ToastCrust Posted October 19, 2010 Posted October 19, 2010 I just think the changes in the primer and guard crush mechanics are essentially a huge buff for her that just needed to be accounted for. And the only person that strat wouldn't work well against is... Tager. >_> I also never believed in that whole lower your expectations, never be disappointed idea lol. I think it only works if you're actually good at lying to yourself.
McArthur Posted October 19, 2010 Posted October 19, 2010 what are good normals to do when ur opponent uses chars like Taokaka Ragna etc to pressure u on or near the corner? 5a or 6a doesnt always help me i end up eating counters
RinHara5aki Posted October 19, 2010 Posted October 19, 2010 what are good normals to do when ur opponent uses chars like Taokaka Ragna etc to pressure u on or near the corner? 5a or 6a doesnt always help me i end up eating counters Well, don't make it second nature because sometimes its a bad habit, but fishing hits with falling j.cs can lead to interesting stuff. It's actually a good airdashing faggot bait move when they think they can dodge swords, they IAD in and I CH j.c them for free. J.c CH(and low to the ground j.c) leads into 5c. From there it's whatever combo you want. Just DON'T spam the c's. You hit the ground and miss the 5c's, you're so free lol.
SolarMisae Posted October 19, 2010 Posted October 19, 2010 Falling j.C CH > 5C is one of my favorite airdash punishes. n.n But yeah, Rin is right...don't make it habit. I did at one point and got f'd up for it big time heh. Also, I'm not sure if this is everyone, but a few times against Valk with falling j.C I've actually landed the j.C CH but I suppose I must have been positioned very strangely or something, and actually had him land behind me after the air hit. So I'm there doing 5C like an idiot, not realizing it till it's too late, and he techs behind me and I eat damage for it lol. Does this happen with other characters as well? It's only happened to me with Valk so far.
Delrian Posted October 19, 2010 Posted October 19, 2010 Falling j.C CH > 5C is one of my favorite airdash punishes. n.n But yeah, Rin is right...don't make it habit. I did at one point and got f'd up for it big time heh. Also, I'm not sure if this is everyone, but a few times against Valk with falling j.C I've actually landed the j.C CH but I suppose I must have been positioned very strangely or something, and actually had him land behind me after the air hit. So I'm there doing 5C like an idiot, not realizing it till it's too late, and he techs behind me and I eat damage for it lol. Does this happen with other characters as well? It's only happened to me with Valk so far. When stuff like that happens, cancelling 5C to some other C will correct the direction. Only had this happen once accidentally with 6C, so not sure if it works with all.
ryu-bi Posted October 19, 2010 Posted October 19, 2010 I just think the changes in the primer and guard crush mechanics are essentially a huge buff for her that just needed to be accounted for. except on defense I'm quite worried about fighting with 1 primer if I burst twice in a round maybe I should start subbing a 4 primer char to prepare for that?
ToastCrust Posted October 20, 2010 Posted October 20, 2010 Uh, well, basically every character will be 1 primer after two bursts. *Tager* will be the only one with 2 primers left in the entire cast. So considering it's basically a cast wide nerf, the only people benefiting would be 4 primer chars and uh, tager maybe. I'm fairly sure the idea at this point is to just not burst twice in a round.... Or use gold bursts more.
McArthur Posted October 20, 2010 Posted October 20, 2010 no not when theyre dashing towards me, when theyre actually already beside me and pressuring me with blockstrings and all, so far i only see 6a and Seeds as a means out
SolarMisae Posted October 20, 2010 Posted October 20, 2010 As of now, IB'ing and backdashing/IAD'ing away from midscreen pressure seems to be the way to go, and works against a lot of characters. IB > Gravity between the holes in opponents blockstrings is your best option if you're the in corner. I personally wouldn't mash 6A up close to try and poke out of pressure. Then again I really wouldn't try to mash anything...If you really wanna try and poke out though, 5A is a faster poke...but Gravity is still a better option then trying to poke your way out.
