BRIAN_KYO Posted August 1, 2014 Posted August 1, 2014 Enjoyhttps://www.youtube.com/watch?v=KhUxOYmxaSs&feature=youtu.be
katsudon Posted August 2, 2014 Posted August 2, 2014 Lots of useful information here, applying it to my game is a whole other story though... Also, is it just me or are Linne's colors overall not that good?
LunaKage Posted August 2, 2014 Posted August 2, 2014 She has a couple of good ones, but I'm more of a one-color kind of guy, so I stick with the one I like best.
Ayane Posted August 2, 2014 Posted August 2, 2014 Lots of useful information here, applying it to my game is a whole other story though... Also, is it just me or are Linne's colors overall not that good? Out of 20 im okay with like 4 of them lol. Also so basically that crossup thing is just like doing Kuuga>CS>mixup but in the air? Sounds pretty cool!
Sadeyo Posted August 3, 2014 Posted August 3, 2014 http://www.youtube.com/watch?v=iCtOC3IWAsQ Helping a friend and getting him out there. His Linne in action so don't hesitate to help him out in anyway possible.
katsudon Posted August 3, 2014 Posted August 3, 2014 Played a bunch of matches today at a local meetup and got a chance to play against the rest of the cast- she plays well against most of them, it seems. But man, either I'm approaching them in the wrong way or the Gordeau, Merkava, and Waldstein matchups are incredibly uphill... I feel like there's something I'm overlooking.
LunaKage Posted August 3, 2014 Posted August 3, 2014 Never fought Waldo. Merkava is uphill, but winnable since he has to guess just as much as you do. If you run in when he throws diagonal you get to kill him, and if you jump when he throws horizontal you get to kill him, just inch your way in and you should be fine, his mixup isn't too scary, so blocking isn't too hard either. Gord is not an uphill battle, it's a fucking VERTICAL CLIMB. It's like facing Merkava, only he doesn't have to guess if you're going to jump or not, 5C more or less takes care of both options. You have to play extremely safe and patient, and when you get in, hope the Gord you're fighting can't handle easily reactable mixup.
ZDH513 Posted August 3, 2014 Posted August 3, 2014 I fought several Wald's and omg this MU is dependent on how well that Wald spacing is. If the Wald is on point god dang it, it feels so hard!!! Wald grabs can grab your right out of neutral. It becomes even worse cause if he shields your pressure he can just grab you after your string. I found run roll to be one of the best tools against Wald but other than that idk i need a lot of help in this MU also.
JettyLovefield Posted August 3, 2014 Posted August 3, 2014 Any thoughts on LinnexVatista? I watched the Resistance 2 Tournament UNIEL Top 4 and i was surprised to see Linne in but sadly got destroyed by Vatista.
drzero7 Posted August 3, 2014 Posted August 3, 2014 BTW, is there a counter hit starter combos in this game? (Like Blazblue and Guilty Gear.)
ProfDrJeyu Posted August 4, 2014 Posted August 4, 2014 How does everyone else deal with fighting Gordeau and Merkava? I've been having a lot of issues with higher ranked Gordeau's since they don't just spam Grim Reaper and any advice would be helpful
BadAtMeltan Posted August 4, 2014 Posted August 4, 2014 they don't just spam Grim Reaper Obviously not playing the right high ranks. Jokes aside, against merkava, like luna said earlier you really have to inch your way forward, its a 50/50 battle once your in range of roll/assault. You either guess an anti-air command grab and roll, or guess the grounded command grab and assault. But once you can lock merkava down in a corner, hes yours since he has no REAL reversal option, and even then his ex236c trades almost 100% of the time if you meaty him with 5b. For Gord it depends on the player, just learn their blockstrings and where they reverse beat and usually you can roll through one of his normals or projectile it. Otherwise cross your fingers and hope he doesn't shit on you.
