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Age's hyperbolic time chamber (come critique my matches please)

Age

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So since I'm now the salty second in Aus, it's time to level up properly.

Recent adjustments:
-decided to add a third character to my team, this will hopefully make up for cilia slide assist being iffy in neutral, and also give me more chances per game
-practiced Fortune and Peacock combos, tried them out in casuals, I'm feeling the Peacock so far
-found a decent reset point to try to work into my game with Peacock

Today's matches:
This was my second set against Ledd for the day. The first went something like 7-12 in his favour, so I was expecting this to be more of a blowout (he did win another match right after, but it wasn't recorded). I made a conscious effort to work on my blocking against him this time, and I did get a few more blocks than usual.

Match 1
0:33 I drop out of a combo, this should be an opportunity to punish or at least escape. Instead I eat some chip, fail a punish and get put right back in a combo

0:43 LEDD has a knack of stuffing my assist calls just when I think I'm out of his pressure. Need to hit the lab and see what I can do about this

0:55 The j.hk to hit cerecopter was autopilot. If he jumped up to deliberately dodge it holy crap

1:02 I still can't see that the hell he's done here. It looks like he just disappears behind copter and jumps up behind me. When I push block him away, an MGR would have worked but dash in c.lk is autopilot.

1:26 I'm scared of trying a mixup on Filia incoming, so I waste the opportunity.

2:16 I did a dash in c.lk without really looking where he was. I had 2 meters and could have played the zoning game a bit more.
Match 2
2:49 I go for the IAD j.lk on lockdown again. A better option would be IAD j.lk canceled after the first hit and then c.mk for the low. or charging up a shadow and then using it as protection while I go for a tick throw. Practice copter lockdown mixups.

2:52 I pushblock on auto pilot, when I could have had a third copter lockdown in a row.

3:21 Failed to punish blocked super. Practice in training mode.

4:02 I have a cool reset in my head with plane assist, need to work it out properly in training mode before using it in matches.
Match 3
4:48 Copter lockdown, could have done a mixup or set up shadow.
Match 4
6:04 auto pilot pushblocks, though the head could have made Fortune safe in that situation I think.

6:21 I really like the idea of this tick throw, I should work on getting the timing so it's a little tighter.

6:51 Again, I'm too scared of dropping combos into wakeup gregors, if I'm going to reset into neutral I should do something that gives me more advantage (practice in lab)

6:57 auto pilot mk-mk, if i'd launched earlier I could have put some real pain on bell, though it's always risky to be anywhere near a filia with meter, maybe titan knuckle into luger would have been better.

7:05 I think that was an IAD j.hk, which might have been punishable (assuming no airball) if I hadn't pushblocked.

7:08 That j.mp was super obvious. I should empty jump with assist more on Filia's wakeup.
Match 5
8:02 I'm not sure why copter didn't catch updo's vulnerable frames

8:32 A pbgc'd dynamo would have been nice here since I could go through to cat heads if needed, though I might have been waiting for peacock to regen.

8:46 I did another obvious jump in against filia with meter...the timing of his copter was really good for turning around the situation, maybe I could have landed into a dynamo, but a grounded approach or an empty jump would have been safer I think.

9:09 I was churning 360 here for the pbgc, I thought that worked. I should (practice my pbgc timing) so I'm not mashing it.

9:39 I ran around and got hit by every copter. I could have used my meter on cat heads if I'd got him to block something.
Match 6
10:20 dropping the basic bnb still. I need to bite the bullet and stick to the 3 hit version, or find a method of mashing that's easier on my thumb.

10:58 A j.d+mp would have been a lot faster version of this reset, I should try it out in training mode.
Match 7
12:01 I'm pretty sure this was an input error, but I should learn a peacock double snap so that I can make the most of these situations.

12:06 cancelling to fiber upper is a pretty good counter to pushblocks, I should see if I can get him to use one when I don't push block and then punish

12:18 I rushed myself and started cancelling hp too early in my patterns. A blocked hp into copter would have let me teleport out or go for a mixup.

12:47 I need to mixup between c.lk qcf+throw as a tick or c.lk c.mp qcb+throw as a way to beat pushblocks.

