Sanger Zonvolt Posted July 27, 2014 Posted July 27, 2014 Holding buttons mid combo is quite difficult, especially on pad.
Grim-reaper Posted July 27, 2014 Posted July 27, 2014 beginner guide : https://www.youtube.com/watch?v=H1XKS040R8k combo video : https://www.youtube.com/watch?v=I-mzufR8c10
dere Posted July 27, 2014 Posted July 27, 2014 also i'm curious. Can Vartista charge partition? I've been told she can but i'm not able to do so. She can, it's a bit tight but I've been able to do charge back dash lumen stella by using A+B and I'm pretty sure I've seen atepo using charge partitioning in a few real matches before.
AshtonDragon Posted July 27, 2014 Posted July 27, 2014 So Vatista has a move where she kinda explodes three bombs at once, at seems to be done when you do a third or fourth bomb in a combo, or something. Can someone explain exactly how this works? I've seen it used in a combo and I have no idea how they got it to come out at all.
Diveman Posted July 27, 2014 Posted July 27, 2014 So Vatista has a move where she kinda explodes three bombs at once, at seems to be done when you do a third or fourth bomb in a combo, or something. Can someone explain exactly how this works? I've seen it used in a combo and I have no idea how they got it to come out at all. Move that is automatically used when you use "Sidereus Fragmentum" (the bomb) for a fourth time in a combo. Finishing move simultaneously blows up 3 bombs around Vatista.
Bill307 Posted July 27, 2014 Posted July 27, 2014 So I was testing the link from 2C B-bomb to 2A in some basic combos. I might just be missing the link when the timing is really tight, but this is what I found from testing different combo starters: (Note: you can substitute 5BB for 2C in all of these combos. The hitstun proration is the same.) * Starting from 2C 5C, you can link: (8) delay j.(B) j.C land j.A j.82A land 2© 2-B-bomb 2A ... * Starting from 2A 2B 2C 5C, you can link: (8) j.(B) j.C j.82A land 2© 2-B-bomb 2A ... * Starting from j.C land 2C 5C or 2A 5B 2C 5C, you can link: (8) delay j.(B) j.A j.82A land 2© 2-B-bomb 2A ... * Starting from low j.B land 2C 5C, you can link: (8) delay j.(B) j.82A land 2© 2-B-bomb 2A ... Apparently 5B has worse hitstun proration than 2B and j.B has worse hitstun proration than j.C. (Note that j.B is an overhead and 6D j.B will beat crouch throw tech / shield whereas j.C will not.) If you have too much hitstun proration to link 2A, you can often (always?) link any flashkick version instead after 2C B-bomb. E.g.: j.B land 2A 2C 5C (8) delay j.(B) j.C land j.A j.8(2)A land 2C 2-B-bomb 28B - deals 2418 dmg This only deals about ~100 more damage than a bombless combo, though: j.B land 2A 2C 5C (8) slight delay j.A j.B j.C land j.A j.(B) j.C j.8(2)A land 2C 2B 28B - deals 2314 dmg (You can make this even easier by doing j.8(2)A land 2A 28B instead for ~100 less damage.) For more damage comparison, a simple bomb combo ender deals only ~100 more damage than 2C B-bomb B-flashkick: 2C 5C (8) delay j.(B) j.C land j.A j.8(2)A land 2© 2-B-bomb 2A 2B 2-C-bomb 2B 28B - 3101 dmg 2C 5C (8) delay j.(B) j.C land j.A j.8(2)A land 2© 2-B-bomb 28B - 2987 dmg Add some lasers (only works from 5BB/2C starters) and you get another ~200 dmg: 2C 5C (9) j.(B) j.C j.8(2)A land 2© 2-B-bomb 2A 64A (3) 2-C-bomb 64A (2) 28B - 3327 dmg
dere Posted July 27, 2014 Posted July 27, 2014 So what are you guys doing from a max range confirm when you know A drill will not connect? I know about 5a 5b 2c 3B+C (hold) EX flash kick, and I know you can also do a regular air combo but use EX drill instead but is there anything meterless?
Bill307 Posted July 27, 2014 Posted July 27, 2014 So what are you guys doing from a max range confirm when you know A drill will not connect? I know about 5a 5b 2c 3B+C (hold) EX flash kick, and I know you can also do a regular air combo but use EX drill instead but is there anything meterless? If you're close enough to connect (2C/5BB) 5C j.B, then (2C/5BB) 5C delay j.B j.C land j.A A-drill should always connect.
dere Posted July 27, 2014 Posted July 27, 2014 I was thinking further than j.B j.C range, about max 5a range? should probably not have mentioned ex drill combo, my bad. Thanks though, I didn't know about that confirm so that should help too, can you do bomb combo follow-up from that one?