Orrax Posted August 4, 2014 Posted August 4, 2014 I'd really like to see the frame data as well. I have, however, seen some data, but I'm not sure how reliable it is. What I saw showed that pretty much everything is minus, like every other character in the game. 5C or 2C whiff cancelled to 2A or 5A are still -1 or -2, but since Linne's moves are faster than most other characters' moves, -1 or -2 is safe. I think 5A and 2A were like -1 to -2, maybe -3, which sounds about right. The B normals were of course worse on block, and the C normals even worse than those. I'm pretty sure TK Kouga is plus. Max range Kouga is probably plus as well. EX Kouga is hella plus, both ground and TK. Of course, if you really want to know the minute specifics, I guess this isn't of much help.
xlolxlolx Posted August 4, 2014 Posted August 4, 2014 sounds about right, i believe both 2a and 5a are 5 frame normals which are as fast as they get in this game, i'll do some really basic testing later using data of characters with known frame data
LunaKage Posted August 4, 2014 Posted August 4, 2014 Don't use assault to challenge Merkava's horizontal arms. You want to actually JUMP over them.
xlolxlolx Posted August 4, 2014 Posted August 4, 2014 mostly complete startup and frame advantage data https://docs.google.com/spreadsheets/d/1I6gMUgb15ku0qDtlRIgGL-di-YUa9yUClR1egcsFkY4/edit?usp=sharing
Rhiya Posted August 4, 2014 Posted August 4, 2014 do 5a and 2a have identical recovery? whiffing into 2a is extremely unlikely because it's a better poke/tool, so I'd rather know the advantage on whiffing into 5a also, I've had people tell me tk a kuuga is +8, and tk b is +5
NagorbMan Posted August 4, 2014 Posted August 4, 2014 I think identical recovery is a safe assumption to make. If it doesn't have identical recovery it could only be a frame or two slower, which would make it still worth it to whiff cancel into.
Orrax Posted August 4, 2014 Posted August 4, 2014 The data I saw (again, not sure how reliable it was) said whiff cancelling 2C to 5A was -1, and 2C to 2A was -2. They're probably pretty much the same.
xlolxlolx Posted August 4, 2014 Posted August 4, 2014 whiffing 5a is actually less likely because it has a slightly larger hitbox than 2a, 2c>5a whiff looks to be -2 where 5c will trade with orie's b thrust which is 15f startup a kuuga is negative on block at every distance, point blank is -8, max range roll on it is -7~8, max range dc is about -4 tk b kuuga is hard to determine since its an air move, depends on distance, whether they're crouching, and how big their hitbox is but point blank on standing linne is about +1 and crouching +3 so at a range where 5A/2A would connect at the tip it's feasible for it to be +5 on crouch block
NagorbMan Posted August 4, 2014 Posted August 4, 2014 whiffing 5a is actually less likely because it has a slightly larger hitbox than 2a, 2c>5a whiff looks to be -2 where 5c will trade with orie's b thrust which is 15f startup While that's true, I thought he meant because 2a is more likely to have already been used in the blockstring that it wouldn't be available to whiff cancel into. I've had a few instances where I couldn't whiff cancel with 2a because I already used it, but that might be because I'm terrible.
xlolxlolx Posted August 4, 2014 Posted August 4, 2014 2a's definitely the go-to move so 5a whiff cancel is what you'd go for, but yeah its pretty much up to you for which one you used up in the string some of the data seems to be about 1 frame off since ninoa's orie frame data was slightly off, so i'll have to go redo that later
Fatalis Posted August 4, 2014 Posted August 4, 2014 Can you combo off of a 236A/B (ground and midscreen)? Maybe I was hallucinating or something, but I swear I saw someone combo off of ground Kuuga. I can do the TK version fine, I'm just wondering if it's possible to do it from midscreen with the ground version. I've tried dashing and trying to pick them up, but they always manage to tech before I can hit them.
drugtown Posted August 4, 2014 Posted August 4, 2014 Can you combo off of a 236A/B (ground and midscreen)? Maybe I was hallucinating or something, but I swear I saw someone combo off of ground Kuuga. I can do the TK version fine, I'm just wondering if it's possible to do it from midscreen with the ground version. I've tried dashing and trying to pick them up, but they always manage to tech before I can hit them. kuuga > dash cancel > 5B it requires very particular spacing but it's possible
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