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Brett-sensei

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Nov 10th, 2014
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  1. [19:42] <Brett> the core jp back play philosophy is based around understanding and using the map
  2. [19:44] <lostconfused> hmmmmm, well maybe my front philosophy needs adjustment, I always feel like I am getting blindsided
  3. [19:44] <Brett> easy to describe but hard to execute flowchart:
  4. [19:45] <Brett> 1. If your team doesn't control the center, take the center.
  5. [19:45] <Brett> 2. If your team controls the center, attack outward.
  6. [19:45] <Brett> that's basically all you need to do
  7. [19:46] * Quits: KinAsuka (~Kincaido@c-24-8-40-103.hsd1.co.comcast.net) (Quit: ChatZilla 0.9.90.1 [Firefox 33.0.3/20141105223254])
  8. [19:46] * Joins: KinAsuka (~Kincaido@c-24-8-40-103.hsd1.co.comcast.net)
  9. [19:47] <lostconfused> hmmmmm
  10. [19:47] <Brett> a lot of front players feel confident because they can handle 1v1 situations by playing safe, and on paper its really easy to think you can just do something like play Norn and poke forever, or stall as WTV until you get zero system
  11. [19:47] <lostconfused> well in a partner game, not everyone might subscribe to that concept and would prefer to surrender teritory
  12. [19:48] <Brett> but then you get pushed back, your partner gets choked out, and if you dont get a kd then your team is fucked
  13. [19:48] <Brett> surrendering territory is something done only grudgingly
  14. [19:49] <Brett> the more space you take, the more room you give your back player
  15. [19:49] <Brett> by moving forward, you force opposing teams to either escape and risk being pinned by your back player, or be put into a bad position
  16. [19:49] * Joins: ALmega (webchat@ip70-171-88-157.no.no.cox.net)
  17. [19:50] <Enron> how the hell do you guys figure all this out
  18. [19:50] <Brett> a front player who uses the map selfishly just leaves his partner prone to dying
  19. [19:50] <Brett> a lot is jp theory
  20. [19:50] <@haly> it sounds like moba theory tbh
  21. [19:50] <Brett> if you analyze the strength of 2ks
  22. [19:50] <Enron> how much time does one have to put in to this to get this kind of understanding
  23. [19:50] <@haly> replace back with hard carry
  24. [19:50] <Brett> its pretty obvious
  25. [19:51] <Brett> why the good suits are good
  26. [19:51] <Enron> shit amazes me
  27. [19:51] <Brett> its because they either are strong at center defense, influence, or can function without center control
  28. [19:51] <lostconfused> well I mean you play the game enough
  29. [19:51] <lostconfused> you kind of form your own understanding of how it works
  30. [19:52] <Enron> that's not true. i think you still have to make the effort to learn
  31. [19:52] <lostconfused> at a core level I see it as how Brett described
  32. [19:52] <Enron> i have thousands of games played, and i still suck
  33. [19:52] <KinAsuka> stop bein casuals
  34. [19:52] <KinAsuka> Kappa
  35. [19:52] <Enron> because im not willing to put in this kind of work
  36. [19:52] <Enron> getting good at gundam feels like a job D:
  37. [19:53] <Brett> its based on this concept that you can get an understanding of how you can win the battle as a back player
  38. [19:53] <@haly> getting good at any game can feel like a job
  39. [19:53] <Brett> since the back player often times is the one who is fighting to maintain their territory
  40. [19:55] <lostconfused> well
  41. [19:55] <Brett> basically if you play front and you don't actively think about space control
  42. [19:55] <lostconfused> not everyone has to be good at a game
  43. [19:55] <lostconfused> you might not want the same thing
  44. [19:55] <lostconfused> from it
  45. [19:55] <lostconfused> as someone else
  46. [19:55] <Brett> your back player has a tough time matching vector or getting in position
  47. [19:56] <Brett> all you have to do is imagine where you would move as a back player given a front players position
  48. [19:56] <Brett> if the front player is not even at the center point of the map
  49. [19:56] <Brett> the back player has to wrap around the sides
  50. [19:56] <Brett> the back player has less boost than the front player though, and it makes it difficult to actually get into position while accomplishing as much
  51. [19:57] <Brett> its much easier for the front player to be the one moving along the sides outside the center, acquiring lock etc
  52. [19:57] <Brett> while the back player who is in a central position is able to get L-shapes and match vector quite easily
  53. [19:57] <Brett> this is how seemingly "random" or "accidental" shots / situations are actually created
  54. [19:58] <Brett> and how players can become "blind-sided" and get hit by stray stuff
  55. [19:58] <Brett> its not actually accidental.
