Rhiya Posted December 1, 2014 Posted December 1, 2014 if you're not gonna take kino, take leafa though tbh, I'd still try kino first lack of synergy with her potential only matters if you can get in
Angry Guy of DE Posted December 1, 2014 Posted December 1, 2014 Kojou is a very solid assist overall, I use him with Taiga since it is easy to hit-confirm from. A basic Taiga confirm with Kojou assist goes with 2A > 2B > 5C > 5AB > 6S (on second hit of 5AB) > 2AB (Before launching hit of 6S) > ABC (Power Blast) If you want to add a super instead of Power Blast after 6S do 5[C] > 236A > 41236BC. One of the main things is to make sure you have a way to efficiently combo into a Power Blast. 2 Bars along with boosted atk and health regen is invaluable when you might be using EX's or assist calls often in pressure.
Maho Posted December 1, 2014 Posted December 1, 2014 if you're not gonna take kino, take leafa though tbh, I'd still try kino first lack of synergy with her potential only matters if you can get in Like I said Leafa is decent with Yukina, but honestly Kino while being the best assist overall in the game isn't a good choice with her, I remember seeing Yukina/Kino only once in vids and it didn't look that good. I saw Leafa a few times and it was better, but still I find Dokuro and Pai to fit better, have to wait for when the console characters are included in the arcade to see if japanese players agree with me, but it actually will be more of a contest with Kojou as he accounts for like +90% of Yukina player's assist choice. As for getting in, it's not like that Pai and Dokuro don't help at all, I actually play Yukina with both of those assists against friends that play Misaka and Kuroyukihime and I can get in just fine against both, but well what works for me might not for everyone I guess.
spiralfang Posted December 3, 2014 Posted December 3, 2014 How do u approach the selvaria fight with tomoka i find its kinda hard to get in on her or to space her out
LarsMasters Posted December 3, 2014 Posted December 3, 2014 it seems Sega are late putting Sega guests' profiles in the website -v-'
Fatal Seabass Posted December 3, 2014 Posted December 3, 2014 Is the consensus that Kino is the best assist in the game? While I can see arguments for that, I would rather prefer assists with a little bit more utility. Kino's 6S is indeed fantastic for combo extensions, but I find myself favoring assists that help with okizeme and difficult mixups a lot more. For example, I really like to use Kirino and I have used Kino a lot. As mentioned, she can extend combos which in hand extends damage and other things. However, I've been leaning towards Kureneko's Rose Petals and Mashiro's Cats. When done properly, they can both apply mixups and combo extensions as well. I guess what Kino has going for her is her low cooldown as well. Whatever the case may be, I think Kino, Dokuro, Kojou, Enju are the strongest. Ryuuji, Koko Kaga, Leafa, and Kuroneko would probably follow up for me, in my opinion. I would love to know what you guys think are the strongest assists. What do you find the most overrated? Underrated?
Angry Guy of DE Posted December 3, 2014 Posted December 3, 2014 Kino gets really good when you have the Trump gauge going since you can call her 5S version while jumping in. As far as underrated...I think Holo, Erio Towa, and Wilhelmina are underrated as a whole. Holo's 5S is pretty fast and gets a lot better with Trump gauge active since it can be with neutral jump so you can empty jump into a low. Her 6S can be used with some character's combos for extension and to get a crazy amount of meter (almost a full bar?) and seems like 1/5 to 1/4 of your max life the first time its used. Erio Towa's 5S is interesting as a wall since if you are next to her you can probably only be thrown. Her 6S isn't too bad dealing around 1000 damage raw and once she starts sliding she is harder to hit. Wilhemina is so under-rated that the wiki mixes up her 5S and 6S versions Her 5S is about as fast as Leafa's 5S in startup but doesn't launch a grounded opponent on hit, though it doesn't have the full screen range that Leafa's has. Her 6S if it catches the opponent captures them for easy Power blast confirm. It is a lot slower than her 5S version so it can be used to confirm off of some throws or moves if you spend a bar.
Sashi Posted December 3, 2014 Posted December 3, 2014 Kino is extremely good 'cause she has the best projectile in the game in 5S as well as one of the best ways of setting up oki or piling on more damage in 6S. Two of the most important things an assist can do in this game are forcing a way in and bouncing someone up. She can do both and do them very well.
Keo-bas Posted December 4, 2014 Posted December 4, 2014 celty and izayoa are pretty underrated. Celty 5s pretty fast and guaranteed hard knockdown. her 6s can do many thing, from combo extender to oki. she has pretty good cool downs on all her assists. Izaya 5s being counter assists that can activate in hitstun is wonders. his 6s is crazy good as gives long knock down status to do what ever you want.