13:12 Not familiar enough with the dhc synergy. The first part of Argus into cat heads probably would have worked better, or just keep peacock in.
Match 8
14:32 Argus on happy birthday probably would have been worth it, or I could learn to combo from copter from a distance.

15:18 Once I saw that it had hit, I could have dhc'd to dynamo for the kill

16:02 HK bomb first would have been better in this situation, maybe even an MK bomb after it. Once I saw her jump under the plane I could have teleported and had the LK bomb protecting me.

16:11 I panicked a little here since I expected the last hit of dynamo to whiff and also not kill filia, so I went with car to guarentee a kill and beat anything fortune might have done.

16:34 I can't tell you how many times this jump over air dash back j.hk has worked on me. I should try air grabbing it.
Match 9
17:18 More copter lockdown I'm missing out on.

17:27 looks like the two bombs by themselves are pretty easy to get past, I guess I need HP cannons thrown in as well.

Training mode homework:
-practice punishing blocked rekkas, and supers with all of my character
-see what different timing on assist calls does as I come out of pressure
-keep an eye out for incoming mixups that are safe against gregor and fortune's air super
-practice copter lockdown mixups with peacock
-work out resets with airshow assist
-gregor-safe resets or at least knockdown that gives me frame advantage
-j.d+mp reset with bella
-double snaps with peacock
-comfirming from copter at a distance with peacock
-practice my pbgcs

Match homework:
-pushblock a little less predictably
-MGR more where I could normally dash in c.lk
-empty jump+assist more on filia's wakeup
 
I think peacock is very out of place with this team, maybe you just lack synergy (or a get off me assist :P), but it feels like she's just doing a bit of extra damage before your real team comes in.

I recomend you try H LnL instead.

p.s.: Y U NO CATHEADS??
 
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I think for this matchup against this guy you'd do better dropping peacock and going bella/double. He wasn't really allowing you room to setup, and too often she nearly died and you were forced to raw tag to keep her alive. Just my impression.
 
Peacock first without a DP assist on a trio? I think you're better off doing Bella/Peacock/Double with Copter/??/Bomber. You'll lose the Cilia slide, but it would be better for the team overall. Either that, or you need to drop Peacock for a character with a DP assist on anchor. Cilia Slide looks like MK Buer, in that it's only good for the follow-up for Bella. I still think Fortune/Bella/Double is way better than Peacock, since Fortune does so well even without assists, already has a strong meter-less reversal and Cerecopter should make her pressure and throw conversions even stronger. And you get a DP assist once you DHC Fortune out.

HP LnL isn't good enough, he's using Cerecopter. If you're still going to use this team, it will come down to just good spacing and defense with Peacock on point, knowing how to stop IAD, push-block effectively, alpha counter, etc. Just know that you don't have any assists when you're cornered.

Also, take away his Cerecopter early. Two DP assists on a trio is actually bad unless one can function as psuedo-lockdown. He seems to love throwing it out as well. And if you're rushing in with Peacock, always get a charged M SOID up first. In fact, getting M SOID to cover mid/run in and force the opponent back should be your main objective with Peacock imo.

It may just be me, but I don't think Air Show is a good assist, even with the tracking. Maybe giver her MP Bang or S.HP as lock-down for Bella? Also, Dynamo into Cat Heads just to fuck up his assists calls would be cool, make him think twice about calling them so often. Hell, grounded Bella when you have the meter for AA Dynamo into Cat Heads on block in general would be pretty cool, let him know he can't jump around for free.
 
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I've tried out HP LnL against Mao, since peacock mirrors with copter against bomber is rough as guts. I prefer copter against rushdown though, since it covers such a huge space and gives plenty of time to reposition, set up, or mixup.

I had some success with Fortune, and I think she fits in well with the rest of the team, especially since she's be a great alpha counter once switched out. The problem I think is that while she does have a zoning game with her head off, the main goal is to rush in with her. Against someone whose defense is as solid as LEDD's and a team of ridiculous defensive options (dp assists and hitstop+invincible supers all over the place) I really like having the chance to back off and force him to come to me for a change.