zaeris Posted October 20, 2010 Posted October 20, 2010 As of now, IB'ing and backdashing/IAD'ing away from midscreen pressure seems to be the way to go, and works against a lot of characters. IB > Gravity between the holes in opponents blockstrings is your best option if you're the in corner. I personally wouldn't mash 6A up close to try and poke out of pressure. Then again I really wouldn't try to mash anything...If you really wanna try and poke out though, 5A is a faster poke...but Gravity is still a better option then trying to poke your way out. I'm sure it's a typo with the intension of saying 5a. Other methods? watch for people's ender in blockstring its usually something risker with a low or high mix up thats punishable on block.. camp that out and punish. once they start avoiding that final mix up you jump, barrier, backdash or make them block later and jump cancel and run. e.g. noel doing 3c, ragna GH I think only tao gets to do what ever she wants and keeps you blocking forever with gay shenenigans.
SolarMisae Posted October 20, 2010 Posted October 20, 2010 Eh it may have been a typo. I just noted he mentioned using both 5A and 6A to poke out earlier. Either way the point does stand, 5A is the better option. Anyways, yeah...zaeris definitely gives some other options outside of just the basics I mentioned.
Arcade Fire87 Posted October 20, 2010 Posted October 20, 2010 Really random, but last night I just realized that entering corner loops slowly works really well online, I was shocked. All this time I was rushing the 21478 command, the window frame isn't bad at all Apparently Stunedge said that Lambda's D attacks are going to have even more frame recovery, does anyone know how much? I'm a little worried about this, I thought 40 something frames of recovery was harsh enough What's different about 6A? More active frames, quicker start up, longer reach? With gravity seed not being a DP anymore, where is its uses? Apparently it's better, but does it mean it's only useful when you're punishing a whiffed attack or using it in a combo like in CT? They said her melee attacks are getting better--but how? C attacks do more damage...so that means when we do things like 5B>6B>5CX8>236B we won't be getting garbage damage? I get jealous seeing other characters landing a meterless B attack for 3K plus The cresent sabers cause more bounce, right? So we can do corner loops easier, eh? Does this also apply to combo's being easier, such as 5DD>236B>5DD>236C>dash>2DD>TK>etc? The timing is too fucking strict, I'm seeing Japanese players drop it WAY too much. If it's easier to combo into beyond just loops, the average per damage will be nice
ToastCrust Posted October 20, 2010 Posted October 20, 2010 Honestly, it's all just impressions from a few bloggers who were there, and I don't think they're bothering to get too nitty and gritty (especially since they probably didn't have enough time to be very nitty gritty either). I think we'll just have to wait the next several weeks before we get any real info, especially considering we're still in loketests, so it's not like any changes are set in stone xD
Arcade Fire87 Posted October 20, 2010 Posted October 20, 2010 Understandable. I'm a little worried about Jin and Ragna having their 5B/5C attacks air unblockable. I feel like Lambda would feel a little left out. Lambda's 2C isn't something that really catches chicken blocking from my experience. Her only way to sustain melee pressure is dash canceling things like 5B/2B/A attacks. I use TK feints and such, but chicken blocking is still an issue for me. Only thing I can possibly think of is using 3C if I suspect they'll jump from my pressure. How interesting they're making her more melee viable, her damage needs a bit of a boost from her less situational attacks. Providing that TK combo's in general are easier to combo, I feel like all this could push her out of what feels like low B tier. I shouldn't be seeing great Japanese players like Goro and Minori constantly dropping non TK corner combo's so much, the timing and spacing is so inconsistent. I'm still worried if they made her D attacks have more recovery though, I thought they were more than fair at 40+ recovery for whiffing. Sorry, rambling here now.
SolarMisae Posted October 21, 2010 Posted October 21, 2010 I sorta agree on that one point. I'm pretty happy about them possibly making TK combos easier. I mean, when doing it in training it's all right, but thats against a character who's not running around all the time and constantly shifting positions. Theres too many tiny things that can fuck up the whole thing and you end up losing out on damage. Like you said, even some the best players drop those combos...and that means something is wrong. I'll also be looking forward to seeing how they make her melee better, if they do. I feel like Lambda has to pretty much abuse TK feints and a lot of really non-threatining pokes. I can totally see that giving a character who zones like Lammy high damaging melee would be cheap as fuck...(see CT Nu) but giving her a little bit more effective pressure tactics than just her somewhat iffy A and B pokes, and her TK's would be useful and nice. Being able to push people back for at little longer would be useful. Oh well, I do agree with ToastCrust. I'm rambling too now. All we can really do is just hope for the best and wait out the last of the loketests. Hopefully we'll get some cool new toys.
