MacArthur Blunts Posted January 19, 2009 Posted January 19, 2009 Really? All of them? I only thought it was 236A. 4r5, AWESOME! I <3 YOU!
bucklemyshoe Posted January 20, 2009 Posted January 20, 2009 if anyone was bummed out because they missed it, F/UC SP Box (with the Saber figure) is back in stock @ PA. http://www.play-asia.com/SOap-23-83-a120-71-40-77-1-49-en-15-fate-84-j-70-2wom.html they raised the price yet again though
Capps Posted January 20, 2009 Posted January 20, 2009 here guys, vids from the unco tourney at ff (chicago) on jan 3: Fate Unlimited/Codes 090103FF- unco LS- devildigimon v pbj_mixxa -pt1 090103FF- unco LS- devildigimon v pbj_mixxa -pt2 090103FF- unco LFin- devildigimon v Chrono Sabre -pt1 090103FF- unco LFin- devildigimon v Chrono Sabre -pt2 090103FF- unco GFin- devildigimon v meta char usage: meta - leysritt devildigimon - kirei, luvia chrono sabre - archer pbj_mixxa - rin
Saru Kada Posted January 21, 2009 Posted January 21, 2009 quick combo notes from playing with rin. at work so I can't doublecheck errata myself, but whatever. [2A] 2B 2C 236A 623A seems preferable as starter. 5B/5C don't move rin forward, and it's not like rin misses any damage without them, though you can add them for extra hitconfirm in the corner for going to loops. on berserker, ditch the 236A. off throw, depending on weight class, variations include 2B 2C 236A 623A, 5C 2C 236A 623A, and such; you can always leave out the 236A if you're not sure. off counterhit stuff like j.B, again, leave out the 236A. comboing off grenades like 214A is possible if you hitconfirm really fast; you can start with 5B || 623A or j.B j.236A depending on where you are. standard bnb tree ... 2C 236A 623A j.B j.236A || j.B 5B || 623A j.B j.236A j.B 5B 623A... [|| is delay. in general, the first one is as long as possible, second one is as short as possible] (0%) j.C (30%) 6239C (60%) 6239C 623C (90%) 6239C 623B RC j.B j.236A j.B jc j.B j.236A j.B 5B 623A... (0%) j.C (30%) 6239C 623A (60%) 6239C 623C [midscreen] (100%) kaihou 623C(3h) j.236236B [corner] (100%, opponent is low) 6239B kaihou 214C TKj.236B j.236236B (100%+, opponent is high) kaihou 236B 236236B... (<30%) 623C 623A (>30%) 623C(2h) j.236236B add delays where necessary against lights (generally right before TK uppercuts). it's possible to remove the second delay against mediums and heavies, if you delayed long enough the first time. as long as you're not starting in kaihou you should always build enough meter to use the 623B RC j.B followup, and to end with at least one 623C. starting from a 2B, damage is about 2800 for the first section, 4000 with the second, 5000 with a midscreen super finish, 6000 with a corner super finish, and 7200 with the corner double super finish. if your opponent is about to hit 200%, sub a 623C in for any of the 623As early on and go straight to the OTG 623B RC relaunch. for a midscreen super finish, ... 5B || 623A kaihou 623A 6239C(3h) j.236236B seems plausible. crappy corner houken loop ... 2C 22C 646B~C {623A 228C 646B~C}x2 623A 6239C... etc the better one looks something like ... 2C {646B~C}xN 623A stuff, but I haven't really played around with it enough yet to know what's going on. throw 646C~C {646B~C}xN works too. grail ... 2C 236A 623A j.B j.236A j.B 5B 623A j.B j.236A j.B 5B 623A grail-kaihou 623C 623B RC j.B j.236A j.B jc j.B j.236A j.B 5B 623A [corner 236236B 623A] 236236C puts out OVER 9000. you can easily break 10k, 11k by starting with a houken loop or something similar; the idea (and latter half of the combo, probably) is the same regardless. the brainless oki, after a knockdown 623C or something similar, is 214A. 669 j.B for a mixup that includes a possible crossup, holding 2 to not crossup, landing for a 2A on either side, running in for a throw before the grenade lands, you name it. if they block, end your blockstring with 236A for hilarious frame advantage. try not to get too predictable, like {2A 2B 2C 236A}, or you'll eat RG + combo quite easily. pushback block on 2B would also fuck you up quite nicely. one really stupid but practically unreactable gimmick you can use on block is ... 22A/B/C, RC before hit, and throw. grenade jewel okis DO NOT WORK AT ALL on saber. reaction kaihou into avalon will beat ANY projectile rin has except her 236C and air variant, and even then, it's not something you want to spamming. restrain yourself to jumping crossup mindgames, which are great anyway. other than that... rin is a beast. blow those jewels, I've only run out of jewels once. on the hilarious off chance that you do, her jewel-less bnb is ... 623A j.2B 623A loop, and it sucks balls. as long as your execution is good, 8 wasted jewels is totally worth landing, say, one ice jewel. while ending with supers can ruin an oki chance, keep in mind that it's entirely possible to take off three quarters of your opponent's life in one combo, so you can afford to spend your meter liberally if you're already landed one combo or a couple of projectile hits on your opponent. dunno, these combos might be outdated, I haven't watched any match vids since the day I got the game. somebody let me know if they are
