Celerity Posted May 12, 2013 Posted May 12, 2013 I think the music in this game is pretty good, actually.
dakidukno Posted May 12, 2013 Posted May 12, 2013 I do too. Some of the songs are beast, like Main's theme and the mirror match song. I just wanted to experiment with the sound a bit. I like how it turned out, and the UNIB OST is pretty godlike.
Judaikun Posted May 12, 2013 Posted May 12, 2013 my recent B-Serena Stuff (the 214A only connects if the 5C is a counter/fatal hit, which drains 1 bar) 5A > 5B > 5C > 214A - 1303 dmg, 4 hits, aerial rave starter 5A > 5B > 5C > 214A > jA > jB > jC > jD - 1663 dmg, 7 hits 5A > 5B > 5C > 214A > jA > jB > jC > jD - 1815 dmg, 8 hits 5A > 5B > 5C > 214A > jA > jB > jD > j214C - 2037 dmg, 8 hits 5A > 5B > 5C > 214A > jA > jB > jC > jD > j214C - 2133 dmg, 9 hits Characters that get knocked down with B-Serena's jC (meaning you cannot continue after the jC): Herself, Sisca, Cletia, Cielo
jinxhand Posted May 13, 2013 Posted May 13, 2013 We need more ver.1.0 match vids!!! I'm trying to get more people on this dope game!!!
Fujiwara Posted May 14, 2013 Posted May 14, 2013 http://www.youtube.com/watch?v=qE2nVImS4N4 http://www.youtube.com/watch?v=ClcJbEY6Z8A http://www.youtube.com/watch?v=VrA-UIMPKdc Me vs my bro I will become Tae god.
Drill Posted May 14, 2013 Posted May 14, 2013 (edited) http://eslaf.wikia.com/wiki/Qdora Added the movelist, damage, Electric Gauge cost, and some more. Still need hit levels and frame data, I'll try filling it in later if nobody else does. Named the Lightning Orbs myself, if there's a more official name let me know. Also, could use someone translating the names of her specials so I can add'em. UPDATE: Think we've got the proper move translations there and added a few I had missed. Dragon Gauge renamed the Electric Gauge since that's apparently what they call it in-game. Still needs frame data and hit levels, among other things. Edited May 14, 2013 by Drill
SolxBaiken Posted May 14, 2013 Posted May 14, 2013 I will become Tae god. That sounds like a challenge ' ^'
Nuclear Cheese Posted May 14, 2013 Posted May 14, 2013 http://www.youtube.com/watch?v=qE2nVImS4N4 http://www.youtube.com/watch?v=ClcJbEY6Z8A http://www.youtube.com/watch?v=VrA-UIMPKdc Me vs my bro ... is the game always running that slow for you? I watched part of the 1st vid, and it looks like it's running at like 2/3rds or 3/4ths 'normal' speed ... I will become Tae god. ... I'm starting to become convinced that you're actually a clone of me. Or something like that. In all seriousness, though - I saw you go midscreen combo into (I think it was) 6BC214D. You can get more damage by omitting the 6B and going into 236D into another groundstring, based on my experience. Only caveat is it has to be a grounded (standing/crouching) hit, but you can get just over 3K easily (plus carry most way across the stage): 2B5C6C236D 5B6AA5C6BC214C Also, I can't say much for how effective it is in real matches, but sometimes randomly throwing out 236A at neutral can catch the opponent off guard for a bit of bonus damage. Can keep them hesitant, as long as they're not in the air.
Fujiwara Posted May 15, 2013 Posted May 15, 2013 My combos have changed since those matches and so has my play. Sometimes my game runs slow, but not lately. Plus, I didn't record those matches. I've been working on midscreen stuff and have been trying to get more damage. I've made a lot of meterless combos including one corner for 3.4k off 6D with free meaty bomb oki. I'll try out your combos. For whatever reason, this game doesn't like running consistently at full speed on my computer. I really don't know why. I've played games with much hire spec requirements easily.
jinxhand Posted May 15, 2013 Posted May 15, 2013 For whatever reason, this game doesn't like running consistently at full speed on my computer. I really don't know why. I've played games with much hire spec requirements easily. You might have to change the priority of the program from "normal" to "high" or above. That can be done through Task Manager.
LaReece Posted May 15, 2013 Posted May 15, 2013 http://www.twitch.tv/lareece/videos There is a couple of hours worth of me and a friend being terrible at this game in my highlights. These are all netplay matches at 8 delay. We're really enjoying this game enough that we want to be better at it at you can track our progress through these videos.
dakidukno Posted May 15, 2013 Posted May 15, 2013 (edited) ... is the game always running that slow for you? I watched part of the 1st vid, and it looks like it's running at like 2/3rds or 3/4ths 'normal' speed ... Hm...honestly it might be because I was running recording software at the same time. I'm proabably only losing like 5-10 frames during recordings, at any rate. EDIT: I found a buttload of Cecil tech last night, thanks to some suggestions from Fuji. Cecil can do some terrifying shit from counter hit lol. Gonna put it up on the wiki after I run some more tests tonight. Edited May 15, 2013 by dakidukno
Circuitous Posted May 16, 2013 Posted May 16, 2013 Reviel combo route I'm toying with. Notation in the description. j.D landing recovery doesn't offer you much time to charge, but you can still kinda run oki. Got some more ideas but no time to record atm. Works off 2B/6C for low starter, don't have a solid combo for 2C overhead yet.
