CrimsonDisaster Posted November 1, 2007 Posted November 1, 2007 I thought time arcana was banned at some point for real competitive play? The only banned thing related to Time is actually not even in Time's control. It's Water 6/3[C] against Time backdash that causes glitchiness. Time is really good for some characters, but generally speaking you can get pretty good results for way less effort with other Arcana. So much less effort that it's usually better to use those instead, since you get setups/mixups/etc. and easier combos, whereas Anutpada/Time really only shines with a few characters. What you lose using Time generally isn't worth the gains for most characters- - no 2C 6D combos so you need another way to feed into your loop - no trap/setup after knockdown - no defensive/zoning moves other than backdash You only really gain 6D corner escapes, the backdash, and maybe some decent charge C mixups. Which are all pretty nice, but if you can't go into a meaningful combo on the ground without 2C, and if you don't have a crazy long loop to take advantage of the time super... you might as well take another Arcana for 1-2 similar defensive or mixup options and have easier damage at your fingertips. So you need a pretty self sufficient character with loooong combos that can take advantage of how the Time super works to really make it broken. Realistically speaking, that's Lilica, Kira, Kamui, and maybe Maori. Plus everybody was hiding their broken Time combos and infinites before SBO, apparently.
ryokoalways Posted November 1, 2007 Posted November 1, 2007 I know time is only broken on several characters, and weren't those the ones that are banned from using it? The original arcana heart banned kamui from using time iirc. As for others, I'm not sure.
woof Posted November 1, 2007 Posted November 1, 2007 kamui can use time but shes not allowed to do a certain glitch she has with time that fucks shit up for the opponent time was never banned.. just the time glitch with kamui So you need a pretty self sufficient character with loooong combos that can take advantage of how the Time super works to really make it broken. Realistically speaking, that's Lilica, Kira, Kamui, and maybe Maori. fiona is good with time dont underestimate 236D timeball either .. it eats ANYTHING as long as it stays out. [try using timeball against sonic boom super for example] its also hella meaty+good to use after knockdown
CrimsonDisaster Posted November 2, 2007 Posted November 2, 2007 woof is a top player listen to what he's saying
Villainous Posted November 2, 2007 Posted November 2, 2007 Hey Woof, what's a good strat with Kamui? Do you think she's any good in Full?
CrimsonDisaster Posted November 2, 2007 Posted November 2, 2007 Kamui is still really good! Just not better than everybody else at everything. She's really good at playing a defensive game and her offense isn't too shabby. Main thing is that she's really hard to approach for some characters, not in the "sighshrug dodging crap" kind of way, but the dangerous poke that leads to big damage and also beats all your crap kind of way. On defense/zoning, you're going to be using a lot of jB and 5B. If you can force your opponent to block something low in the air, you can 3B them for a combo if they don't GC. Get used to things you can GC4 421A/AB as that is one of her defining moves on defense. Kamui isn't a clash-winning fiend like Konoha or Heart, so you're going to want to flat out beat moves whenever possible. In some situations, you'll clash 2A with someone else... you're best bet is to do an A slide IIRC, since it clashes some 2Bs pretty well and then you can go back to 2A and hope for the best. If you have certain Arcana, you can clash-confirm super or something. When attacking, far range 5B > 5C XX whiff 41236A is a pretty decent pressure string, as it moves you closer to get into range for potential mixups. Mix it up with 5B IAD iad2C to punish people who GC4 between 5B and 5C to try to punish your 5C whiff. You have better midrange pokes and generally better zoning normals than most characters can comfortably deal with, just make sure you hurt people off your pokes or use a landed/blocked poke to start some kind of offense. If you sit around zoning all day long without doing big damage each time, you're liable to mess up once/get clashed/get unlucky and die in like 3 mixups. Your Arcana choice also affects how you'd play her in different matchups. Gier works really well with Kamui because it lets her chill and have a huge hitbox just waiting to pop out... makes her even harder to approach anywhere near safely. It also supplements her offense pretty well. Niptra (water) is fairly popular, orbs let you rush a bit more aggressively and are silly in general- plus it gives you a grab super. Lang-Gong (fire) is generally pretty good. Gives you superfluous supers that you probably won't use much with Kamui, but it also gives you a really good fireball (air 236D) and unblockable 6[C]. Bhanri (lightning) is pretty good for whoever. I don't particularly like it with Kamui because her post-clash options aren't amazing, but she can make use the supers pretty well. Love gives you the lovelazers and the loveballs, and a really good Arcana Blaze I guess. The homing balls are the main selling point overall, though lazers give you some added threat from far away, which is nice to help force people chase after you. Wind gives you an okay projectile, but mostly it gives you pushblock. Pretty decent for Kamui since it lets her reset the match back into a range that works better for her. Anutpada (time) is crazy. Just gotta mess with the brokenness. I don't particularly like Ohtsuchi (rock) but it's pretty decent with Kamui. Mostly for rockpunch combos and super armor shenanigans. The boot is nice for interrupting things or just getting random damage, as well. I'm not a fan. Plant isn't worth the effort. Get some unblockables into loops or whatever, I guess. Not terribly good. Poison is pretty nice, you can get some okay setups with it at the very least.