  56. [19:58] <Brett> it's due to the relative positioning of players, which is something that's actually constructed.
  57. [19:59] <Brett> this is why every single strong back suit has good tools to allow them to either a) take the center, b) preserve the center, or c) ignore the center.
  58. [20:00] <Brett> this is also an easy way to concretely figure out what strengths your suit has, and how to utilize them progressively
  59. [20:00] <@haly> where would ez8 fall between those 3
  60. [20:01] <Brett> he's strong at playing outside the center and he's also good at taking it
  61. [20:01] <@haly> my instinct would tell me that his range allows him to ignore positioning
  62. [20:01] <@haly> ah
  63. [20:01] <Brett> he's very good at 1v1 situations, which makes him good at actually wrestling the center from opposing back players
  64. [20:02] <Brett> though he has issues controlling it due to scrambling when being double-locked
  65. [20:02] <Brett> but you basically win when you have ez8 in the center of the map
  66. [20:03] <@haly> i'm confused about that first part, why are the back players meeting in the center, in my mind teams are arranged along rows, with the fronts occupying the middle rows and the backs in their respective back rows, backs meeting would imply the front collapsed somewhere
  67. [20:05] <Brett> yes
  68. [20:05] <@haly> i see
  69. [20:05] <Brett> because at some point, one team gets a knockdown and takes the center
  70. [20:06] <JKTrixer> oo, lesson time
  71. [20:06] <JKTrixer> and it's not even 3 am. lucky
  72. [20:07] <lostconfused> yeah no one advancing means a stalemate
  73. [20:07] <Brett> basically once the front player takes the center
  74. [20:07] <Brett> its actually not very productive to just sit in the center thinking your central position means anything
  75. [20:07] <Brett> the back player cannot move up to the front player in the center because he'll just become an easy target
  76. [20:07] <Brett> so he still needs to be slightly behind
  77. [20:08] <Brett> ultimately even if you have center, if you just try and stay there eventually things just even out again
  78. [20:08] <Brett> its not necessarily a bad thing, because you aren't really risking anything either
  79. [20:08] <Brett> but conversely if you allow your back player to move to the center and the frornt player engages forward
  80. [20:08] <Brett> you put pressure on the positioning wise and it causes a few various situations to occur
  81. [20:09] <Brett> one is that the opposing back player wraps around to the side as this occurs and attempts to fight for the middle
  82. [20:09] <Brett> this ends up basically being a pseudo split 1on1 situation, which is fine
  83. [20:10] <Brett> its still much better for the team who had the center because if either team chooses to double lock instead of taiman, the back player who controls the center has much more room to either run or chase
  84. [20:10] <@haly> in JP tournaments, do they call out this stuff to each other or is it just assumed/relayed through coms
  85. [20:10] <@haly> it sounds like the kind of thing voice chat would be used for in other games
  86. [20:10] <@haly> but in an arcade setting that wouldn't be feasible
  87. [20:11] <Brett> well generally in local play if you want a double lock you can call it but
  88. [20:11] <Brett> its usually just assumed
  89. [20:11] <Brett> in most cases there is an option that makes more sense
  90. [20:11] <Brett> OR
  91. [20:11] <Brett> you just look at the map
  92. [20:11] <Brett> if you're the front player you can just see your partners actions on the map
  93. [20:11] <Brett> even if you cant see him
  94. [20:12] <Brett> an alternative situation is that when the front player pushes forward, the cornered opposing team decides to double lock the front player
  95. [20:13] <Brett> this is still okay, because both players ignoring a central back player makes it pretty likely (depending on the suit) that they will match vector and get a hit
  96. [20:13] <Brett> (this hit is what many may mistakenly feel is accidental)
  97. [20:14] <Brett> in addition, if the enemy back player is ignoring the back player in the middle, even in a damage trade its much better: you're getting damage on their back player in exchange for dmg on your front
  98. [20:15] * Joins: crimsonlink (Mibbit@108-214-153-47.lightspeed.dybhfl.sbcglobal.net)
  99. [20:15] <Brett> a third scenario is one in which either opponent attempts to escape into the center
  100. [20:15] <JKTrixer> you said taiman and I knew what that was because of Smash Bros of all things
  101. [20:15] <Brett> if you're a suit with either a) strong close ranged tools or b) good ways of protecting your position
  102. [20:15] <@haly> what is taiman jktrix
  103. [20:15] <Brett> you can actually just hit this front player
  104. [20:15] <JKTrixer> 1v1
  105. [20:16] <@haly> ah
  106. [20:16] <crimsonlink> darn I missed out part of Brett's lecture on Gundam lol
  107. [20:16] <Brett> a) if they run away low to the ground, they have to avoid your fire from the center And the front player who's back they're showing
  108. [20:16] <Brett> this is extremely scary and likely to make them get hit
  109. [20:16] <Brett> b) they jump and focus on defense while moving forward
  110. [20:17] <Brett> if you are a suit with good tools, this means you just hit them
  111. [20:17] <Brett> because you can steal a landing here
  112. [20:18] <Brett> or, if you have a good close range tool, they can basically do nothing about you closing in distance
  113. [20:18] <Brett> such as, say, blue frame
  114. [20:18] <Brett> if they jump to escape the corner and you read that (minimap / observation)
  115. [20:18] <Brett> and move forward at the same time
  116. [20:18] <Brett> you can just boomerang them in the face and there's nothing they can do
  117. [20:19] <Brett> this is basically one of the ways melee suits can press their advantage
  118. [20:19] <Brett> even though, for example, red frame loses to delta in a 1v1
  119. [20:19] <Brett> delta has to run backwards from redframe in general
  120. [20:19] <crimsonlink> da wut?
