Rorshock520 Posted November 23, 2012 Posted November 23, 2012 With regard to the astral, it might just be the poor quality, but it seems like Amane is looking rather...flirty in the cage: http://www.abload.de/image.php?img=11371131urd06.jpg So I'm not sure the cage has anything to do with his hatred of the indoors.
BlackYakuzu94 Posted November 23, 2012 Posted November 23, 2012 Yo, that Chip.....playing Hakumen suddenly feels unsafe.
Starlight777 Posted November 23, 2012 Posted November 23, 2012 The chip he does is insane. People gonna be getting mad salty when they lose to it. I can't wait. >Get decent life lead on Amane >Block a few drills without barrier >Suddenly losing. I get the feeling Amane is going to be a huge cause of Austin bursts.
SolarMisae Posted November 23, 2012 Posted November 23, 2012 With regard to the astral, it might just be the poor quality, but it seems like Amane is looking rather...flirty in the cage: http://www.abload.de/image.php?img=11371131urd06.jpg So I'm not sure the cage has anything to do with his hatred of the indoors. Actually, with the way the cage was designed and his pose...it reminds me more of an old style brothel reference. Like he's being put on display. I'm pretty sure you're right about that lol.
Bedsheets Posted November 23, 2012 Posted November 23, 2012 I was hoping no one would at the arcade today so I could do some more focused practice but it was a day off for everyone, not just me, so the arcade was packed. I've never learned a fighting game at an arcade before. I miss the luxury of training mode. Anyway, I still managed to get some games in anyway. I didn't get to test some things that I wanted but, someone asked how fast you can get drills out. There is a start up animation when you go into drill stance and then a cast animation when you summon the drill. You pretty much do not have to spend anytime between the two animations if you press fast enough, but, the animations themselves take enough time. It seems like you pretty much never want to go into drill stance while things are at neutral. You are pretty much just asking for someone to just run right up into your face or asking to eat something like a Hazama chain. That's actually my biggest problem in general is just people charging straight at me. It seems pretty easy for fast characters to just dash inside of his C range. Probably will just come with practice. One thing of note is that, as far as I can tell, all of Amane's drive have a limit on how long you can hold down the button for, and therefore have a limit on how much you can fill up his drill gauge per use. With the exception of 6D. 6D you can hold and go from empty meter to causing the drill gauge to overheat, or anywhere in between. I think as Amane becomes more figured out using 6D to set your drill to the correct level for what you want to do will become important. Another thing of note is that Amane's 6B causes him to jump back into the air even on whiff, which makes it a pretty odd move in some ways. Also I think it Fatals on counter hit? Not 100% on that. There was another Amane player at the arcade for a little bit and I managed to get some footage of him playing. I will try to get that uploaded later today.
OchiChernye Posted November 23, 2012 Posted November 23, 2012 Thanks for the field report, Bedsheets. Much appreciated ^__^
SoWL Posted November 23, 2012 Posted November 23, 2012 Sounds like canceling the drill stance is going to be pretty important at neutral. People need to respect it, and the best way of making them is canceling the stance into something scary or unexpected, like 5D or a fabhop.
FatalCounter Posted November 23, 2012 Posted November 23, 2012 I only want to know if D moves are special cancellables? That would be great, if it is the case. Tell can someone tell me?
Bedsheets Posted November 23, 2012 Posted November 23, 2012 Here are the the Amane videos I got today: http://youtu.be/SvpGXkaDESM http://youtu.be/S5a0IlPcPwU The second one is mostly Amane getting stomped though.
Aloci Posted November 23, 2012 Posted November 23, 2012 I've never learned a fighting game at an arcade before. I miss the luxury of training mode. Anyway, I still managed to get some games in anyway. I didn't get to test some things that I wanted but, someone asked how fast you can get drills out. There is a start up animation when you go into drill stance and then a cast animation when you summon the drill. You pretty much do not have to spend anytime between the two animations if you press fast enough, but, the animations themselves take enough time. It seems like you pretty much never want to go into drill stance while things are at neutral. You are pretty much just asking for someone to just run right up into your face or asking to eat something like a Hazama chain. Do you remember off the top of your head about empty canceling Drill Stance? Is there an animation when you exit the stance without summoning a drill? The length of summoning a drill is making my hopes of a corner Drill loop diminish Sounds like canceling the drill stance is going to be pretty important at neutral. People need to respect it, and the best way of making them is canceling the stance into something scary or unexpected, like 5D or a fabhop. I'm hoping that his ground C moves are special cancelable. Make them block a max range 5C and then here comes drills. Then maybe fabhop on over to them for a mixup? I need this game aaaaaaaaa With regard to the astral, it might just be the poor quality, but it seems like Amane is looking rather...flirty in the cage: http://www.abload.de/image.php?img=11371131urd06.jpg So I'm not sure the cage has anything to do with his hatred of the indoors. Amane wants the D(rill)?