Villainous Posted November 2, 2007 Posted November 2, 2007 Ahh good information, I appreciate it ^_^ I messed around with time a little bit. Normally I use Gier but I was trying to see what she has in the way of time loops. Couldn't find a good combo that connects into the time super though. You know any? Oh and my main issue is against a Konoha player that uses water arcana. The bubbles make it tough to punish things like gaps in his pressure for throw attempts and just the general rushiness of her makes it difficult to do much, especially when you clash and lose a lot vs. her. I heard using JCable moves is good though vs characters that clash a lot so you can just jump away if you clash.
...... Posted November 5, 2007 Posted November 5, 2007 I've been using kamui to get the hang of the game so far. I use the wind arcana with her, which mostly just gives her the triple jump combos. Her low/overhead game isn't too shabby, especially if you can get the instant j421 specials out. The wind summon is easy to combo but the recovery is so long it doesn't seem like you can HC it into a follow up. The computers are really good at not falling for the counter stances, though once I got the counter super in but it somehow didn't hit. What are some advanced combos with kamui? It seems to me like too many combos and moves rely on wallslam, which can be recovered from, which kills a lot of your combo potential. Perhaps in the next game wall recover should take an "x" homing bar to use? Ground recover isn't really a problem, it mostly helps you avoid follow-up pressure. Is there anything else I can use wind for? I noticed the wind super will shoot out more if you keep pressing an attack button.
CrimsonDisaster Posted November 6, 2007 Posted November 6, 2007 You're probably doing sucky combos if you think combos rely on wallslam ;( Basic Kamui combo to get used to stuff is like... I dunno, 2A > 2B > 2C XX 41236A 6D 3B JC [jB JC djB > C XX 421A] or something. Eventually you'll want to work in her jB > C loop and such but oh well.
woof Posted November 6, 2007 Posted November 6, 2007 Hey Woof, what's a good strat with Kamui? Do you think she's any good in Full? latest arcadia tier list has her at S tier [wtf] i think that tier list is fucked up personally because shes just solid with no real bs besides real good normals i guess stay out of clash situations too, she doesnt have much going for her in clash fights unless you have meter to do super immediately after clash [but of course, your opponent can bait it if theyre smart]
Harem Posted November 6, 2007 Posted November 6, 2007 I've been using kamui to get the hang of the game so far. I use the wind arcana with her, which mostly just gives her the triple jump combos. Her low/overhead game isn't too shabby, especially if you can get the instant j421 specials out. The wind summon is easy to combo but the recovery is so long it doesn't seem like you can HC it into a follow up. The computers are really good at not falling for the counter stances, though once I got the counter super in but it somehow didn't hit. What are some advanced combos with kamui? It seems to me like too many combos and moves rely on wallslam, which can be recovered from, which kills a lot of your combo potential. Perhaps in the next game wall recover should take an "x" homing bar to use? Ground recover isn't really a problem, it mostly helps you avoid follow-up pressure. Is there anything else I can use wind for? I noticed the wind super will shoot out more if you keep pressing an attack button. AH Wiki is your friend.
Villainous Posted November 6, 2007 Posted November 6, 2007 latest arcadia tier list has her at S tier [wtf] i think that tier list is fucked up personally because shes just solid with no real bs besides real good normals i guess Yeah that was kinda WTF to me too. I was trying to argue that she wasn't all that amazing with some people who were saying she was S tier and then they're were all NO FUCK YOU WE'RE JAPAN WE SAY SHE'S S TIER. If you ask me I think lilica should have that other S tier slot. But yeah what do you see Kamui players doing vs. rushdown characters, like konoha?