Beautiful Death Posted October 21, 2010 Posted October 21, 2010 I think that C attacks getting better proration is just funny. So what, the 5C>6C loop will do MORE damage? Lol. I don't really "agree" with her overall changes being her melee upgraded but Drives brought down. Like DUDE. She's SUPPOSED to be weak up close but strong when fullscreen away. Ah, whatever. The supposed 6A buff is weird too. I didn't really think there was anything particularly weak about that move in the first place. Like what, was it given super proration or a giant invisible hitbox? Well, I won't be complaining if that's how it turns out.
zaeris Posted October 21, 2010 Posted October 21, 2010 I think that C attacks getting better proration is just funny. So what, the 5C>6C loop will do MORE damage? Lol. I don't really "agree" with her overall changes being her melee upgraded but Drives brought down. Like DUDE. She's SUPPOSED to be weak up close but strong when fullscreen away. Ah, whatever. The supposed 6A buff is weird too. I didn't really think there was anything particularly weak about that move in the first place. Like what, was it given super proration or a giant invisible hitbox? Well, I won't be complaining if that's how it turns out. 5c and 6c isnt that noticable since its 99% and 88% respectively in combo meaning your overall damage isn't reduce that much from the original damage. praying its something like shitty 2c and 3c proration. 6a? the only issue is the recover on whiff and a crap hit box thats gets beaten from behind. overall is it an AA that works in BB. so no complaint in general. hmmm... ic test for final loketest is this week...
germanturkey Posted October 21, 2010 Posted October 21, 2010 i kinda wish they'd give her a better overhead.
Arcade Fire87 Posted October 21, 2010 Posted October 21, 2010 i kinda wish they'd give her a better overhead. WHAT? Lambda has arguably some of the best melee overheads in the game. TK, TK feint are fucking awesome. 4B's pretty nice too if you actually make people respect your pressure
ToastCrust Posted October 21, 2010 Posted October 21, 2010 Not to mention, America's still pretty free against that second hit of 4B... lololol
St1ckBuG Posted October 21, 2010 Posted October 21, 2010 WHAT? Lambda has arguably some of the best melee overheads in the game. Huh? I know the term 'best' can be subjective but... what? You can't really think this... TK, TK feint are fucking awesome. Maybe if you only play online. 4B's pretty nice too if you actually make people respect your pressure 2 hits and only safe on RC if blocked?
germanturkey Posted October 21, 2010 Posted October 21, 2010 yeah, i don't really count 4b as a good overhead. maybe if both hits were high, or if one hit was low or something. i would kill to have Mu's overhead. TK is great, but if they block, it has a long recovery.
SolarMisae Posted October 22, 2010 Posted October 22, 2010 4B a good overhead...I lol'd. Technically only half of 4B is an overhead and the second half is not gonna hit at all if your opponent is smart, unless the first hit is a CH of course. Other than that, 4B isn't a good overhead at all unless your opponent doesn't know how to block it correctly. TK crescent is okay, but it's not one of the best overheads in the game at all. germanturkey is right, Mu's melee overheads win over Lambdas by a mile.
kenja0 Posted October 22, 2010 Posted October 22, 2010 4B is a borderline useless overhead option. You're better off using it as a reversal against low attack spammers... but Gravity Seed is still a better option if you need a reversal because of the invincibility. Despite being able to combo into it from any other successful crouched hit, the damage output is 2k from a clean hit which is amazingly low considering the other options that are possible. Even on a CH 6A/2A/5B/2B/6B/5Cx1, you're more than likely to deal more damage by completing a ground combo. j.214D can actually be used to feint an overhead or sweep and can be used in the middle of combos to score more damage. 4B is too situational and it deals no damage for its situational use. I'd rather have Mu's 6B overhead too.
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