IndigoNovember Posted October 28, 2013 Posted October 28, 2013 Does that make it safe from Yukikaze? It does not.
SoWL Posted October 28, 2013 Posted October 28, 2013 The game notates Lock-On levels in terms of None, 1 and 2. Previously the wiki had them listed in terms of 1 (None), 2 and 3. I've since changed the notation to reflect the way the game refers to the levels. Lv0 - No heat state Lv1 Lv2 That makes sense, though when I was writing the wiki article, I've been using the mook notation, which used lv.1, 2 and 3. I suppose the mook writers were not in touch with ASW about this.
Myoro Posted October 28, 2013 Posted October 28, 2013 (edited) It does not. Ah thanks! Then I guess I'm still going to use flint shooter on Haku's wake-up, or perhaps serpentine Assault provided gauge. Could Bullet's drive be used to bait out reversals? I imagine most smart players will simply defend to reduce Bullet's heatup, but if the opponent tends to DP on wake-up, (or in haku's case shield or yukikaze) the rush in could be delayed in favor of the red lock on status as well as a punish. Also, In the wiki I read that Red lock on had full invincibility, are there any exceptions to its invulnerability? Edited October 28, 2013 by Myoro
Prototype909 Posted October 28, 2013 Author Posted October 28, 2013 Ah thanks! Then I guess I'm still going to use flint shooter on Haku's wake-up, or perhaps serpentine Assault provided gauge. Could Bullet's drive be used to bait out reversals? I imagine most smart players will simply defend to reduce Bullet's heatup, but if the opponent tends to DP on wake-up, (or in haku's case shield or yukikaze) the rush in could be delayed in favor of the red lock on status as well as a punish. Also, In the wiki I read that Red lock on had full invincibility, are there any exceptions to its invulnerability? Haku-Men's drive will probably still punish you because, at least to my knowledge the invulnerability is only active until you -reach- them. Though I have seen some Bullet players drive in and recover fast enough to IB the drive once they trip the counter. It also could be totally an issue of timing but generally you'll clash with DPs rather than straight out beat them, at least this has been my experience with Inferno Diviver and red lock.
Darlos9D Posted October 28, 2013 Posted October 28, 2013 So this whole time I thought I wouldn't be interested in Bullet. Then I tooled around with her in training mode. Holy SHIT she feels good. I really might have to reconsider my feelings about her and give her a shot. I'll have to learn some combos...
Wild Candy Posted October 28, 2013 Posted October 28, 2013 Slowly starting to get better at Bullet's BnB combos, especially one's involving Wadcut or Piercing Engage. I'm having a blast with Bullet, and I'm slowly starting to learn her ins and outs. I personally think that her biggest weak point however (At least for me) is trying to break though the foe's blocking. Anyone got any tips on Bullet Blockstrings, and how to properly Mix Up and Tick Throw with her?
Ajantas Posted October 28, 2013 Posted October 28, 2013 So this whole time I thought I wouldn't be interested in Bullet. Then I tooled around with her in training mode. Holy SHIT she feels good. I really might have to reconsider my feelings about her and give her a shot. I'll have to learn some combos... I feel the same way, I thought I'd be picking up Azrael out of the new cast but Bullet is by far my favourite after having tried half the cast in the past 4 days. I finally learning how to use her resources to extend combos and some more optimal combo routes but I need to figure out getting my resources in a real match. I still find her 6C dodgy as hell to use in a combo though, something about that move....
Lensta Posted October 28, 2013 Posted October 28, 2013 I can't wait till I turn my focus to Bullet. I've done most of her challenges and playing around with her was really fun. And ofc dragging peoople across the screen, I'm gonna enjoy myself learning her. For now I have to focus on Litchi while learning how to play with a stick. As son as I'm done I'm jumping on the Bullet train.
Prototype909 Posted October 28, 2013 Author Posted October 28, 2013 Anyone got any tips on Bullet Blockstrings, and how to properly Mix Up and Tick Throw with her? There's no trick or secret to it, it's just having good fundamentals and reading/guessing right.
Mr.Minionman Posted October 28, 2013 Posted October 28, 2013 Start blockstring with 5D, 2A, 2B, etc, and do some sorta gatling into 5C, and guess what they want to do after that. If you guess right, you can continue pressure/ punish/ apply mixup. That's how I've been playing anyway. 2A is +1 on block, and can frame trap with more 2A's, 2A>5C, or setup microdash grab. Buffer 720A in D moves, 2B, 5C, or 2C. Going into 6C can set up some mixups, and is absurdly rewarding if it hits.
Wild Candy Posted October 29, 2013 Posted October 29, 2013 I ran into a tiny problem with Mid Screen Combos in Heat Up State. Most of them have you go from 5B or 5C into Miquolet Capture, but the problem is, a lot of the time I combo on someone who was crouching, meaning that the above command grab whiffs. Anyone got any suggestions?
Ajantas Posted October 29, 2013 Posted October 29, 2013 Does anyone have advice for Stuff>6C>(cross under)>2B>5B>6B>Stuff for bigger opponents? The cross under is quite simple on a character like makoto but with larger bodies like Azrael or (especially) Tager I normally seem to land at the front or 2B misses entirely. The combo variation I am trying for the cross under is (2H) (JC,JB,2B starter)>5B>5C>5DD>Dash>6A>[236A]>6C>(cross under)>2B>5B>6B>623C>214D or Rage Aggressor. This version does about 300-400 more damage then the variant where you use 41236C>236D with 2H, but I think with a weaker starter like 5A 2A, 1H 41236C>236D leads to a better combo.