Angry Guy of DE Posted December 4, 2014 Posted December 4, 2014 Don't forget that Izaya's 6S aka stomping on the da cell phones will auto kick them up for you when you do a super, no timing necessary. Celty's is pretty solid, her 6S can be tricky to use because it does different things if she hits them on entering or when she is driving off-screen. A lot of assists get better with trump gauge active, Kino becomes dumber when you can jump-in and fire a straight bullet. Probably should change the notes for Erio Towa's assist functions on the wiki: 5S : Erio runs on screen to your location on calling her and hops around. Being near her auto-guards attacks by the opponent, but throws will still occur. 6S: Erio runs at the opponent and once 1-2 character width away falls down and slides off-screen. Deals 1000 damage raw and once sliding low-profiles many moves like Kuroyukihime's 236 moves on the ground.
skd Posted December 4, 2014 Posted December 4, 2014 (edited) To be honest, I feel like kino is very simple, and very effective, but for certain character pairs she loses out to others. I think Kirino/Leafa is way better than Kino. I think Kirito/Alicia is way better than Kino. Overall, Kino doesn't augment pressure or mixup very effectively for a lot of characters (at least, in comparison to other key assists). 5S neutral presence is super good, but it's not very threatening in terms of reward without a committed approach. It's good for randomly guessing and hitting some assists, but at the end of the day if a pair loses in neutral thanks to Kino 5S (Whether it be dependence on assist where cooldown would hurt, or not being able to properly cover the assist) it probably isn't a good pair in the first place. Not a lot of discussion on assist positioning, which is one of the huge reasons why kino is so good. It's also why Koko is pretty damn good too. Izaya is pretty interesting, but overall i think he's very weak in regards to the capabilities of other assists. I could probably say the same about celty, a bit limited, though her hitboxes are pretty good. So overall i think kino is really good, but I don't know if you can really say shes the best? I dont really know of any examples of cases where kino is straight up the synergy god. Shes like a really, really basic and effective assist. While this is probably ok for some characters, especially those who don't need assists (coughshanacough) a LOT of other characters have options with other assists that Kino can't really provide. If i had to make a pool of good assists to consider across the cast for like real, high level competitive play and synergy ability, the favorites (as mentioned) would probably be Alicia, Leafa, Koko, Kino, Enju, Kojou, Dokuro, and Accelerator. I feel like they pretty much invalidate other assists, lol. Assists like ryuuji, kuroneko, and mashiro just dont bring as much to the plate, but might serve better for VERY specialized situations. Overall though, i'd just take the benefits of the previously mentioned assists. JP seems to think pretty highly of dokuro and not as highly of accelerator, but I think he's just more specialized in terms of characters he actually augments well. Alicia is also the hot fire overseas. Izaya is pretty weak. Pai is okay, i think she's the only assist i might actually change my opinion of. Her 6S plays a really good role for a lot of characters, but I haven't really seen much of it being used effectively. Time will tell! Its not like these assists will all give you great mileage depending on your char, but i doubt there are any characters that wont find their best assist(s) within that pool. I think the best "all around" assists that give you simple, effective results no matter who you play are kino and dokuro, but specific pairs definitely go farther than them. Edited December 4, 2014 by not_lunaris
Angry Guy of DE Posted December 4, 2014 Posted December 4, 2014 Alicia's assist is pretty solid, even not considering the fact that its cool down is bugged. Leafa and Kino kind of have the universal utility of beam assist in mvc games. They aren't really flashy but they do their job well. Koko is an assist I like as well with the blockstun as well as the heart applies a status effect that drains the opponent's meter, its not a huge amount but less meter is better. Enju works with so many characters for damage, confirms into blasts, and to get a hard knockdown. in neutral she isn't as hot because her dive kick can not track too well on jumping characters. Kojou is solid, but you need to cover him when he's doing 5S. Dokuro's 5S is a good combo extender and her 6S can catch people because of the speed. The priority of Excaliborg is the same as Kino's bullet so they can cancel each other out. Accelerator...I'm not a huge fan of counter assists but I'll admit its pretty strong. The kind of issue with assists is that Kino's and Leafa's start-up is faster than everything else by a huge margin. Wilhelmina would see more use if Leafa's plain wasn't faster with more range. Its kind of like why use Ironman assist when you can just use Doom assist instead. If this game gets more updates assist start-ups will probably change as well as giving more of the cast ways to convert air hits into a knockdown. More than a couple characters have a blank QCF or QCB in the air that could be used for something.
Fatal Seabass Posted December 4, 2014 Posted December 4, 2014 Agreed. Also, I saw you guys both mention Alicia assist. I have heard others make the comments that in Japan, Alicia assist is seen as one of the best assists in the game. Is it her 5S and it's cooldown or 6S okizeme/pressure?
Angry Guy of DE Posted December 4, 2014 Posted December 4, 2014 I'd say its moreover her 5S since it has pretty respectable tracking and on hit launches the opponent up. Combine that with the fact that its cooldown starts even while continuing a combo that used it and you have rather busted assist that just adds damage in any situation. Her 6S is also really good with any hard knockdown to protect her, we've already been shown was Selvaria can achieve with it and unlike other oki assists the 5S assist is also really good. Any future update will fix the 5S bug (hopefully) and even then it will be a solid assist.