Peacock is on point for a couple of reasons;
-she doesn't add an amazing enough assist to Bella to warrant putting her second or on anchor
-she builds meter that Bella can then use as a get out of jail kind of deal
-she sets the pace of the match unless she gets caught in the first second or so
-I'm learning her, so playing her more is useful

As for the assists, Slide has potential beyond a combo extender. Peacock has some real tricky stuff with resets into air throw/high/left-low/right-low with it. I suspect there is a lot of technology that has yet to be found for it. Airshow is an experiment, but so far I really like that it gives my other characters a simple, but still pretty annoying zoning game, which lets me hang back even with Bella. If I was running someone like fortune or filia in addition to peacock I would definitely want to run HP for the lockdown.
 
I've been doing pretty well against ledd as of late... The primary keys for me are:

Parasoul
Air throw to beat his empty jump plus assist spam.
Lots and lots and lots of baiting his reversals at obvious points. He loves to use fortunes airsuper when above the opponent character.


All in all I just try to play as solid as possible and try not to get hits from sloppy confirms and pressure. One of his predictable reversal spots is when someone is trying to sloppily pressure or confirm... such as putting pressure on during air blocked bomber... That kinda suicide against him cause he waits for sloppy pressure and hitconfirms like those to get a reversal.
 
Training progress:
-Practiced punishing rekkas and fortune's rush super a little
-Found a couple of ideas for lockdown pressure, I'll need to grind them a bit to get them into muscle memory
-Tried a couple of double snap combos, haven't decided on which is most reliable yet
-Found a neat way to confirm off a copter from a distance, need to try it out at different ranges to see if it's practical.
-Practiced pbgcs a little, but I definitely need to grind them, I've gotten quite sloppy with them

Match progress:
-Played Mao; got wrecked by his filia but still won most of the matches, bleh.
 
New set of matches. This time it went in my favour. I'm not sure if that's because I was actually blocking better or if he was off his game.


There's still a lot of mistakes there, I'll analyse later though.
 
I'm seriously asking this time, why don't you ever do catheads in neutral??
 
I'm seriously asking this time, why don't you ever do catheads in neutral??

My success rate for turning blocked cat heads into a combo is really low, with that in mind, two meters to get some chip and then eat a gregor seems not worth it. What situations would you say I should be using it in?
 
It costs two meter and isn't difficult to avoid during neutral. He's better off trying to convert Luger or Knuckle into Band Wagon, imo. Or, use it after reversal Bomber or during pressure.

Edit
Wait, your team is Peacock/Double/Bella? If you have two meter and Double on point with Bella behind her, I would save that meter for converting Luger into Band Wagon, then DHC to Dynamo. Forget Cat Heads.
 
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In neutral you should do more luger xx catheads, while your assist are not great for mixups(another reason for H LnL :P), it's a period where the game is completely in your favor.

Also, there were times when you could have ended your combos with catheads to go into pressure, you see most double players do that with a high success rate, maybe you should add catheads pressure practice on that list of yours.
 
I'm seriously asking this time, why don't you ever do catheads in neutral??

Activating catheads at every opportunity isnt good. It costs 2 meters now, which is one less than a lvl 3.

Basically on point the only time i really activate catheads with double is on opponent incoming when double is the last character... Or when i am down to double only as an anchor and have massive meter to burn. Other than that, the easy in isnt worth the 2 meters especially when the opponent can just mash out some pbgc or even a tag and hit double in the middle of a wiffed throw animation.

Its better to save the meter for lvl3 or car ender. Basically when double has 2 meters she has flexibility, when she has no meter she has no flexibility.

Cats is best used as a safe dhc on block now or on hit into a safe mixup or to make blocked lk bomber safe.
 
video 1

0:37 gdo as an opener is probably too risky since it didn't even stuff the copter assist. When I saw fortune back off and my copter getting hit, I could have saved some damage by using j.mk dash cancelled into my zoning pattern.

0:40 Confirming off j.hp would be ideal, if I practice delaying my dash cancels a little to see if they block or not it might be possible.

0:54 A longer corner carry might have lead to a double snap. Getting familiar with the range of the argus to dynamo dhc (or just avoiding it altogether) would help.

2:07 Could probably have reacted to the airball and dashed forward instead, though gregor probably would have auto corrected

2:48 item drop into airshow would have made a tougher wall here, or I could have gone for hp bangs

3:06 This is a nasty incoming mixup and I should practice the timing as well as a proper followup

3:41 I should never do raw argus against bella, that should have been a reflect into a combo.

