Milln Posted September 24, 2012 Author Posted September 24, 2012 Kyle da bess. You're invited to the barbecue at King of Bling.
Jackie Chandler Posted September 24, 2012 Posted September 24, 2012 Thanks for the advice Kyle. I kind of noticed that myself. Baiting DPs by jumping is a habit I've had since BB, and it's the best way to handle some. But looking at it now, I realize what I was doing wrong. By only jumping straight up, I've been setting myself up for air unblockables- and with Mitsuru, that's a free 2.5K. So you're right, the best reaction to Mitsuru's DP is essentially 9 -> A+C -> 4~jA. I saw a video of SKD showcasing the option select. If Mitsuru does any form of Super Cancel, the Super Flash eats your input so you can land safely on the other side and do whatever. If she doesn't, though, the jA Counter Hits on the way down, and catches her in a crouching state. I'll definitely look into better ways of baiting other character's Furious Actions, too. :] As for your advice to Star, it's pretty spot-on. 2B is the best reaction to a falling DP, if you don't have time or don't feel comfortable crossing under on the way. But if you can cross under, I think it's better than just a 2B- because depending on when you 2B and how it effects your character's hitbox, you might still get hit by the Ziodyne. Universally, you can just get more for crossing under. We accept your critique b/c we like you too. :D You better be making it to King of Bling!
Kyle Posted September 24, 2012 Posted September 24, 2012 I am not sure about the J.A tho. Would you have a move w/ a higher dmg potential & causes less overall proration. Even a disjointed hitbox is good too, b/c if she super cancels, the disjointed attack whiffs and you are not hit. As for run under, that's character specific. I know Aigis cannot & Naoto has to. :3 last thing, whether you do an Air punish or ground punish on Mitsu/Yu is very character dependent too. Naoto's Max DMG No Tension BnB's are starting from a launch. I prefer the air punish... I had the most fun in training mode so far going over furious scenarios and how to optimize/bait/punish & react. I hope everyone else can put time aside to do that before King-O-Bling.
Jackie Chandler Posted September 24, 2012 Posted September 24, 2012 I thought the same thing regarding jA and its proration. But apparently... its just to get her to waste meter, but the gold part about this for narukami is that his jA p1 is the best punish he can get off dp, and on crouching nonetheless I just wanna know how to punish Teddie after activating + avoiding his Furious Action. Lol. (The joke is that it's not possible. I think.)
Kyle Posted September 24, 2012 Posted September 24, 2012 O.O woah. THNX for that. I can activate & avoid/punish teddie. max range 2[C]. Completely disjointed and very far away.
Urichinan Posted September 24, 2012 Posted September 24, 2012 Here's something useful for you guys, according to Adelheid Shadow Labrys' 214A (Guillotine Axe A, the overhead) is -7. The pushback on it normally makes it unpunishable. But I think Mitsuru can punish her with 5A?
Mr.Minionman Posted September 24, 2012 Posted September 24, 2012 (edited) Tried it, it works , though barely EDIT: also, just beat my first S ranked player in ranked :D Given it's what I'd consider my best matchup (Akihiko), but still. Course, thereis still alot I'm not doing properly; namely resets and anything resembling a decent combo in a match, but still. Edited September 24, 2012 by Mr.Minionman
Klein Posted September 24, 2012 Posted September 24, 2012 Tried it, it works , though barely EDIT: also, just beat my first S ranked player in ranked :D Given it's what I'd consider my best matchup (Akihiko), but still. Course, thereis still alot I'm not doing properly; namely resets and anything resembling a decent combo in a match, but still. Congratulations dude, keep it up.
Milln Posted September 24, 2012 Author Posted September 24, 2012 GET HYPE FOR MINION MAN SLEEPER SHADOW LABRYS GOD
Mr.Minionman Posted September 24, 2012 Posted September 24, 2012 Lolz I wish. So far my ranked experience goes something like this: Is the opponent Mitsuru, Yu, or Kanji? loss. Akihiko? good chance. Anyone else? fair chance, unless... Spamming DPs/AoA? loss. That particular Akihiko was playing way too defensively, so I wouldn't count it as a huge victory but was still pretty happy about. Still got aways to go. :P Speaking of which anyone on PSN want to play a few? (or Cookevillites) Wanting to get the snot beaten out of me :O
Grimstar Posted September 24, 2012 Posted September 24, 2012 Just wanted to say I miss you guys. Been having a financial crisis so to speak, and I can't really do anything. Especially now that my car is needing repairs too -_-
Bane Posted September 24, 2012 Posted September 24, 2012 Speaking of which anyone on PSN want to play a few? (or Cookevillites) Wanting to get the snot beaten out of me :O I'll play you if you'd like.