Medic Haus Posted May 18, 2013 Posted May 18, 2013 Apparently juggling with c.5B after Sisca's 214214A allows her to chain c.5B and f.5B into each other endlessly.
Circuitous Posted May 18, 2013 Posted May 18, 2013 Not just after the super, any airborne c.B will allow it. Only works with Sisca, though.
Urichinan Posted May 18, 2013 Posted May 18, 2013 A-Sisca can also endlessly gatling 5C into 6C against airborne opponents, though you get far less reps of that than you do c.5B > f.5B.
Mengjun Posted May 19, 2013 Posted May 19, 2013 (edited) Cecil stuff off of 6C in the corner: I also confirmed that they still work in v1.00 ^^; Added them to wiki, by the way. EDIT: A weird aspect of the combo system is that (some) attacks seem to add hitstun to next hits. E.g. Cecil 5B-6A-6D does not combo, but 2A-5B-6A-6D does. EDIT2: cecil's a monster, 6c>(walk)6d>236b~a>walk 2c>(walk)5c>66c>c.b>6a>j.b>j.c>j.d>air dash>j.a>j.b>j.d>delay 214aaa does 4.8k meterless lol Neat, 236B~A is indeed a better option *hits the lab* Edited May 19, 2013 by Mengjun
agp24 Posted May 20, 2013 Posted May 20, 2013 Gah. I don't know how you guys do it. You're way better at figuring out Cecil combos than I am. xD
xlolxlolx Posted May 20, 2013 Posted May 20, 2013 his combos are pretty standard air dasher type stuff its always something on ground into a launcher then relaunches/juggles into a combo ender of some sort EDIT: A weird aspect of the combo system is that (some) attacks seem to add hitstun to next hits. E.g. Cecil 5B-6A-6D does not combo, but 2A-5B-6A-6D does. yeah ive been trying to figure out why it does that and how it could apply to other moves for more damaging combos
Fujiwara Posted May 20, 2013 Posted May 20, 2013 Thinking of doing a Tae basics video tutorial once I find the time. There's a lot of stuff I wanna share but I don't wanna make individual videos. So, look forward to this.
Mengjun Posted May 20, 2013 Posted May 20, 2013 (edited) Rofl... (also, I love that music pack @ dakidukno, thanks!) Anyway, have been experimenting with T-cancels for Cecil. 214B~4AB acts a lot like an ordinary rapid cancel, but with a certain timing, Cecil will rocket up in the air instead. It also only works on the moves that you can S-cancel (or special cancel) in the first place. 236B~6AB works on the ground, and holding 6 will make you run forward immediately. 214A~4AB (on the ground) can be used as an instant overhead gimmick. + a joke combo (214B cannot be S-cancelled on block, and doesn't seem to have any invincibility, so pretty much useless in practice =p) (with back to corner) CH 214B(1) xx 214B~4AB, (run, crossup) 2C-5C xx 66C, 5B, j.5B-5C-5D, j.66A-5B-5D, j.214AAA EDIT: I noticed something interesting. It's probably a bug, rather than a feature, but you can do some sort of "fake jump cancel" by pressing 8+(normal) during a jump-cancellable air normal. Examples: Cecil: (vs. Main, standing) (j9.5A-5B-fjc.5B-5C)x2 Qdora: (vs. Main, standing) 5C, j9.5C-fjc.5B(2nd)-5C, (land) 5B It seems the most useful for Main, since his air normals are slow, and this "fake jump cancel" can help eliminate the landing recovery caused by j.5D. Main concept combo: (corner) throw, cl.5B, j.5B-5C-5D-fjc.5A(whiff), (walk) cl.5B ... Edited May 20, 2013 by Mengjun
DubiousCurvLoop Posted May 21, 2013 Posted May 21, 2013 Gah. I don't know how you guys do it. You're way better at figuring out Cecil combos than I am. xDGoodness, is there any game you don't play? Discovered this game via this thread, and it's obscure name made me click. Who has the Cletia tech for me to steal?
agp24 Posted May 22, 2013 Posted May 22, 2013 What's the point of a fighting game if I'm not playing it? :P But yeah, I do play a lot of PC fighters. They're fun.
Fujiwara Posted May 23, 2013 Posted May 23, 2013 Bad games with my brother from almost 10 days ago. I do a lot of stupid shit in these I stopped doing altogether. I netplayed with Daki a bit, waiting for him to upload those games. That was like two days ago. http://www.youtube.com/watch?v=S95H-5LQZqc
Mengjun Posted May 24, 2013 Posted May 24, 2013 Started playing around with Cisca-A, she's fun ^^. Midscreen meterless combos: (Damage, meter gain) 5AAA xx 623C~6C~6B, 5AA-6D xx 214D, c.5B-5C-6D xx 623B~6C~6B (1772,95) ((2356,78) with 5B-5C starter) - For when you are that close to the corner that you cannot do the combo below. In those cases, this will carry all the way to the corner. 5AAA xx 623C~6C~6B, 5AA-6D xx 214D, 5C-6C xx 66, f.5B-5C-6D xx 623B~6C~6B (1849,102) ((2450,84) with 5B-5C starter) - (Almost) Full stage carry combo. Must be at least ~70% of the stage away for the 6C xx dash 5B to work.
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