WillWork4Instal Posted November 23, 2012 Posted November 23, 2012 What's up with the j.D? Why did the gauge deplete? Nevermind how curious I am that in Overdrive it overheated; I thought it stayed level 3 continuously. I thought that was the sole reason of using his overdrive, for everything to be level 3, not for it to block you from using it.
FatalCounter Posted November 23, 2012 Posted November 23, 2012 (edited) Thx for the videos. On those videos, specially the 1st we can note that: - Amane can block after his 6B (while in the air) - 6B can lead to acceptable damage (2k in the video) - The drill summoned instantly disappear when Amane get hit. - The recovery after jD (or j2D?) is pretty fast. because of the huge blockstun. - Amane can cancel the drill summon before it comes out (like Litchi 41236D) - the chip damage from the drill (5D in the video) is unsane like 1k ( we already knew that but it is crazy) I saw a video (on jourdal) where jB> 5B> 5D did at least 2,7k. I think it could be the best way to hit confirm. But it seems like you lose the drill gauge gained (not sure about it though). Edited November 23, 2012 by FatalCounter
Krusiv Posted November 23, 2012 Posted November 23, 2012 Here are the the Amane videos I got today: Thanks for the information and videos! Did you get any information on Amane's 2B? AFAIK we are still unsure on what it actually looks like.
Diveman Posted November 23, 2012 Posted November 23, 2012 I've got a question about Zettou (command jump) what's the fastest timing you can input a normal/special after startup?
DerQ Posted November 23, 2012 Posted November 23, 2012 http://youtu.be/hLY2BRMrLNE?t=10m0s Correct me if I'm wrong, but here he does at the beginning a C move followed by a CMD dash. From the looks of it, it doesn't look like it was cancelled, but it looked he did the dash post-recovery. I'm assuming the C moves might not be cancelable into w/e we want them to be. Other than that, when you activate overdrive and reach level 3 drill, does it reset after overdrive or stays at 3? Because if it stays, I'd always start second rounds with overdrive and just gain instant decent drill level. If you're at 0 meter and you can just gain 25 for 1 blockstring and 10%, it's gonna be scary.
Aloci Posted November 23, 2012 Posted November 23, 2012 (edited) http://youtu.be/hLY2BRMrLNE?t=10m0s Correct me if I'm wrong, but here he does at the beginning a C move followed by a CMD dash. From the looks of it, it doesn't look like it was cancelled, but it looked he did the dash post-recovery. I'm assuming the C moves might not be cancelable into w/e we want them to be. Other than that, when you activate overdrive and reach level 3 drill, does it reset after overdrive or stays at 3? Because if it stays, I'd always start second rounds with overdrive and just gain instant decent drill level. If you're at 0 meter and you can just gain 25 for 1 blockstring and 10%, it's gonna be scary. Actually about 30 seconds later (http://www.youtube.com/watch?feature=player_detailpage&v=hLY2BRMrLNE#t=631s), Amane hits Carl with a 2C, then fabhops over and hits him with a j.B (I'm assuming). The counter keeps going up and there isn't a blue beat. So they're either cancelable or they put you in enough hitstun that it doesn't matter lol. Of course it could just be 2C having that crazy hitstun. How sick is that? "Hey man I noticed you weren't blocking low even though I'm a half screen away so here's this combo into some drill Oki, just for you." Edited November 23, 2012 by Aloci
DerQ Posted November 23, 2012 Posted November 23, 2012 Actually about 30 seconds later (http://www.youtube.com/watch?feature=player_detailpage&v=hLY2BRMrLNE#t=631s), Amane hits Carl with a 2C, then fabhops over and hits him with a j.B (I'm assuming). The counter keeps going up and there isn't a blue beat. So they're either cancelable or they put you in enough hitstun that it doesn't matter lol. Of course it could just be 2C having that crazy hitstun. How sick is that? That is pretty cool, though on retrospect of my statement. I wonder if you can even cancel normals if they hit just carl's sister. My example I showed was that, might not be the case. Unless his C attacks would be cancellable on hit only... which I'd doubt :S. In any case, since they are cancelable, this would be your threat for full screen mixups. Get them in blockstun with C and then you have 3 options Command dash to overheadSomething else that would make you move close to do a low moveCancel into your drill stance If you condition your opponent to believe you'll do one action, he'll be expecting it and reacting to it. But it's a win for you since, overhead dash is a block reaction from the other or DP. If he does that while you drill stance, since he'll be waiting and anticipating something else, you can slip it by easily/bait normals. Now, I don't know the extent of the drill stance, what does it do exactly? Does it charges up the drill or does it only gives you access to drill related specials? Need more info here on my side as I dunno bout it.