Istillduno Posted December 4, 2014 Posted December 4, 2014 Been messing around in the lab with Kirino, her j236A+B seems pretty nuts imo, get extensions off almost everything she throws out with it alone and for the few things you can't extend after with 236A+B Enju can punt the opponent back up into the air for another go. That said her trump card seems pretty ass, rubbish range, seems to trade with most things and does next to no damage when comboed into, it's only use seems to be activating the blue bar which lets you jump cancel everything, backwards chain and assist cancel for free. Recorded a few combos below, can transcribe some if needed. https://www.youtube.com/watch?v=RRMF8TdzffA&feature=youtu.be
Rhiya Posted December 5, 2014 Posted December 5, 2014 Ryuuji works well with characters that make it risky to hit him to stop the assist (Miyuki, for example), but he's really questionable otherwise. Re: Kino, I think Kino is the best simply because of the nature of neutral in this game. Kino 5S is a more reliable tool than anything baked into anyone's kit, snipes other assists clean, and just becomes amazing when trump is going. It's the kind of option that enables you to play much more safely than you'd be able to without having it, and I think that's more than worth the loss of okizeme and tricks you'd get from other characters.
Maho Posted December 5, 2014 Posted December 5, 2014 The game was patched today, anyone has an idea what it was for? EDIT : after checking the official website, it's something to improve ranked matches online.
Kaori Manabe Posted December 5, 2014 Posted December 5, 2014 The game was patched today, anyone has an idea what it was for? EDIT : after checking the official website, it's something to improve ranked matches online. It's minor https://pbs.twimg.com/media/B4Hk7cVCMAAHXMc.jpg:large Network match bug fix Fixed a bug that produced timeouts in ranked matchmaking Added a sound when finidng a ranked match
Kyosuke Kagami Posted December 8, 2014 Posted December 8, 2014 Guys, how can I take advantage of Horo? I like using her (with Asuna) but other than her healing field, I can't think of any strats with her.
Angry Guy of DE Posted December 8, 2014 Posted December 8, 2014 Horo's 5S is only really useful when you have a trump gauge active so you can call it while jumping in. Her cooldown is rather short so you can get a good amount of pressure with trump gauge active. Her 6S has a hit on entry to you might be able to learn a combo that offers an extension from it as well as being able to get as much healing and meter gain from the first use in a round. After the first use the rewards are diminished greatly.
Ziggy_Stardust Posted December 8, 2014 Posted December 8, 2014 Planning on getting this next month and I have a few questions.... 1.How is the netplay? Is it still active? Are there a decent amount of American players so that I'm not stuck fighting a bunch of Japanese players that I have an awful connection with? 2.If this was asked before or already answered, I apologize, but is there a challenge mode or anything? A considering Dustloop has no combo threads for this game, it'd be nice. 3.Just HOW bad is Shizuo? I heard he's bad, but like how bad? I'm planning on maining him, so I'm interested to know what im getting myself into. 4.Would Play Asia be the best site to import from? I usually just use a random Amazon seller, but after the last few imports I've bought taking 2 months+ to get here, I think I should switch. 5. We probably are never getting a U.S release, right?
Fatal Seabass Posted December 8, 2014 Posted December 8, 2014 1. You can find a decent amount of players at varying times. Sometimes, you will run into a bunch of Japanese players but it depends on the time you go on Ranked. 2. Unfortunately, there is no challenge mode. But the mizuumi wiki page for Dengeki Bunko Fighting Climax has combos you can explore. Luckily enough, the game isn't that hard where the combos are that execution heavy. 3. Shizuo... can take a lot of work to get going. I've seen some really awesome things from Japanese players, but it's a challenge. He's a fun character though. 4. I got it from Play Asia and had no problems but I did use express shipping. 5. Most likely not.
Ziggy_Stardust Posted December 8, 2014 Posted December 8, 2014 Ah, thanks for the answers. I hope to fight some of you when I get the game, I'm planning on getting Xrd around the same the same time so this will likely be a secondary game, but I'll probably be on a lot during the weekends.
Kyosuke Kagami Posted December 8, 2014 Posted December 8, 2014 Horo's 5S is only really useful when you have a trump gauge active so you can call it while jumping in. Her cooldown is rather short so you can get a good amount of pressure with trump gauge active. Her 6S has a hit on entry to you might be able to learn a combo that offers an extension from it as well as being able to get as much healing and meter gain from the first use in a round. After the first use the rewards are diminished greatly. Oh I see. She seems kinda risky lol (been using her since the beginning). I've also been experimenting with Koko (Miyuki) and Pai (random). Are those 2 good? EDIT: Also tried Alicia, and she's surprisingly too good with anyone D:
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