Light_Nazgul Posted October 13, 2012 Posted October 13, 2012 Hey Danny! Let us show the world the beauty of 0f throws together. Also, Dizzy and Millia probably use the most non-command throws offensively. Also, I am planning on going to GG madness. However, I may not be back from Sweden in time. I will do my best. Also, hello from a Japanese laundromat. I have some time in on +R, and it is good. I have not beheld anything I take offense to yet. The game feels great. Under Night In-birth looks pretty good too.
Mindgam3 Posted October 13, 2012 Posted October 13, 2012 (edited) Hey Danny! Let us show the world the beauty of 0f throws together. 0f throws that have: -Poor range -Cannot RC -Prorate heavily if you can even combo from it in the first place -If you whiff, you generally get your slowest normal Also, Dizzy and Millia probably use the most non-command throws offensively. Honorable mention goes to AC Testament Also, I am planning on going to GG madness. However, I may not be back from Sweden in time. I will do my best. This is great news, minus the implied "maybe." I have some time in on +R, and it is good. I have not beheld anything I take offense to yet. The game feels great. If you have the time/disposable income, could you perhaps pick Slayer and try to use bite? I rarely see players actually do it, and much fewer players actually land it. So, I'm wondering if they reduced the range, made the start-up longer, or if the players just know how to deal with it. Also, is his 5K special-cancelable, or do you still have to TK/SJC into special moves? Edited October 13, 2012 by Mindgam3
The Katz Posted October 13, 2012 Posted October 13, 2012 (edited) Also, Dizzy and Millia probably use the most non-command throws offensively. I should have thought of them, but I haven't seen them often enough (let alone enough matches) to know. Under Night In-birth looks pretty good too. Wasn't there news about them having to rework the game or something silly? Also, how's Chaos Code? :D Edited October 13, 2012 by The Katz
Vyers Posted October 13, 2012 Posted October 13, 2012 Which character throws the most? I want to show off the just how gross 0f throws look as much as possible. Gross? But you can actually use 0-frame throw as a defensive option. Also, I am planning on going to GG madness. However, I may not be back from Sweden in time. I will do my best. Also, hello from a Japanese laundromat. I have some time in on +R, and it is good. I have not beheld anything I take offense to yet. The game feels great. Under Night In-birth looks pretty good too. I hope you can make it. If you havn't heard, we are doing 5v5 regional teams (we might be picking representatives round robin style). If you get the chance, can you check how slashback timing feels in general, and if it's still possible to slashback earlier during Air Dash than faultless defense?
kona Posted October 13, 2012 Posted October 13, 2012 Wasn't there news about them having to rework the game or something silly? They patched the game to change chain shifts. Mainly to get rid of the retarded infinites they had. I forgot what the other changes were. They were relatively minor. The chain shift was the big one though.
The Katz Posted October 13, 2012 Posted October 13, 2012 Danny and Katz, you guys can burn in hell. Already a step ahead.
Light_Nazgul Posted October 13, 2012 Posted October 13, 2012 If you have the time/disposable income, could you perhaps pick Slayer and try to use bite? I rarely see players actually do it, and much fewer players actually land it. So, I'm wondering if they reduced the range, made the start-up longer, or if the players just know how to deal with it. Also, is his 5K special-cancelable, or do you still have to TK/SJC into special moves? I shall test them this afternoon. @Vyers- I shall test it also. Yes Under Night is on version 1.01 Chaos Code looks odd. The movement and airdashing seem slow. Zoning looked weak. Oki looked simple. Counterhits are where it is at. The chef looks cool, but felt like he needed a fast normal.
Mindgam3 Posted October 13, 2012 Posted October 13, 2012 (edited) I shall test them this afternoon. @Vyers- I shall test it also. Also, if for some reason you know Slayer things, see if you can do in the corner: CH j.HS, 2D RC, something that puts them in the air that's not BBU-> 5HS -(special cancel from 5HS into)-> Undertow -(jump-cancelable...?)-> superjump j.HS -(link)-> j.D -> whatever I'm only curious as to if the j.HS -> j.D will connect after Undertow. In the only instance I saw of this combo, the j.HS connected, but the player blatantly dropped the combo with a gold burst. It is a link, but just get a feel for if it's even possible or if they are able to air-tech so early that connecting with the j.D wouldn't be possible. Good luck, and when in doubt, remember that FB Dandy -> FB Pilebunker is the new hotness. Edited October 13, 2012 by Mindgam3
The Katz Posted October 13, 2012 Posted October 13, 2012 Chaos Code looks odd. The movement and airdashing seem slow. Zoning looked weak. Oki looked simple. Counterhits are where it is at. The chef looks cool, but felt like he needed a fast normal. Thank you. Movement did look like it felt kind of slow. Bravo is actually who I planned on playing at first, but the "slow and heavy-hitting" type of grappler isn't one that I favor. Oh well.
Danny Schme Posted October 14, 2012 Posted October 14, 2012 Gross? But you can actually use 0-frame throw as a defensive option. .....
Light_Nazgul Posted October 14, 2012 Posted October 14, 2012 Slayer's 5k is now flat out special cancelable. No jump required. Slayer's bite now has 236hs as the input. Range is slightly less than one Slayer length away. It has some startup. I got stuffed sometimes. Maybe 4 frames? Slashback iad startup still works. You keep airdash momentum but stop airdash stance. Slayer jH>jD link looks impossible. Maybe if there were a way to hit late with the jH, but it has alot of recovery. I am currently trying to understand the testament-axl matchup. No slash beast makes it seem impossible. ax has complete control at range. The new rensengeki stuffs all. Te cannot use far slash safely. Working in with fd jumps yields no avantage. Te's new teleport if too vulnerable. It feels like ac te vs po, but with less reward for getting in. Rensengeki is a peerless gun to me at the moment.