Aloci Posted November 23, 2012 Posted November 23, 2012 Now, I don't know the extent of the drill stance, what does it do exactly? Does it charges up the drill or does it only gives you access to drill related specials? Need more info here on my side as I dunno bout it. Drill stance should charge the Drill Gauge. Then you can empty cancel it into nothing, or summon a drill.
DerQ Posted November 23, 2012 Posted November 23, 2012 And do ALL drills move have to start from that stance, or only some of them like the ground drill? Thanks for the heads up btw.
Krusiv Posted November 23, 2012 Posted November 23, 2012 And do ALL drills move have to start from that stance, or only some of them like the ground drill? Thanks for the heads up btw. The drills that pop up out of the ground can only be summoned using the stance. All of the other drill moves are his drives (5D, 2D, 6D, j.D).
Bedsheets Posted November 23, 2012 Posted November 23, 2012 What's up with the j.D? Why did the gauge deplete? Nevermind how curious I am that in Overdrive it overheated; I thought it stayed level 3 continuously. I thought that was the sole reason of using his overdrive, for everything to be level 3, not for it to block you from using it. What is happening here is, actually, the drill is staying at level 3. The overdrive gauge just works differently than you think it does. So, the drill starts at level 1 with the gauge empty and the drill icon is a green color. When the gauge is fully filled the drill becomes level 2 and the drill icon becomes a yellow color. When the gauge is fully filled again the drill becomes level 3 and the drill icon becomes a red color. If you fill the gauge another time the drill then overheats. When the overdrive is done the drill begins to lose heat normally and goes down to level 2. Getting the drill to level 3 outside of using either 6D or using Amane's overdrive seems pretty impractical to me at the moment. Thanks for the information and videos! Did you get any information on Amane's 2B? AFAIK we are still unsure on what it actually looks like. Hm, you know I am unsure. Amane's 5B is so good that I was using that almost non-stop. I was trying to focus on combos and 5B is just to good for that. I'll have to make it a point to try that next time I am at the arcade. I was really hoping to get some time alone on the machine and to film myself just going through all the normals and specials but, the machine has been (unsurprisingly) slammed. So they're either cancelable or they put you in enough hitstun that it doesn't matter lol. Of course it could just be 2C having that crazy hitstun. How sick is that? All of Amane's C moves seemed to have pretty crazy hitstun to me. 2C and 5C (when it hits a ground opponent) both leave them sitting there for a while. 6C rips them out of the sky and sends them sliding on the ground for a while. I am pretty sure that a hit from any of his Cs should result in a combo. But before you go thinking he is god tier or something, remember that his Cs only hit where the knot is, so at the very end. He isn't Dhalsim or something. And if an opponent gets inside your C range the recovery is enough that you are eating whatever counter combo he feels like.
Toasty Posted November 24, 2012 Author Posted November 24, 2012 I remember seeing 2B in one of the vids, but I can't remember which one or else I'd link a vid of it. The best way I can describe it is like Yosuke's 2C. Also I'm nearly positive his C moves can be special cancelled. Some of his combos involve one hit of a C move, which would require a cancel (for example j2C(1) > j236C or 6C(1) > fabhop > jB). And do we know if his C moves count as projectiles or not?
DerQ Posted November 24, 2012 Posted November 24, 2012 Thanks a whole lot for sharing the wealth man. It's appreciated for us Gaijins And do we know if his C moves count as projectiles or not? Wait for a tager vs Amane match or something like that. First thing our local tager player asked me is if he could go through that way. That property would define certain matchups lol.
Bedsheets Posted November 24, 2012 Posted November 24, 2012 Heh, I'm a gaijin too, I just happen to be living in Japan. And yeah, it feels like his C moves can be special canceled. Canceling them into hops seems to be the basis for a lot of combos.
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