Saru Kada Posted January 21, 2009 Posted January 21, 2009 Alter Saber has ridiculous damage potential (well, the whole cast does if you give them a grail and full meter).sure, but nothing says ridiculous like dark saber's stupid 100% meter combo: A B C 236B kaihou A B C 236B RC A B C 236B E-KU-SU-CALIBAAAA just over 5000 damage EFFORT WHAT
bucklemyshoe Posted January 22, 2009 Posted January 22, 2009 http://www.youtube.com/watch?v=XHBttsnHBKI&feature=channel_page
Raviloli Posted January 23, 2009 Posted January 23, 2009 How exactly does super cancelling work in this game? I have the tiger knees down fairly well, but for some reason, doing 236B into 236236A with Saber Alter is nigh impossible.
4r5 Posted January 23, 2009 Posted January 23, 2009 You need to activate, before you can cancel specials into supers. If the special is jump cancelable, then you can just tigerknee the super
Raviloli Posted January 24, 2009 Posted January 24, 2009 You need to activate, before you can cancel specials into supers. If the special is jump cancelable, then you can just tigerknee the super Ah. Thanks.
feri Posted January 26, 2009 Posted January 26, 2009 How do you jump over the opponent and then face the other way before you land?
Sesshyru Posted February 4, 2009 Posted February 4, 2009 I R am needing of more Leysritt combo vids plx
faultydefense Posted February 9, 2009 Posted February 9, 2009 saber loops: 5B > 5C > 2C > 623A > j.A > j.B > j.C l> 6239A > 2369A > 236A > 2C > 2369A > 236A > 2C > 236236A > CORNER: {[214C~C > 2147A~C ] xN > 2362369A} xN til dead if the first part didn't get em to a corner, then run after them after the super > 2C > 623A > j.B > j.C l> 6239A > 2369A > 236A > 2C > 2369A > 236A > 2C > 236236A until they get to the corner Another starter if your already in the corner, x > x > 2C > 623A > j.B > j.C > 623B > RC > {[214C~C > 2147A~C ] xN > 2362369A} xN til dead thats all saber needs to know
CrimsonDisaster Posted February 10, 2009 Posted February 10, 2009 you don't need to do 2369A after 2C IIRC, 236A should work just fine. Also IIRC it does more damage to omit the jA, though I guess it's harder to just do jB > C, land, 6239A. Also I forget but is it possible to do 623A XX 2147A/C~C in the corner? The TK mashfest 214 corner stuff is less important to get down than the 2C XX 623A JC jB, C, land, 6239A XX 2369A > 236A, 2C XX 236A > 236A etc. part imo. You can just do that into some 623B/C > C ender for good damage, anyhow.
faultydefense Posted February 10, 2009 Posted February 10, 2009 you don't need to do 2369A after 2C IIRC, 236A should work just fine. Also IIRC it does more damage to omit the jA, though I guess it's harder to just do jB > C, land, 6239A. Also I forget but is it possible to do 623A XX 2147A/C~C in the corner? The TK mashfest 214 corner stuff is less important to get down than the 2C XX 623A JC jB, C, land, 6239A XX 2369A > 236A, 2C XX 236A > 236A etc. part imo. You can just do that into some 623B/C > C ender for good damage, anyhow. yes to the first thing, 236a works fine after 2C, my bad, it does more damage to omit the j.A but the combo becomes less consistent on a lot of the cast like rin/sakura, I do all 3 hits because it makes generally all the characters heavy enough to continue the rest of the combo (dont do it on like berserker/kirie). The 623A > 2147x~C is again char dependant. the "TK mashfest" is a better combo, it does more damage faster = less meter for opponent, its easier imo, and it gives you more bar faster meaning it can lead to more 100%s (not that I'm landing 100% consistently ). And what is this good damage ender business? I don't try to stop unless they're dead
furix Posted February 10, 2009 Posted February 10, 2009 You should be doing 5c > 623a > 2369a > etc for Berserkar. Other wise, I suggest -not- doing j.a, j.b, j.c and just going for j.b j.c unless fighting Rin I guess. It actually makes things easier that way, other wise you'd be adding too much weight on most characters making it easier to fuck up your combo, mainly on the 2c > super part.