Seiki Posted September 24, 2012 Posted September 24, 2012 Star I'm not good at finding quality videos of Persona gameplay. Can you help me find good vids of Akihiko matches?
LastStarSaviour Posted September 24, 2012 Posted September 24, 2012 (edited) Kubo vs Part 1 Kubo vs Part 2 Kubo vs Part 3 Kubo vs Mix-up Night Kubo vs Mix-up Night part 2 Kubo vs. Mix-Up Night part 3 Edited September 25, 2012 by LastStarSaviour
Seiki Posted September 25, 2012 Posted September 25, 2012 (edited) thanks. Damn having good reactions is more important in 3d fighting games than in 2d. Edited September 25, 2012 by Seiki
Tophatmoffet Posted September 25, 2012 Posted September 25, 2012 Ruh roh. "Appropriately 200% if tightened." from: https://twitter.com/asakura122/status/250391823103709184
Jackie Chandler Posted September 25, 2012 Posted September 25, 2012 Nu Vatista confirmed for Nu tier. I'm willing to wager Chain Shifts will play a big part in this game's big dumb combos. Your opponent can't build any GRD if you're beating the crap out of them, and since the combos can clearly last longer than 15 seconds for the GRD Vorpal Bonus, the potential meter you can exhaust in one combo seems ridiculous. I'm still waiting to see combos into Instant Kills. It's apparently possible.
Seiki Posted September 25, 2012 Posted September 25, 2012 I don't like how long combos go in that game. Even midscreen they are able to do a lot of damage. What is the the tension bar in the middle? I know it is like the guard libra in that offensive actions tips it in your favor but what does the circle do and what happens if one player completely dominates the bar.
Jackie Chandler Posted September 25, 2012 Posted September 25, 2012 I don't like how long combos go in that game. Even midscreen they are able to do a lot of damage. What is the the tension bar in the middle? I know it is like the guard libra in that offensive actions tips it in your favor but what does the circle do and what happens if one player completely dominates the bar. I think in the end, the game will equate to about the same number of combos to kill as in BB. I'm not too worried about it (yet). The bar in the middle is the GRD. Like you said, it's a Tug-of-War system, kind of like CT's Libra Gauge. But instead of just determining when a Guard Break should occur, it gauges a lot of things. The circle in the middle fills in every fifteen seconds, at which point the player with the more GRD stocks will be rewarded with GRD Vorpal. GRD Vorpal grants a 20% damage increase, and allows the owner to Chain Shift while they have it. If you opt to Chain Shift, you can cancel the active/recovery of any move, and all your stocks will be converted to meter for about 10-15 apiece. But if you're careless with how you use it, you'll just be setting up your opponent to get the GRD Vorpal next, which makes knowing how and when to use it important.
LastStarSaviour Posted September 25, 2012 Posted September 25, 2012 (edited) I don't think long combos are anything to worry about in Under-Night. From watching that Linne video, it was kind of implied that the combo itself wasn't optimal at all. From what i've seen, everyone does really good amounts of damage and it all seems to be scaled appropriately. The system mechanics themselves also seem pretty well balanced too. I like how you're rewarded for being agressive, but it isn't like Gear where if you don't get that offensive set up, you die in like two combos (That little red meter thing). This game just looks amazing altogether. Definitely dropping everything for this game (if, and i'm praying really hard on this, that it gets a console release). I'm hoping that they're saving Hilda as a console-exclusive boss that they'll patch into the arcade builds later. Edited September 25, 2012 by LastStarSaviour
Klein Posted September 25, 2012 Posted September 25, 2012 UNiB looks like it's got tons of disgustingly safe pressure and fullscreen pokes to make neutral game be a joke. Not even remotely hyped.
Jackie Chandler Posted September 25, 2012 Posted September 25, 2012 Definitely dropping everything for this game
LastStarSaviour Posted September 25, 2012 Posted September 25, 2012 @Jackie: ??? @Klein: I don't know about safe pressure, seeing as I did notice a lot of the holes in people's pressure getting punished properly. Plus, wouldn't having full-screen normals mean your neutral game would have to be even stronger?
Jackie Chandler Posted September 25, 2012 Posted September 25, 2012 UNiB looks like it's got tons of disgustingly safe pressure and fullscreen pokes to make neutral game be a joke. Not even remotely hyped. But when everyone has disgustingly safe pressure and fullscreen pokes, doesn't that make everything "neutral game?" :3c
Klein Posted September 25, 2012 Posted September 25, 2012 (edited) It's not neutral if you're blocking a fullscreen pressure string. Edit: I like long normals, but UNIB just looks like too much of a good thing. Edited September 25, 2012 by Klein
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