Prototype909 Posted October 29, 2013 Author Posted October 29, 2013 (edited) Something I figured out from watching MC and messing around in training mode - After a 5D ender the opponent bounces twice, once from the initial slam and another when they actually become grounded. If you don't instantly see a flash once they hit the ground the second time you can hit 2A (or 2B or 6B) to pick up and punish them for trying to roll or staying on the ground. I'm not sure if they can delay instant tech into DP or something though, haven't been able to test it yet. Either way, it's a pretty easy visual cue to know when to hit buttons or when to (potentially) block. You can just hold 1/3 after the 5D and then hit 2A if you don't see the immediate tech if you think they're DP happy. Edited October 29, 2013 by Prototype909
Wild Candy Posted October 29, 2013 Posted October 29, 2013 So basically, it's easy pull off a meaty attack after a knockdown caused by a drive attack.
SoWL Posted October 29, 2013 Posted October 29, 2013 (edited) 5B>5C>3C>miquolet capture works on crouchers Speaking of this, I can't land a 3C in a combo unless it's after a naked 5C for some reason. Do I have to just do it faster, or it's more situational than I thought? The hardest part of her combos for me so far is jc j.C: I'm doing it way too late for some reason. Still, I feel like I got an idea of her combo routes, and that feels great. Edited October 29, 2013 by Prototype909
Prototype909 Posted October 29, 2013 Author Posted October 29, 2013 5C 3C doesn't combo except for counterhit or on crouchers
SoWL Posted October 29, 2013 Posted October 29, 2013 (edited) So basically, the only H0 combo route on non-CH crouchers is 5C 2C 5D, correct? That's too bad, but you can't expect anything grand from H0, anyways. Edited October 29, 2013 by SoWL
Prototype909 Posted October 29, 2013 Author Posted October 29, 2013 You can do xx 5C Miquelet into stuff if you're in the corner, but otherwise yes.
Mr.Minionman Posted October 29, 2013 Posted October 29, 2013 5C goes directly into 41236C if they are standing, and doesn't work against crouchers because it whiffs them.
Mr.Minionman Posted October 29, 2013 Posted October 29, 2013 Something I figured out from watching MC and messing around in training mode - After a 5D ender the opponent bounces twice, once from the initial slam and another when they actually become grounded. If you don't instantly see a flash once they hit the ground the second time you can hit 2A (or 2B or 6B) to pick up and punish them for trying to roll or staying on the ground. I'm not sure if they can delay instant tech into DP or something though, haven't been able to test it yet. Either way, it's a pretty easy visual cue to know when to hit buttons or when to (potentially) block. You can just hold 1/3 after the 5D and then hit 2A if you don't see the immediate tech if you think they're DP happy. This is especially useful when you consider that people try to late tech/roll to avoid j.C safe jumps and D oki. I've gotten this a few times, and it feels getting H2 just because they didn't want to block on wakeup
Wild Candy Posted October 29, 2013 Posted October 29, 2013 So basically, the only H0 combo route on non-CH crouchers is 5C 2C 5D, correct? That's too bad, but you can't expect anything grand from H0, anyways. It isn't too ground breaking, since Bullet doesn start getting her devastating combos until she gets a lock on level up under her belt.
Mikros Posted October 29, 2013 Posted October 29, 2013 Does anyone have advice for Stuff>6C>(cross under)>2B>5B>6B>Stuff for bigger opponents? The cross under is quite simple on a character like makoto but with larger bodies like Azrael or (especially) Tager I normally seem to land at the front or 2B misses entirely. The combo variation I am trying for the cross under is (2H) (JC,JB,2B starter)>5B>5C>5DD>Dash>6A>[236A]>6C>(cross under)>2B>5B>6B>623C>214D or Rage Aggressor. This version does about 300-400 more damage then the variant where you use 41236C>236D with 2H, but I think with a weaker starter like 5A 2A, 1H 41236C>236D leads to a better combo. For Tager do 5A instead of 2B after 6C cross under. Azrael should work as usual.
Prototype909 Posted October 29, 2013 Author Posted October 29, 2013 (edited) Universal combo in proximity of the corner (At least on all the characters I've tested vs.) Lv2 - 5B 5C 5D (Wadcut) 6 6A 236[A] 6C jc j.C 5B 6B -> > sjc j.C j.D - 5393 damage > Rage Aggressor - 6171 damage If you add an Overdrive cancel after the j.C you can get 6.7k with Rage Aggressor The 5A 6B into Snaphance crossunder combo that Mikros described does 5732 if you end in Rage Aggressor Edited October 29, 2013 by Prototype909
Ajantas Posted October 29, 2013 Posted October 29, 2013 Universal combo in proximity of the corner (At least on all the characters I've tested vs.) Lv2 - 5B 5C 5D (Wadcut) 6 6A 236[A] 6C jc j.C 5B 6B -> > sjc j.C j.D - 5393 damage > Rage Aggressor - 6171 damage If you add an Overdrive cancel after the j.C you can get 6.7k with Rage Aggressor The 5A 6B into Snaphance crossunder combo that Mikros described does 5732 if you end in Rage Aggressor Thats weird I am getting 4974DM for 5B 5C 5D (Wadcut) 6 6A 236[A] 6C jc j.C 5B 6B > sjc j.C j.D and 5768DM with RG.
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