MoonLessNight Posted November 6, 2007 Posted November 6, 2007 I've recently been trying to play kamui and I chose the time arcana. My question would be um does anyone have any good matches of any japanese kamui with the time arcana handy, or could possibly point me in the right direction? Thank you
Tage*Proto Posted November 6, 2007 Posted November 6, 2007 I am sorry if this has alread ybeen asked/answered. Couple questions: Mei-Fang: Purely rushdown? I have gotten her IAD combos down pretty good, but I am now trying to find ways to approach well with her, she just doesn't seem to have very good range/speed except for her j.c. Also, which arcana is best selection with Mei-Fang? I started with Lang Gong but want to mess around with Dieu Mort, just not sure if that would be a waste of time or not lol. Fiona: Best arcana choice? I have been usign the default Oreichalkos, it seems to suit her well with the shield, good projectile super and damage up stuff. But, i'm a newb ^_^.
Villainous Posted November 6, 2007 Posted November 6, 2007 Mei-Fang: Purely rushdown? I have gotten her IAD combos down pretty good, but I am now trying to find ways to approach well with her, she just doesn't seem to have very good range/speed except for her j.c. Also, which arcana is best selection with Mei-Fang? I play Mei Fang a lot and I usually use the fireball after a jump at range to cover my approach. Air dash in after it with a j.C and you can usually get inside fairly easy. Or you can use 214C HC to get in and start pressure. Or just let them attack and HC. Her 2A seems to be really good. Lan Gong gives you unblockable 3C which you can HC after and do a fireball loop with. Shit looks pretty cool. Oh and you can use the fire super to get them in block stun to start pressure / set up an unblockable. It also works in the corner with your pokemon summon super. Fire just gives her a lot of options. I'm thinking of trying love too. Haven't had a chance to mess with it yet but hey....robot+lasers= can't go wrong?
woof Posted November 6, 2007 Posted November 6, 2007 If you ask me I think lilica should have that other S tier slot. pfff i dont think so Fiona: Best arcana choice? I have been usign the default Oreichalkos, it seems to suit her well with the shield, good projectile super and damage up stuff. But, i'm a newb ^_^. fire, time and rock are all her best ones
CrimsonDisaster Posted November 7, 2007 Posted November 7, 2007 I dunno why they said Kamui is S rank. I still think she's A rank at the very least.
Necrosis Posted November 7, 2007 Posted November 7, 2007 For Fiona, Fire, Time and Stone are her top 3 apparently. I play Time personally, because I wanted a character to play Time with, but Fire is pretty insane too.
Tage*Proto Posted November 7, 2007 Posted November 7, 2007 MAN, Fiona with time is no Good >_< 1 super meter/3 homing bars 2a, 2b, 236+a, 236236+d, 623+c, 4d, 5b, j.b, delayed j.c, sj. a, b, double jump, j.c, 214+C, land, 66, 66, freeze, 5c, 623+c, 4d, 5b, 3c, 5d, j. b, double jump, j.b, j.c, 214+c. 2 super meters/2 homing bars 2a, 2b, 236+a, 236236+d, 623+c, 4d, 5b, 3c, 5d, j.b, double jump, j.b, j.c, 214+c, land, 66, 66, freeze, 5c, 623+c, 623+ab. 3 super meters/3 homing bars 2a, 2b, 236+a, 236236+d, 623+c, 4d, 5b, j.b, delayed j.c, land, sj.a, b, double jump, j.c, 214+c, land, 66, 66, freeze, 5c, 623+c, 236236+d, 4d, 5b, 3c, 5d, j.b, double jump, j.b, j.c, 214+c, land, 66, 66, freeze, 5c, 623+c, 623+ab.
testament101 Posted November 8, 2007 Posted November 8, 2007 ok...I got a question about Maori...using poison...doing the whatever combo in the corner that ends with 263 B/C, HC6, whiff 5C into 22B...ok when nee-san drags the opponent down...should they bounce so the poison will hit or do you have to have crazy timing on the activation of the poison?
Zaido Posted November 8, 2007 Posted November 8, 2007 they fall down hit the floor and the poison hits after so you can relaunch
testament101 Posted November 8, 2007 Posted November 8, 2007 my problem is they never hit the poison till they get back up and thus the combo ends before the poison hits...I just need to know what I'm doing wrong...
Zaido Posted November 8, 2007 Posted November 8, 2007 ur neesan drop didn't hit fully, so they acttually can HC out of it... its hard to explain cause, there is a difference from successfull neesan drop and not successfull. and which character are you practicing this on? cause there are 3 characters that poison doesn't really work on..., reason being they can't get neesan drop to even hit fully.
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