How can you measure good keep-away?


#13

Learn to read.


#14

It really doesn’t at the highest level. Do you think good players wait to be countered before they stop doing something? They can’t afford to be countered, especially when it matters. In the highest level play especially, it’s all about anticipating that the opponent probably will adapt on the next attempt you do something, and thus thinking ahead to that point rather than actually waiting to be countered before you do something different.

This is how keep-away/zoning (yes I know they aren’t necessarily the same) should be. you should actually anticipate that the opponent will catch on and think ahead to your next action that will counter their adaptation. But you shouldn’t actually be waiting for someone to catch on before you change it up.


#15

My Nemesis plays a strong keepaway game with his rocket launcher and tentacles backed up by Jam Session and drones every now and then. Once the opponent tries to get in they get hit with his s. H, l. H ( a great weapon vs haggar’s pipe ) which have armor and then I finish them off with Nem+Sent DHC. It is highly effective keepaway but you do have to always look at your opponents position on the screen, how many bars they have in case they want to punish your assist and what char they are using.

In other words, good keepaway requires great reads and is effective.
Spamming requires button mashing and will often get you bodied.


#16

In that case, Arthur/Haggar is legit. You get Lariat’d when you finally aproach Arthur. He then jumps back and continues firing/throwing. Also, Ammy becomes derp with daggers and lariat. If I get hit, I screwed up pretty badly or got baited. Thanks.


#17

congratulations, you missed the entire fucking point of my post. maybe it would help if i wrote it in japanese for you?


#18

No I didn’t, you don’t understand the deeper mental game within fighters it seems.


#19

um, yes i do. you can try to anticipate your opponent all you want, if they sit full screen away while you pelt them with Morridoom, you have absolutely no reason to stop doing what you’re doing. in spite of how deep you like to believe you think, until your opponent shows some sort of sign of figuring it out, you would be a fool to change up your gameplan.


#20

you’re not taking into account how good players abuse counters.

really good players will actually let you do something stupid over and over if it means they can kill you for it in a good spot. So there will be times where you will actually get away with it when they want you to so you can build a bad habit they can punish you later for. If you constantly counter something, eventually the opponent learns what you’re doing. What you can do is keep tabs of what can be countered, then @ the right time go for the counter when it will yield the biggest reward.

what I do is abuse layers that always allow me a way out. What this does is if my opponent is keeping tabs on my layers and is looking for a good spot to counter, I can always have extended options to what I’m doing to make it safe. With morrigan, its being in flight mode so you unfly in 1f but not every character can do that. You have to find unique ways that pertain to your character.


#21

Measure of a good keep away:
If they can’t get I’m on you, rage quit, send hate mail saying quit spamming and they were the victim of a loss or initiated the rage quit, or simply… You win, these are all effective measuring tools for proper keep away.


#22

Proper measure of good keep away? Your win ratio to your perfect ratio. They never are going to hit you if you got amazing keep away right?


#23

If you wanna measure good keep away in any fighting game, look for characters that are designed to negate or lessen the effectiveness of your keep away. Get a friend and practice against them, and keep them out.

Zoning can be a way to set it up, putting your opponent where you want them so you can keep them out until you want them in

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#24

Gahh this game is harsh for a dedicated keep away specialist. Being that this is Marvel Vs TOD combo 3, someone playing keep away can’t take advantage of the broken melee mechanics. So if you slip up it could be all over, but your opponent can make a ton of mistakes and still come out on top if you don’t play a perfect game.

So theres a lot more pressure on the keep away player, with every victory defying the odds in a game that does not support this play style.


#25

Look. Good keepaway needs good assists, and good assist calls. People online get mad because they don’t know hoe easily punishable and keepaway character is, especially arthur. His main strength is that he beats out almost any assist call with the flick of a finger from fullscreen, they you get Goddess Bracelet loop’d. Thats why meter is so damn important for arthur, his ability to punish bad assist calls so they cant mindlessley use assists to punish your shit is better than any other character. Plus ginger midget knights are cool.


#26

Punish assists at the flick of a finger? wha?

And he is NOT a midget. I’ll have you know in his world he is normal sized good sir.


#27

let me rephrase that. he can punish the top assists like missiles and drones with meter. its why he needs meter so damn much.


#28

Naaa my Arthur is pretty tough without meter, and often opponents will stand in front of the bracelet and block to protect their assist.

The main thing about not having meter when he’s out is ending air combos. Hate not having meter at such a time and having them get away without inflicting as much damage as i can(just have to settle with three daggers after the fire bottle in that instance).


#29

Well who are you running? i just try to put as much shit as possibru on the screen if indont have meter, dont even gomfor the otg. The great part about ending combos in gpddess bracelet is that you can jump back and reset your keepaway


#30

Heck no. If i score that air combo its silly not to do the fire bottle OTG+daggers at least. Gotta take what you can get in this game.

Arthur/Hawkeye/Doom


#31

If you can consistently control the opponent’s movements and dominate them from range, while being able to prep for and avoid situations where the opponent may have an entrance to approach, then you’re basically playing good keep-away. If somebody loses, their argument is void. Regardless of how you lost, you lost. Just ignore the people raging that the match didn’t go their way.

Why not just go Arthur/Doom/Hawkeye and learn some air loop/tac infinite with Doom so you can kill off of a hit -> TAC with Arthur? You have to make use of the broken combo mechanics some how or you just end up gimping yourself.


#32

Yeah, but I like making them panic at low health and hard-tag. And plus with meter building assist I also get GMFD which basically means if you let me call my assist enough, you cant call an assist or losing two characters. Then arthur dies and its up to MorriDoom, which I like.