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Posted

How to get out of the corner and do the Selvaria/Alicia mixup : https://www.youtube.com/watch?v=0V-9hjMVqXk&index=11&list=PLMdR9pWh4x3xmwsUVMlGRetpPB54xxXJR

 

Edit : well i found out , this mixup (with 214AB as a ender) can't be 50/50 its cross up or nothing , so i found a another version with 236AB instead (pushing the corpse to get alicia left/right) but it lose to Shizuo/Hime 2ABs , its minor cause only the cross up version lose to it , otherwise its 100% safe , too tired to encode it today i gonna do it tomorow or later

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Posted

Well I have been training with Yukina and found something weird. The same combo sometimes makes 3.8K damage and sometimes 4.4k.

This is the combo I talk about: 4AB>J.A>J.B>J.C>J.236AB>AB>41236BC.

Why does it happen?

Posted

While looking at how much Alicia assists I could get in one combo with Kirito (I think at least 8 is possible), I found one more viable combo that can be done as long as you have a burst and a trump card but with no meter requirement, does pretty nice damage (3.9k from a throw with no meter at start) but generate a lot of grey health so I guess that it would be only interesting if it kills :http://youtu.be/xcDh3uFLqqQ

Posted

You know if you want Tomoka combos you can just go to the wiki (both the jp and mizuumi wiki).

edit: (Referring to those tomoka players discussing combo theory)

Posted

Well I have been training with Yukina and found something weird. The same combo sometimes makes 3.8K damage and sometimes 4.4k.

This is the combo I talk about: 4AB>J.A>J.B>J.C>J.236AB>AB>41236BC.

Why does it happen?

 

Is this off an Impact Break? I saw on the JP wiki that if you get a zoomed follow-up off of it, the proration of the combo after is a lot more lenient than if you get it too late and miss the zoom window. 

Posted (edited)

I looked into the alicia selvaria crossup, and using alicia in general for crossups. Theres...a really good amount of time before she attacks after she teleports, i actually tested the mixup on myself and it was not very difficult to block, if your mixup is based on differentiating what side she appears on. Great pressure tool, though. If you block relative to Alicia's direction, it doesn't matter what side selvaria is on.

 

The only way to actually make this scary is if you made selvaria attack first (you want to be able to delay the assist call slightly for this, to prevent fuzzy guard timing, making moves with a lot of recovery on their last hit ideal for a true mixup), and had alicia consistently attack from the reverse side. Pretty much, need to abuse proximity guard like the traditional setups for a real mixup, along with actual variable timing for the left right.

 

To be more specific, you want to differentiate between selvaria attacking on one side, or proximity guard crossup on the other, on a similar frame. I saw the alicia centric kind of setup in abelcru's video, but the other selvaria crossup vid (the one on this page) has a "better" structure.

 

mainly wanted to clarify because it seems like people weren't actually getting the "mixup" portion but getting caught up on "crossup" but for true unreactable, frame perfect 50/50's, you want a situation with variable timing on the left right, making assists or setups that are easily reactable as to their timing (alicia, tomoka ice hoops) a lot weaker than they seem. If your opponent fuzzy guards from normal block direction to reverse, you have to hit someone in a 1/2f window where they switch their guard (if they switch their guard at all), which is...possible but...yeah. good luck. A bunch of the setups ive seen dont really take this into consideration.

The best example I can give for variable timing on mixup is kirino and leafa reverse safejump C, with delayable assist call, frame advantage, throw situation before the crossup, potential for a totally tight blockstring, plus picking between leafa 5S or 6S, meaning if they fuzzy guard for the wrong assist call they will get opened up (cool, right?!).

another edit: wowee what do you know, selvaria steered crossup jump C gives a similar setup, you can use alicia 5S with it if youre really fixed on her, but yeah. I highly suggest this setup over the 6S ones!

tl;dr of my post

-the alicia centric 6S setup is not fuzzy guardable, but it is reactable.

-the alicia constant setups are "better", if you can delay her call by a few frames you have a "real mixup", but they can just look at and react to alicia's attack timing and fuzzy guard it (so you have to hit them in an extremely small window from the front to punish).

i think the alicia position centric crossups can be good, but not because theyre CROSSUPS but rather that situation gives your opponent something else to look out for, so its stronger in that sense (in conjunction with other mixups). So, you may want to structure it a bit differently, and give yourself a bit of time/positioning to go for throw or something before the actual crossup (what i saw in the video was a meaty 6S hit, which isnt as scary as 6S should be).

Edited by not_lunaris
Posted

Well I have been training with Yukina and found something weird. The same combo sometimes makes 3.8K damage and sometimes 4.4k.

This is the combo I talk about: 4AB>J.A>J.B>J.C>J.236AB>AB>41236BC.

Why does it happen?

 

Maybe you activated Potential?

Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.

Or you might be using some assist that increase damage, I know Tatsuyas 6S supposedly do so and there might be others as well where it's no documented yet.