HCO_ Posted February 12, 2009 Posted February 12, 2009 This game is really fun. Every bnb I complete feels like an achievement, probably because I spend an hour or more getting to the point where I can do it consistently, and I'm only playing Gilgamesh.
Guardian Posted February 12, 2009 Posted February 12, 2009 Any Zero Lancer combos/strats? STRATS: Zero Lancer is very similar to lancer except he has ALOT more range due to 6C and rekkas. The first hit of the rekka is safe, the second is unsafe, and your 3rd can be push blocked and punished(in theory, never witnessed this happening though), but is safe w/o push block. 6C, rekkas, and Dive kicks are essential to his mixup game. He can do good damage, but he doesn't have anything deathly like Archer, Gil, Saber, etc. He does, however, have supers that place certain negative effects on you. The A super makes it such that you can't recover any life that you have lost up to the point the super hits you, so it makes for an excellent combo ender. The B rekka super steals a stock of meter per hit for up to three hits. 6C strats: 6C by itself is a horrible move with alot of recovery after the 2nd hit. It doesn't track, and everyone in the game can punish it. So why is it good you ask? Because after the first hit, you're technically in a jump state, which allows you access to his dive kicks. The A version goes backwards, B version goes straight down, and C version goes forward. All versions of the dive kick are overheads. Because of this, he has a 4 way mixup from a blocked 6C: 6C (1 hit), 236C (overhead) This is a safe mixup on block. If your opponent attempts to retaliate, you can you his command backdash to force a whiff and punish, or his counter to counter DPs, tracking moves and the like. 6C (1 hit), 236B, land and 1) Throw or 2) 2a The throw after this mixup is so fast it's damn near unseeable, which makes people scared of the 236C mixup. If they're really turtling and guessing on the throw/overhead, then use 2a as a low guardbreak. 6C (1hit), 236A~214A, B This mixup is good to keep your opponent honest. This gets zero lancer away from ANY punish attempts, and gives him ample time to punish whiffs with 2 or 5C, along with rekkas. REKKA SHENANAGANS Because his rekka strings have such ungodly range, they're excellent for whiff punishing, and after any successful hit, you can RG and do any BnB of your choosing, including the DP loop. Even if you don't have meter, you can just finish the string and still retain momentum. On block, you can RG the 2nd rekka before it hits for yet ANOTHER unseeable tick throw. OKI His oki options are rather limited. He doesn't have many untechrollable KDs, so he can't force you to guess like Caster, Kirei, Gil, etc. Your best wakeup options however are 2a and j.C crossup to divekicks. If you can actually scare someone enough into guessing on wakeup, dive kicks are GREAT for crossing up when combined with j.C. COMBOEZS! Top tier BnB: Throw OR 2a, 5b, 6b, 5c, 2c: 623a, jc j.C, 236C, [623a, short jump C, land]x2 or 3, 623a, 6239C RG [623a, short jump C land]x2, 623a6239c, activate, [623a, short jump C land]x2, 623a6239c, 236236a. My special "No you can't burst" combo(requires a 1.5 stocks): Gatling string of choice, 236a, 236b, activate, 236236b, 236b, wait, 623a, jc j.C, j.236C, 623a, short jump C, land, 623a, j.C, j.236C. I hope that gets you by. I've been itching to share these strats b/c I think Zero Lancer is RETARDED.
superclack Posted February 12, 2009 Posted February 12, 2009 Thanks a ton, Guardian. This info is great, and it's even organized well. The throw setups are incredible, and I didn't even know you could link stuff some of the stuff in your meter drain combo. This should probably be put up on the wiki. Edit: Btw, how do you do those special RG only counters? Like Caster's Rulebreaker you can use only do on RG?
bucklemyshoe Posted February 13, 2009 Posted February 13, 2009 another sick saber figure is up for preorder at PA http://www.play-asia.com/SOap-23-83-a120-71-8x-77-1-49-en-15-fate-84-j-70-38gh.html Saber fans should be in heaven with all these that have came out lately, they all look so great too.
Lou_Cypher Posted February 21, 2009 Posted February 21, 2009 http://pds11.egloos.com/pds/200902/11/50/c0052350_4991a88ef310a.jpg http://pds10.egloos.com/pds/200902/11/50/c0052350_4991a88e17462.jpg A PSP version?! With Casual Rider?!
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