3:52 Need to practice a follow up to teleport+copter.

4:32 Plenty of pbgc opportunities, I'm getting better but still need to work on them.

5:29 A yolo horns was probably the best option here, calling an assist was super risky.

5:58 super obvious jump in, an empty jump would probably have won the match

6:24 more pbgc opportunities

6:50 really bad assist call, especially that assist. I should have been looking for a dhc out, alpha counter, or pbgc

7:13 multiple blocked lugers could have been turned into cat heads pressure. I should hit the lab and actually practice anti reversal mixups with cat heads.

7:30 cat heads to finish fortune off would have left me with a meter, probably worth it over hoarding 3 meters

9:13 I should have noted his lack of meter and also not pushed my luck with two baits in a row
 
video 2
0:07 An argus here may have been worth it? My hp into teleport conversion wouldn't have worked with filia in the way anyway

0:12 this one definately should have been converted to a combo

0:23 failed pbgc; with 2 meters I could have alpha countered bella in instead and gone for dynamo or 360

0:27 punishing cat scratch fever is a lot easier by mashing pushblock (I think you can't actually pushblock until the last hit of the multihit section).

0:32 wasted the knockdown, could have set up shadow or a bomb pattern

1:54 a good opportunity to use cat heads here, although bella can reflect them

2:31 I went in here I think because I noticed he was staying grounded a bit longer than usual, probably a better idea to harass with hp bangs in that situation.

2:55 for some reason I thought undizzy was full and I was going to try a gimmicky bait with launch into excellabella, execution error.

3:09 I should have learned by now that j.hk loses to copter assist a lot. Might be better to use j.hp to stay in the air till copter does its thing

3:23 could have dynamo'd here, not sure if peacock would have come off lockout for the safe dhc though

4:13 Here the tech bounce is enough to throw off airshow's homing. If I'd started my pattern with hp it would have locked down either tech roll

4:29 he takes advantage of the times when I go straight for the two bombs by running up and trying to thread the needle. I'm wary of keeping the zoning too repetitive, but throwing HP in between stuff just seems to be more effective.

4:38 wasted the incoming by mistiming projectiles, might be better to charge an item drop to level 2 and then send bombs instead?

4:55 scared of being cornered by filia, I could have got good damage from a combo into dynamo instead of the throw.

5:48 I drop this on bella a lot, using the 3x j.lp timing would be more consistent

8:32 after the gdo blockstun, an item drop or HP would have been the better lockdown

8:58 I don't practice it at all, but a burst alpha counter might have been nice here

9:22 not confident enough if my bnbs, I could at least have done the barrel into lp link and got the kill.

11:41 need to practice double snap combos to get it into muscle memory

14:25 lolwut

16:45 could have done a dynamo mixup on incoming backed by cat heads

17:43 jump forward j.mk is so risky if they're not confirmed to be on the ground
 
Activating catheads at every opportunity isnt good. It costs 2 meters now, which is one less than a lvl 3.

Basically on point the only time i really activate catheads with double is on opponent incoming when double is the last character... Or when i am down to double only as an anchor and have massive meter to burn. Other than that, the easy in isnt worth the 2 meters especially when the opponent can just mash out some pbgc or even a tag and hit double in the middle of a wiffed throw animation.

Its better to save the meter for lvl3 or car ender. Basically when double has 2 meters she has flexibility, when she has no meter she has no flexibility.

Cats is best used as a safe dhc on block now or on hit into a safe mixup or to make blocked lk bomber safe.
I'm not saying he should use it on every possible situation, but in both sets there were a few moments where catheads would've been the right choice, and yet he didn't use it.
 
I'm not saying he should use it on every possible situation, but in both sets there were a few moments where catheads would've been the right choice, and yet he didn't use it.


What moments were those?
 
What moments were those?
I'm not watching it again to find it, but even age saw opportunities that he missed while analysing the matches.
 
I'm not watching it again to find it, but even age saw opportunities that he missed while analysing the matches.


.. I find that a bit different. I think i could find opportunities to use any move more, in hindsight, when watching videos.

Though yes i agree with the supposition that cats should be used more at neutral, i dont like the way you came off about it with no examples of places to put it. Its like if i said block more or jump more. Or anything more, really.

