Flux Posted August 11, 2014 Posted August 11, 2014 Thanks for that complexity, you pretty much made my morning. it's sometimes really useful to do j.A j.B j.82A in situations where the opponent is hit from far. j.B and/or j.B j.C conversions have a tendency to miss past a certain range, while j.A j.B starts hitting a little earlier and feels a little safer without really giving anything up on proration. I like it a lot since if the opponent is really far you can recognize and transition into a rejump pretty easily.
dere Posted August 11, 2014 Posted August 11, 2014 Only real problem being when you think j.A will hit... but then it doesn't. And you get sad. Anyway, I've been experimenting a lot with double bomb oki and frankly, I'm not seeing the point. The enders off a 2 bomb hit I found feel a bit tighter on execution and only do about 100-200 more damage than a single bomb + followup, is there anything I'm missing? The only time it feels justified is midscreen since you can space out the bombs with the dash 2c and then detonate both at the same time making the explosion cover a bigger area. Haven't really found a good ender if opponent decides to jump and double bombs hit them in the air, either.
Flux Posted August 11, 2014 Posted August 11, 2014 Haven't really seen anyone mention it yet but you can get some pretty real damage off of B flashkick CS. Hitstun feels like it's really long no matter what, CH or not. I've been doing this: [2]8B CS 6D j.A j.C land j.A j. j.[8]2A 2[C] 2]B[ 2A [6]4A 2]C[ ender Enders can either be [6]4A [2]8C for damage or j. j.C j.[8]2A for gem oki. EX ender does ~4500, oki does ~3700. I'm sure you can get more, but it's a start. Works on the cast, CH or not, AA or grounded.
FerrellJ Posted August 11, 2014 Posted August 11, 2014 I literally can NOT (and I mean this) get down the timing for j.B and then the dive kick. I just can't. It's crucial that I do because the rest of her stuff hinders on it but when do you start charging for the dive kick? After the 5C? During the 5C? How late do you delay the j.B AND the dive kick? It's killing me lol Adding to what Arm05 said, I'll repeat what I said several pages back- you should have plenty of time to charge the drill. Just don't be in a hurry to press down while j.B is still out. I noticed that I was pressing down either much sooner than I should have to much more slowly than I should have. Make the [8] > 2 input snappy and you shouldn't have problems. As a point of reference, I usually have around 21-23 frames charge from holding up after 5C and another 22-25 or so after the j.B input. You should be able to have even more time than that but use the frame counter to see where you stand in relation to those numbers and see if that helps.
Complexity Posted August 11, 2014 Posted August 11, 2014 Haven't really seen anyone mention it yet but you can get some pretty real damage off of B flashkick CS. Hitstun feels like it's really long no matter what, CH or not. I've been doing this: [2]8B CS 6D j.A j.C land j.A j. j.[8]2A 2[C] 2]B[ 2A [6]4A 2]C[ ender Enders can either be [6]4A [2]8C for damage or j. j.C j.[8]2A for gem oki. EX ender does ~4500, oki does ~3700. I'm sure you can get more, but it's a start. Works on the cast, CH or not, AA or grounded. [2]8b CS airdash j.a j.c land j.a j.[8]2a 2c 5b release 5a 5a 5bb release 2c VO j.c j.FF j.[8]2c [6]4c IW posted it back on page 4 along with all my other VO combos. I really think it's one of the reasons she's so good. DP into 6k why not?
Flux Posted August 11, 2014 Posted August 11, 2014 Oh ok I must have missed it. Yeah when she's loaded with resources it gets pretty silly lol. Cool to see you can get VO out of it too.
Raidou Kuzunoha Posted August 12, 2014 Posted August 12, 2014 Rotated to Vatista yesterday. So trying to get a feel of her moves now. Is there like a rule of thumb when it comes to charge partitioning her divekick A? Cuz that's what I really want to use most times. But the timing on it is just baffling me. Like charge partitioning from her flash kick is cake, her orbs somewhat. Much harder with her lasers, and this is just messing with my mind. So for most cases I'm just really comboing with her normals during actual matches. But I feel that I can do so much more. And I really don't think this is something I can just pick up within a week like most characters since her charged moves are odd.