  121. [20:19] <crimsonlink> wow knowledge bomb right there
  122. [20:20] <lostconfused> cant let red frame get close
  123. [20:20] <Brett> this inherently means red frame can just take the center away from a delta who has it (this is assuming the fronts are off 1v1'ing in the corner or sides etc)
  124. [20:20] <lostconfused> too risky
  125. [20:21] <Brett> since most melee suits force the opponent to run away, you can use your inherent influence to take the center, and create a good situation from there. this is part of why melee suits aren't just garbage.
  126. [20:21] <crimsonlink> just CSa Kappa
  127. [20:21] <Brett> this is extremely easy to see concretely if you just play gerbera
  128. [20:21] <crimsonlink> tfw you realize you have used Exia wrong all this time lol
  129. [20:21] <Brett> unless the opponents are really bad and haven't realized how gerbera's main works, you will see that in general you just have to run away from gerbera the entire game
  130. [20:22] <Brett> (until she runs out of ammo temporarily)
  131. [20:22] <crimsonlink> unless quanta or one of the X suits
  132. [20:22] <crimsonlink> lol ammo, let me melee you
  133. [20:22] <Brett> its very easy to analyze and see how spacial control is influenced when you play a suit that operates primarily on it
  134. [20:22] <lostconfused> nah
  135. [20:22] <lostconfused> you dont want to challenge gerbera tetra in melee
  136. [20:22] <lostconfused> while its holding down A
  137. [20:22] <Brett> in general, nothign beats gerbera.
  138. [20:22] <Brett> every.
  139. [20:23] <Brett> gerbera is basically the best melee suit in the game
  140. [20:23] <@haly> i have
  141. [20:23] <Brett> her melee is A.
  142. [20:23] <@haly> never seen a good gerbera
  143. [20:23] <@haly> ever
  144. [20:23] <crimsonlink> ^
  145. [20:23] <Brett> we have a good one in norcal actually
  146. [20:23] <Brett> but he doesnt netplay
  147. [20:23] <@haly> lame
  148. [20:23] <ALmega> oh you'll know one when you meet it lol
  149. [20:23] <@haly> no i won't cause i don't play, kappa
  150. [20:23] <Brett> thats the only reason we know a lot about gerbera here lol
  151. [20:23] <crimsonlink> no one ever plays it except Brett that one time
  152. [20:23] <@haly> the theory is interesting though
  153. [20:23] <Brett> this is why its also easiest to understand this entire concept if you play delta
  154. [20:24] <crimsonlink> delta is my next 2k after F91
  155. [20:24] <Brett> since delta's entire gameplan operates around spacial influence
  156. [20:24] <Enron> i love delta
  157. [20:24] <Brett> and you can win with delta without actually even paying attention to landing punishes if you master this concept
  158. [20:24] <crimsonlink> are you gonna make a thread on dust loop about space control?
  159. [20:24] <Brett> not really
  160. [20:24] <Enron> its great for a bad player like me
  161. [20:24] <JKTrixer> my poor, beautiful f91
  162. [20:25] <@haly> would be a shame tow aste all those knowledge
  163. [20:25] <Brett> if your interested in implementing this kind of strategy, the easiest thing to do is first recognize which moves your suit has that are good at punishing exposed backsides
  164. [20:25] <Enron> i get a lot of hits against random not-gundamgaf players with delta as they go high and try and hang in the air
  165. [20:25] <Enron> dont even have to punish landings!