Also, i would say NOT to use cats at neutral unless time is running out or some such, if dubs has neutral game assist. I only really suggest cats on point when double is the last woman standing. Other than that ive found it to be a waste except in highly situational, situations.

Anywho... Yeah, not here to argue per se, just think that giving actual advice in this instance is better than the general advice of "use more" i especially think this because i wanted to see what your use more pertained to. I already know how age and i use neutral cats, i was wondering if you had anything new to say about it, cause i myself may have learned something.

The thing is i know ages game pretty well and i know that we both have made a more conscious effort to NOT spam neutral cats (cause you should have seen us in sde days... Cats is basically all either of us did if we had meter). So, hearing that they need to be used more when we've toned it down on purpose struck me as novel and i wanted to hear more.
 
I don't even play double :P just feel like doing catheads a bit more often could be beneficial.

I'm just lazy, when I try to write stuff I think too much and take waaay too long, so I just avoid doing it.

But still, Age, I think that you should rethink your team structure, bella/double works well, but peacock brings a different idea to your team and maybe other assists and/or team order will help with it.
 
I don't even play double :P just feel like doing catheads a bit more often could be beneficial.

I'm just lazy, when I try to write stuff I think too much and take waaay too long, so I just avoid doing it.

But still, Age, I think that you should rethink your team structure, bella/double works well, but peacock brings a different idea to your team and maybe other assists and/or team order will help with it.


That team is the primary team that gives my team trouble now and its almost all because of peacock. Though yes lock n load is good for the team, its more of a counter to bomber teams/opponents assists than anything. Cerecopter is good cause it locks down a big portion of the screen for huge amounts of time allowing peacock more time for her bombs and item drop to cooldown so she can spam them more.

Personally i hate fighting lnl more, but not because of its anti point characteristics, but because every lnl that hits my assist does damn near a quarter damage... Seriously my assist bleed against that assist. And since my assists bleed against it, that makes me not want to use assists, and thusly makes peacock much harder to beat. I could counter with perhaps a sweep assist, or hairball or cerecopter... But i dont like playing for straight counters and hate those characters anyways. I'm trying to figure out how to fight it with my main team.


Anywho, point being that his peacock on that team works in stellar fashion and au doesnt play peacocks natural counters on point (filia, val, bella, head off fortune... Though ledd is developing head off fortune) ... Well there is one point val, but dont know if his anti peacock game is up to snuff and age can just take him out with point bella anyways. So the team is good for the au meta as far as countering goes and those assists are good for peacock anyways, even if lnl might be better for the team, overall.
 

I'll need to go through this later, but the main things I noted were that
-airshow is surprisingly ineffective against filia
-downs are a problem
-avery, mp item drop and super jump height are your friend
 
Vid is geo blocked in au cause of music copyrights...
 
proxfree.com


Age told me that you posted some help in here. You are still ignored. But if you continue to be nice to me... I may unignore you.... May.


Feel free to not be nice to me btw.

Thanks for the link though... I have no idea what to do with it... It doesnt work for me... Cant get it to load up the youtube page for whatever reason.

#oldmanproblems


Also, while i unignored you, if you are still bothering to read this, youve put in some good work on those solo cats in that one thread... Good stuff.
 
There are tons of free proxies to try, one is going to work.
http://www.webproxy.net/
http://www.hidemyass.com/
Just google "Web Proxy" or "Youtube Proxy", click around, copypasta the youtube link into the respective field and try some servers.

Also, I don't give a shit who you are
If you need help, I help
If you are stupid, I call you stupid
If you ask a question, I answer
If you help me, I thank you
I don't hold silly grudges; I'm not gonna be nice to you to come off some ignore list, I'm not gonna be a dick just to get back on it, I don't care one fuck
 
^^^good

And you are still ignored. But thanks for the help.

Also, i do hold silly grudges, which is very un Leo like of me.... But it is what is, i got most of the bad Leo qualities and few of the good ones.
 
Ok... So the problem is i cant get the link anywhere (i even tried to reply to the post and take it out of the media url but the address that comes up is unfindable)

@Vadsamoht

Any help with this?
 
No idea. I guess Age could upload a version without any audio (just completely muting it or something)? Nothing much I can do.