Posted

You know if you want Tomoka combos you can just go to the wiki (both the jp and mizuumi wiki).

edit: (Referring to those tomoka players discussing combo theory)

Yeah, we were just discussing ones that weren't on the mizuumi page. Also, i wasnt calling it a ballin combo because of damage, but because the opponent stays in ball form for like 80% of the combo and it just looks ridiculous. Out of curiosity, Tomoka players: what assists are you using? I'm stickin with Enju for now.

Posted

Tomoka players: what assists are you using? I'm stickin with Enju for now.

 

I started with Accelerator but now i'm using Koko assist(?). The one with the bouquet of flowers. It's good for combo extensions/pressure, and I also like the oki it gives you access to in the corner.

Posted
Out of curiosity, Tomoka players: what assists are you using? I'm stickin with Enju for now.

 

Kojou, at least until I progress to someone else. Mainly for combo-into-oki (214) setup purposes on a punish 2A combo, which allows me proximity guard

anti-crossup protection crossup situations if I choose. Heavily stunts her neutral game, though, and relies on me getting a hit or—if I can't confirm early—having 2 bars late in the magic string.

Posted

1. How in the world do you do launchers in this game? It reminds me of Marvel but I'm having a hard time adjusting.

2. How is the netcode for everyone? I've had problems with lag since last night.

Posted

Been playing Miyuki for a while and have come to this conclusion: She is a nasty frame-punisher with her EX specials(236AB), Trump card, Climax Arts that can punish from far away and Extended attacks that cover quite a large area. Add in her airdashes for mobility(and her 234 attacks which can surprise people) and her potential that quickly recharges her assist (Kino is quite good since it's hard to react against, recharges fast too, and  with her potensial, she can almost spam it) makes her quite good against both offensive and defensive players.

Her 236AB can actually be spammed if you have enough meter so a total of 5 in a row can drain quite much. Kino is for hitconfirm in this strategy.

 

I think her AB is quite good on wakeup against offensive players to escape from pressure since it makes her go far away from the opponent. Problem is the defensive players, but once you get someone to defend on your wake-up, escaping later is rather simple. Her only problem is her combos are quite easy to either whiff due to wrong timing or dropped frames. Especially her aircombos, but she can combo from almost any air-attack, a feat not to be underestimated.

Posted

Miyuki has incredibly high performance and reward DPs, but otherwise suffers from a lack of close range options. Her large moves have big blind spots and her other moves have way smaller hitboxes than they would appear. She's very good at getting a knockdown for meter, but meterless knockdown is hard to do. 

 

Her combos are kind of specific but she has flexible confirms and can confirm off of lots of stuff, and she can cover angles and options no other char can.

 

But despite her DPs, when they dodge a normal or you mess up once, her lack of actual performance anywhere other than near-fullscreen could make you instantly lose a match lel

Posted

Yeah, she has so few close-ranged options so she has to keep dodging her opponent to get some distance. She is also pretty slow too so faster characters are something to beware of. Shana and Himeragi espeically are quite a tricky matchup. Those extended Cs also have long recovery time so a jump-in against those are easy damage against her.

Posted

Maybe you activated Potential?

Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.

Or you might be using some assist that increase damage, I know Tatsuyas 6S supposedly do so and there might be others as well where it's no documented yet.

There is another way that increases you damage which might be even more likely in this case. If you are in power up mode from a neutral burst you do more damage.

Posted

Just got wiki access so I will be adding Asuna and Rentaro info shortly including some 5k solo Rentaro combo's both 3/4 and fullscreen. They are pretty basic but enjoy!

Posted

Um...some help? Anyone? I use Selvaria (at least for now anyway).

Take a look at the last few pages. The board has been pretty heavy with Selvaria info since the game came out.

 

Just got wiki access so I will be adding Asuna and Rentaro info shortly including some 5k solo Rentaro combo's both 3/4 and fullscreen. They are pretty basic but enjoy!

Looking forward to the Asuna stuff.

Posted

Okay posted up the Rentaro combo's they're all 4-5 meter hogging combo's and nothing special but I will post more later when I find time to hit training room.

 

Also added a Shana corner combo for funsies

Posted

i think the alicia position centric crossups can be good, but not because theyre CROSSUPS but rather that situation gives your opponent something else to look out for, so its stronger in that sense (in conjunction with other mixups). So, you may want to structure it a bit differently, and give yourself a bit of time/positioning to go for throw or something before the actual crossup (what i saw in the video was a meaty 6S hit, which isnt as scary as 6S should be).

Thanks for your though actually just yesterday i figured out about everything you said during the weekly ranking , i'm making a video with my new 6S setup (its not a meaty so i can hit before alicia do) and i'll post it there when its done (sorry in advance for the video editing , i'm not really good at this)

Posted

Hey guys. I've written a bit of Kirito info on his page on the Mizuumi Wiki. If you guys main my Namesake or are interested in doing so. Feel free to have a look and tell me your honest thoughts and opinions on what I've done. It's my first time writing on a wiki so if I miss some stuff or misplaced info, please let me know and I will correct it. Thanks.

 

http://wiki.mizuumi.net/w/Dengeki_Bunko_Fighting_Climax/Kirito#Gameplay

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