AchedSphinx Posted July 27, 2014 Posted July 27, 2014 Just something I thought was worth mentioning. If you end a combo with B version Flash Kick, Vatista can do an orb in the air, at which point it's probably better to go for the slow orb. Once she does the slow orb, she can dash forward in the air and do j.C for some high-low mixup.
Bill307 Posted July 28, 2014 Posted July 28, 2014 I was thinking further than j.B j.C range, about max 5a range? should probably not have mentioned ex drill combo, my bad. Thanks though, I didn't know about that confirm so that should help too, can you do bomb combo follow-up from that one? I don't have a good plan for what to do if they're beyond j.B range, yet. Possibly just A-laser, or A-orb and follow behind it, or j.6D and chase them down. Refer to my post above to see what kinds of bomb combo follow-ups you can get with that air sequence from various starters. Keep in mind that counter-hits and apparently GRD increase hitstun, which should allow you to do more damaging follow-ups. (I haven't tested these, yet.)
Master Chibi Posted July 28, 2014 Posted July 28, 2014 I'm doing it just fine in training right now. Iunno what'd be confusing or weird about doing it. Just input it like you would anywhere else. This character's execution requirements for bread and butters is rather up there, and imo it really shouldn't be. It's kinda bad game design. Regardless I'm just looking for a universal BnB now and my execution is god awful, WHICH IS WHY I TEND TO PICK CHARGE CHARACTERS THO. The irony. The charge motions are piss easy for me, it's all the otg bomb otg nonsense that's making my head hurt.
dere Posted July 28, 2014 Posted July 28, 2014 This character's execution requirements for bread and butters is rather up there, and imo it really shouldn't be. It's kinda bad game design. Regardless I'm just looking for a universal BnB now and my execution is god awful, WHICH IS WHY I TEND TO PICK CHARGE CHARACTERS THO. The irony. The charge motions are piss easy for me, it's all the otg bomb otg nonsense that's making my head hurt. 5a 5b 2c 5c j.B (hold) j.C A-drill 2c (hold), release B, 2a 2b, release C, wait for them to fall a little, 2b B/C flash kick is the closest to a universal bnb you will find, but it doesn't work at every range (covers quite a bit though). You can also opt to release the second bomb and just let them fall and go for instant overhead instead of flashkick. I'm not the best at execution either but can already do that combo pretty consistently so it's nothing time spent in training mode won't solve. Just practice, this character is worth it IMO. Also remember that if for some reason you mess up the first hold you can always just 2c OTG into flashkick for a knockdown.
Master Chibi Posted July 28, 2014 Posted July 28, 2014 I know time and practice will leave me with the muscle memory I need to play this character but like that's not something you should be giving a player as an obstacle when they play lol. Thank you for the combo and notation, I'm really bad when figuring this stuff out haha!
BlankM Posted July 28, 2014 Posted July 28, 2014 The combos I'm struggling with are in this video:http://www.nicovideo.jp/watch/sm22162104 How the hell do I get that Veil Off detonate to hit consistently? Let alone link with jC afterwards. I've maybe gotten the VO detonate to hit like 5 times total after an hour of practice.
AshtonDragon Posted July 28, 2014 Posted July 28, 2014 Move that is automatically used when you use "Sidereus Fragmentum" (the bomb) for a fourth time in a combo. Finishing move simultaneously blows up 3 bombs around Vatista. Yes, I read that, and it is a very poor explanation. Does "use" mean it activates as soon as you release the button, or do you need to hit with a fourth one? Do you actually need to "use" the bombs in the middle of the combo, or can they already be on screen and just explode? I'm especially confused because I watched a combo where I could swear only two bombs were used. Like, if I have three bombs on screen and am holding A, if I hit with the bombs and immediately release A, the move comes out. But if I wait for them to be on the way down in the air after the explosions hit and then release A, I just release another bomb. Why?
TheArm05 Posted July 28, 2014 Posted July 28, 2014 As long as 3 bombs have hit in the same combo just activating the 4th bomb should cause the triangle explosion. It doesn't matter if the bombs were set before and blow up to start the combo as long as 3 hit the fourth is the explosion. Idk why you have it happens sometimes and other times it doesn't work. Maybe they were teching when you were releasing the 4th charge? http://www.nicovideo.jp/watch/sm22162104 This combo vid is amazing. I need to copy so many of these.