Saphri Posted October 14, 2012 Posted October 14, 2012 I am currently trying to understand the testament-axl matchup. No slash beast makes it seem impossible. ax has complete control at range. The new rensengeki stuffs all. Te cannot use far slash safely. Working in with fd jumps yields no avantage. Te's new teleport if too vulnerable. It feels like ac te vs po, but with less reward for getting in. Rensengeki is a peerless gun to me at the moment.
Mindgam3 Posted October 14, 2012 Posted October 14, 2012 (edited) rensen always stuffed everything, try iading over it with hs->dust if that still works or whatever button. Edited October 14, 2012 by Mindgam3
Light_Nazgul Posted October 14, 2012 Posted October 14, 2012 Once upon a time, S Beast scared Axls. It would couterhit them and knock them down. Rensen was slow, had limited range, and had slow follow ups. Testament could sit outside its range and sbeast it, tk gravedigger/badlands it, warrant it, or iad+button it. Once, there was a gap between Axl's 5p and 6k and dashing between it was safe. Occasionally, this would lead to a nearly placed js for Testament. Once, Axl's best approach to Testament was from the air, with j6p disarming nets and js covering approach, but Testament would jump and pick him off with js. Testament would kill running with fs and smash iad with 6k. This world is no longer. Testament must get in. Once in with the knock down, curse keeps Testament in. Getting in without the kd gains little. Jumping with fd and walking forward close range, but one mistake and Testament is knocked down. Axl gets oki. Testament pushes him out with fd. The game begins anew. Slayers, jH does seem to have more recovery.
Light_Nazgul Posted October 14, 2012 Posted October 14, 2012 Is hadoken getting you down? Try countering with jump or yoga fire.
Vyers Posted October 15, 2012 Posted October 15, 2012 Slashback iad startup still works. You keep airdash momentum but stop airdash stance. Thanks! Good to know the "oh shit I'm air dashing straight into that AA" emergency option, still works.
Noisetank Posted October 15, 2012 Posted October 15, 2012 well, Nazgul, if you have time, and if you don't mind, can you figure out the true purpose (and properties) of the force break greed sever? also, if there's a regular air mine in the air, are you allowed to place a force break mine (and vice versa), or is it truly limited to one active on screen at a time?
Saphri Posted October 15, 2012 Posted October 15, 2012 (edited) I like this post. The new Resengeki definitely has more range (nearly full screen), and it seems faster (although I don't actually know if that is the case). Unfortunately for Testament, EXE Beast now doesn't hit immediately when you summon it, so confirming off of the j.D with the classic EXE Beast FRC -> Whatever is impossible. IAD'ing over Resengeki would work, but that would open you up to the generic Axl mixup of feinting Resengeki and getting anti-aired with 2S into bomber loop. So, the risk of death might outweigh the reward of a gimped combo into knockdown. Perhaps using FB Skull at some mythical safe range and using the curse to get in would be of use. Otherwise, perhaps S Exe Beast -> crossup Warrant after a knockdown would at least help keep Testament in? Or copious amounts of GRAVE DIGGER?! i would recommend staying out of rensen frc range, im not sure where that is now because i havent had time to look at the changes, but traditionally the frc window required axl to get a very close hitting rensen to work off of the stun. if that is still the case simply stay out of that range and block the rensen. the two follow-ups that i remember won't help his position. the low spinning follow-up should miss because of the short horizontal range and the upward follow-up is just about as negative on guard as non frc rensen. after that just work off of the frame advantage with frc exe beast, etc. Edited October 15, 2012 by Saphri
agp24 Posted October 15, 2012 Posted October 15, 2012 Hey, Nazgul. Have you played against many Anjis? I want to know just how big FB On's hitbox is. I keep hearing it's fantastic, but the move doesn't seem to get used much. I'm assuming either the hitbox isn't as great as I was lead to believe, or the startup is truly terrible.
Light_Nazgul Posted October 15, 2012 Posted October 15, 2012 @Noisetank- I shall test all. I played a set as ky. FB greedsever seemed slow and knocked down. I will look into it more. @Saphri- New exe beast does not hit right away. Now the frc makes summoning it safe at close range and lets you set more things for oki. The axls I was playing knew their ranges well. I have been fine against axls in previous iterations. The new matchup is harsh if axl is patient. He has control in the neutral game. I beat one today, but it was because he was reckless. @Tales- I will try it out. I have crushed all anjis so far. He still had trouble breaking guard. He jacks guard bar well though. One did 80% to me off 3p.
LordPangTong Posted October 15, 2012 Posted October 15, 2012 Hi Nazgul How's Millia? I miss hanging out with her but she doesn't answer her phone and she seems to be avoiding a-cho/mikado videos for the most part. I think she's dodging me.
The Katz Posted October 15, 2012 Posted October 15, 2012 Hi Nazgul How's Millia? I miss hanging out with her but she doesn't answer her phone and she seems to be avoiding a-cho/mikado videos for the most part. I think she's dodging me. Woshige was busy partying with Susumu and Ruu, that's why.
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