If you just want the original youtube link, it's here.
 
@Dime_x
direct link is
Code:
http://www.youtube.com/watch?v=oNKlDHmFTpw
 
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Aight cool. So ive seen about 3 videos and going in i had a few points of advice:


1. Just like against BB you need more movement, less bombs, filia kinda counters bombs with her approach vector

2. Cr.lk xx lk bomb at neutral... on wiff.

Cr.lk beats filias iad approaches, and so does the initial active frames of lk bomb. So a good anti filia pattern is j.hk and land into cr.lk xx lk bomb. If both dont hit, it usually means that filia isnt close or is above peacock... Either way its good flowchart to get out a charged mp item drop.

3. MUCH MORE double and super jump variations... Especially with j.mk variations... The air is peacocks prefferred place in this matchup ( to stay outside of filias iad space) j.mk allows peacock just a bit more airtime, which translates to more time spent not being in filias iad spacing.

4. Use more single bombs... A lot more, especially in this matchup. As i said mobility is key and the less bombs you throw out, the more mobility options you have.

5. In these first few games that youve played, your priority seems to be horizontal space combined with getting out bombs. Imho your priority in this matchup should be vertical space combined with getting out item charges. An addendum might be to use your j.hk to cover your iad in. I definitely think peacock needs to be more offensive in this matchup.

Peacock is a queen of keepaway but she needs a plan b for when her spacing isnt easy to setup.

This is how mulnim plays btw, more priority on vertical spacing... At least with respect to how he mixes up his spacing game


Eg the way most peacocks play:

Make backwards space, double bomb, make backwards space, double bomb... Etc etc

I think it should be more:


Mixup backwards or vertical space, item charge, mixup space, lk bomb, vertical spacing, release, backwards space etc etc etc
 
Some generic observations. You got hit overhead a whole lot against Bdubs. That was by and large his reset/combo starter of choice, from the matches I saw (about half of it).
 
So I'm stuck with training mode and no updates for a while.

In the meantime I have a couple of tech projects to work on.

-perfectly timed incoming mixup setup, preferably with meterbuilding whiffed specials to time it

-Stance-width unblockable setups. Already have a high/low unblockable on big band recorded.

-find some real chip damage blockstrings for peacock.
 
Just recorded a painwheel/mgr unblockable against val using the stance width tech.
 
I have a bunch of footage from recent sets with my newer team. Let's see if I can learn some stuff by going through it.


Match 1:
0:25 I think staying back was fine here, if I tried to claim stage real estate, I would put myself in close range while he had an assist advantage. It might have been good to go just into titan knuckle range and do something that counters it like MP?
0:26 so we both dash jump and call assist, but I am blocking and he uses j.lk. Maybe the j.lk is good because my assist won't come out in time to catch it. Just blocking means I am open to being air thrown. Might be worth option selecting a tech input when I do this. I certainly could have come down with buttons after pushblocking.

0:30 He dash jumped before seeing the tech direction, so I could have avoided the corner. I think my defense against the jump in was pretty crap, should see if there's some good options in training mode.

0:43 need to grind the reset point some more. If I want to incorporate tech chases I should practice it first. j.hp is asking to be extended unless assist is on cooldown.

1:00 I had the meter to come in with super and dhc to lenny.

1:08 Giant step is an ok yolo mixup here, since if I did A-train I would have caught the chicken block. I think it was probably better recognise that an assist was called, and immediately brass into super into lenny.

1:11 really bad assist call, it's the muscle memory of a dp assist to block and call when in a close up scramble. It might be ok if done with the right special, but I need to practice it.

1:19 pressed a button because he looked too far to meaty me, should work on the block->delayed tech OS for that situation.

1:21 Might be better to not pushblock BB's string, since c.mp is -3.

1:36 The corner fear is really bad here, c.mk seems like a terrible choice to risk too. Something into Lenny would make the corner a bit dangerous for him too, and I have plenty of meter. Or a forward jump into blocking could let me choose between j.hk or late throw tech.

1:40 MK is -14 so I should have got something here.

1:44 There was a chance to get out of the corner there, maybe if I looked for a jump to teleport under.

1:50 autopilot airdash, a late j.hk might be ok instead, but it's all risky until I see him jump or whiff something.