Ryd' Posted July 29, 2014 Posted July 29, 2014 5a 5b 2c 5c j.B (hold) j.C A-drill 2c (hold), release B, 2a 2b, release C, wait for them to fall a little, 2b B/C flash kick How much do you get from that? It seems like it should be easier to confirm than 2A 2C 5C [j.B] [A-drill] 2C]A[ 2A 5C]B[ A-laser B-flashkick (3.2k unmodified) but if the damage is notably lower, then I'll stick with what I have right now.
Diveman Posted July 29, 2014 Posted July 29, 2014 Yes, I read that, and it is a very poor explanation. Does "use" mean it activates as soon as you release the button, or do you need to hit with a fourth one? Do you actually need to "use" the bombs in the middle of the combo, or can they already be on screen and just explode? I'm especially confused because I watched a combo where I could swear only two bombs were used. Like, if I have three bombs on screen and am holding A, if I hit with the bombs and immediately release A, the move comes out. But if I wait for them to be on the way down in the air after the explosions hit and then release A, I just release another bomb. Why? You don't need to summon 3 bombs on the same combo, you could have 1 already out for whatever reason, then use 2 and once you attempt to use a 4th one, the triple bomb will automatically trigger and explode
Bill307 Posted July 29, 2014 Posted July 29, 2014 This character's execution requirements for bread and butters is rather up there, and imo it really shouldn't be. It's kinda bad game design. Regardless I'm just looking for a universal BnB now and my execution is god awful, WHICH IS WHY I TEND TO PICK CHARGE CHARACTERS THO. The irony. The charge motions are piss easy for me, it's all the otg bomb otg nonsense that's making my head hurt. Easy combos from probably any starter: ... 2C 5C (8) slight delay j.A j.B j.C land j.A j.B j.C j.8(2)A land 2A 28B ... 2C 5C (8) delay j.(B) j.C land j.A j.8(2)A land 2C 2-B-bomb 28B
Austin_QED Posted July 29, 2014 Posted July 29, 2014 You know masta chibi, if you're afraid of trying the negative edge forward charging bnbs on day one, you can just do the bnb this vastista is doing in this video. https://www.youtube.com/watch?v=mBQqSG83tG8 EDIT:I think Bill307 got to it before me.
Master Chibi Posted July 29, 2014 Posted July 29, 2014 Nah I'm not afraid I am just REALLY against it because of it being an execution barrier. I'm getting it down slowly and it'll be muscle memory soon enough but it's an awful thing to throw at someone as they've started to get into playing imo :P
dere Posted July 29, 2014 Posted July 29, 2014 How much do you get from that? It seems like it should be easier to confirm than 2A 2C 5C [j.B] [A-drill] 2C]A[ 2A 5C]B[ A-laser B-flashkick (3.2k unmodified) but if the damage is notably lower, then I'll stick with what I have right now. 2,9k-ish for the B version 3,7k for the EX I've seen the EX version done in a lot of japanese player matches, B version not so much. Many seem to prefer to just go for bomb oki instead of finishing with regular flashkick.
Austin_QED Posted July 29, 2014 Posted July 29, 2014 Nah I'm not afraid I am just REALLY against it because of it being an execution barrier. I'm getting it down slowly and it'll be muscle memory soon enough but it's an awful thing to throw at someone as they've started to get into playing imo :P You DON'T have to start off practicing that combo. There is the 2.9 one you can do, and instead of doing flash kick, you can just but down a bomb. I think the combo stuff is meh, it's actually playing her game that racks my brain. She has so much going on, do I want a prism out? But I'll have to wait a second to charge, that buttons gone. What if they decide to jump and I can't flash light because of prism? It's fun, but kind of nerve racking. Also, what's the fastest anyone here has gotten out a charge motion? I want to see how fast she can charge. Mine is 53 frames.
sibladeko Posted July 29, 2014 Posted July 29, 2014 This is a question more about routes than specifics, as mentioned in Bill's post. For starters, A drill 2C link in all combos. When is it easy? When is it hard? I've noticed that without a starting counterhit of any sort, the 2C timing becomes quite tight if you are muscle memorying certain routes. Second thing is, what are the advantages? or disadvantages of using jA jB instead of jB jC as the starting aerial? The routes I have learned all use the jA jB Adrill aerial instead of jB jC Adrill, and jA jB jC seems reserved for rejumps. I'm thinking it's to make double crystal guaranteed regardless of starter on everyone but if not does jB jC make the above A drill 2C link easier or harder?
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