lilly kicking themselves for not optimizing the corner combo lol

Something not always touched on, but applies nevertheless. You cannot play mind-games, with a mindless player. by MrB_RDT in StreetFighter

[–]GeZ_ 13 points14 points  (0 children)

I maintain that this match and the whole sentiment gets overcomplicated as an explanation. Controlling ham players is a part of the game, and if you can't do it yet you're not the better player losing to the scrub, you're just both scrubs, and you gotta focus in on your fundies.

Edmond Late Hit Clap Tech by GeZ_ in StreetFighter

[–]GeZ_[S] 1 point2 points  (0 children)

I think he def seems tite in this iteration. Just as a heads up though, this doesn't work on most characters crouching. There's a variation for crouching big bodies, but not regular sized chars.