  166. [20:25] <Brett> or what suits fulfill what roles
  167. [20:31] <Brett> you intercept fleeing opponents with your good close range options and get hard knockdowns etc
  168. [20:31] <@haly> when i try to approach, i often get double locked, or just run into a vernier shot
  169. [20:31] <@haly> i assume this is just skill deficiency on my part
  170. [20:31] <Brett> these concepts are also very hard to apply when your front player is bad at positioning, mind you.
  171. [20:31] <Brett> since these concepts only function when you aren't being cornered
  172. [20:32] <Brett> but the thing is, even if your front player is bad at positioning or clueless
  173. [20:32] <Brett> 90% of players don't have an understanding of central control at all, so the following pattern is extremely common:
  174. [20:33] <Brett> your team is cornered, your partner moves left, you move right - the opposing back player reacts by thinking that 2v1'ing your front player is a good idea, and rather than intercepting your movement, leaves a hole for you to move forward
  175. [20:33] <Brett> if you're playing against a back player who doesn't understand the significance of positioning (extremely common), you can just randomly take the center and reverse the situation
  176. [20:34] <lostconfused> i need to start recording some of my matches for critique
  177. [20:34] <crimsonlink> when you say center, you mean the literal center of the map?
  178. [20:34] <Brett> yes
  179. [20:34] <lostconfused> yes
  180. [20:34] <crimsonlink> so you have the most attack angles
  181. [20:34] <lostconfused> from the center you can attack any part of the map
  182. [20:34] <lostconfused> you dont have added distance
  183. [20:34] <lostconfused> from one corner to another
  184. [20:34] <crimsonlink> if you are chased/pushed away from the center what do you do?
  185. [20:34] <Brett> this is why, given front players of equivolent strength, if your opposing back has no positioning understanding, you can just pick a suit that has positioning as its forte, like delta, fobi, prov, blue frame, etc, and just autowin consistently against them.
  186. [20:34] <JKTrixer> kick your Front
  187. [20:35] <JKTrixer> (don't listen to me)
  188. [20:35] <@haly> er
  189. [20:35] <Brett> if you dont have the center, you can do two main things
  190. [20:35] <@haly> who is fobi
  191. [20:35] <@haly> forbidden?
  192. [20:35] <Brett> 1) wait for your partner to win the center
  193. [20:35] <JKTrixer> yeah, forbidden
  194. [20:35] <Brett> 2) wait for your opponents team to overextend and push forward, then sneak out and take it from them
  195. [20:36] <Brett> defending against option 2 is a back players duty primarily, so if the opposing back player is not doing this well, you aim for this hole.
  196. [20:36] <@haly> "overextend", in this case, means breaking formation right?
  197. [20:36] <Brett> it means when the front and back players drive forward
  198. [20:36] <lostconfused> no
  199. [20:37] <lostconfused> moving too far forward
  200. [20:37] <lostconfused> runing out of boost
  201. [20:37] <Brett> something people will do because they want to kill you Kappa
  202. [20:37] <lostconfused> bad landing
  203. [20:37] <@haly> what's the difference between that and "pushing out" as you said before?
  204. [20:37] <lostconfused> over comitting, doing something dumb
  205. [20:37] <Brett> the difference is how safe you are as you are moving forward, or where the back player is, mainly
  206. [20:37] <Brett> overextending is usually due to the back player moving up with his partner to appear more like double front
  207. [20:38] <Brett> its something common when they have an opponent cornered in order to pin them down
  208. [20:38] <crimsonlink> ah
  209. [20:38] <@haly> and this leaves the back open for you to take even if you're cut off from your partner
  210. [20:38] <crimsonlink> me and starwind did that last night a lot
  211. [20:38] <Brett> @haly: yes
  212. [20:38] <@haly> *center
  213. [20:38] <@haly> i see
  214. [20:38] <crimsonlink> well mostly since I moved up too fast
  215. [20:39] <Brett> this entire discussion generally also makes a lot of sense for discussing 2.5ks strengths as a class
  216. [20:39] <Brett> since they're able to fight against 2ks in the center with ease, put a lot of pressure overall
  217. [20:39] <crimsonlink> hmm what about double 3k and 2k?
  218. [20:39] <Brett> and generally are a bit more loose with positioning confines
  219. [20:39] <Brett> well
  220. [20:39] <Brett> double 2k is just bad
  221. [20:39] <lostconfused> you say that, but 2.5k has more unique suits in my opinion
  222. [20:39] <JKTrixer> these things don't happen in a Real Match
  223. [20:39] <crimsonlink> lol
  224. [20:39] <lostconfused> which are pigeon holded into their roles
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