Kirokito Posted August 12, 2014 Posted August 12, 2014 I decided to main vastista and I have to say its very fun learning her even though I dont know how to finish some of her combos off with a special( I learned a few basic combos) anyone have some tips about vastisa ?
Diveman Posted August 12, 2014 Posted August 12, 2014 anyone knows what are her oki setups? I've been kinda doing random stuff but I don't really know how to use her deadliest setups/mixups on oki
Tomo009 Posted August 12, 2014 Posted August 12, 2014 anyone knows what are her oki setups? I've been kinda doing random stuff but I don't really know how to use her deadliest setups/mixups on oki Seems to be release a crouching orb after ending a combo in [8]2A then immediately 5A to explode it. The timing is really tight, I'm still getting mashed out of it most of the time and I've been practicing it in game for a while now
dere Posted August 12, 2014 Posted August 12, 2014 anyone knows what are her oki setups? I've been kinda doing random stuff but I don't really know how to use her deadliest setups/mixups on oki The 100% safe way of doing oki is going for 2a/5a 5b 2c 5c j.A j.B(H) A-drill 2c OTG (H), release 2B, 2a 2b, release 2C and cutting the combo short right there. From there you can explode a bomb right as they wake up to keep them legit and after you conditioned your opponent to stop mashing you have enough time to go for a B-drill IOH/2c mixup. There's another setup I posted a few pages back that is reversal safe but if not done right you can get easily mashed/thrown out of: 5a 5b 2c 5c delay j.A j.B(H) A-drill 2c(H) release 2B, 2a 2b, release 2C, wait for them to fall a little, j.C j.B(H) land j.C A drill release B Then there's the double bomb oki I posted last week which it's pretty nice to do off a j.C counterhit: (j.C) 2c 5c j.A j.B(hold) A-drill 2c OTG (hold), release B (standing), 2a 2b B-laser (hold B), release C (crouching), (dash if not in the corner), wait for them to fall, 2c, release B (crouching). And from a regular air-to-air j.C you can do: j.C 5a j.A j.B j.C land j.A j.B (H) A-drill 2c OTG, release bomb There's probably a few more I'm missing since every JP player likes to go for their own stuff it seems, but those should be enough to cover most cases. Make sure to experiment with bomb positioning as well, releasing a few bombs standing and going for an instant j.A to detonate seems to catch people offguard sometimes and you can j.A into B drill on the way down if timed right.
Tomo009 Posted August 12, 2014 Posted August 12, 2014 How do you get charge to make the mixup actually work
dere Posted August 12, 2014 Posted August 12, 2014 I assume you mean the first setup? You do an empty jump while they are stuck on the bomb's hitstun and get to land almost at the same time they tech, then you go for jump into instant B drill or 2c. I haven't actually tested if you can do a safejump to bait DPs from the empty jump, I'll try that out tonight.
Diveman Posted August 12, 2014 Posted August 12, 2014 But you actually have to commit to the 2C into 5C right? is not like you can hit confirm it? so what do I do if my 2C ino 5C gets blocked? reverse beat into 2A?
Raidou Kuzunoha Posted August 12, 2014 Posted August 12, 2014 I find it easier to do air drills in the middle of air combos since they usually give you enough time to stay airborne for like a couple seconds or so you can bust it out. Since it just hit me after awhile cuz I see myself doing this alot when fighting Waldstein.
dere Posted August 12, 2014 Posted August 12, 2014 But you actually have to commit to the 2C into 5C right? is not like you can hit confirm it? so what do I do if my 2C ino 5C gets blocked? reverse beat into 2A? After a 50/50 when you go low? You can actually confirm off 2c alone but even if you do commit to the 5c you can reverse beat like you said or when you react to the block start charging backwards so you can cancel 5c into A or B lumen. Going low is a lot safer than the IOH assuming the 2c does indeed get blocked and not reversal'd/mashed.
Tomo009 Posted August 13, 2014 Posted August 13, 2014 But you actually have to commit to the 2C into 5C right? is not like you can hit confirm it? so what do I do if my 2C ino 5C gets blocked? reverse beat into 2A? What I've been practicing/doiing is 2C 5C if hit > jumping series combo etc if blocked > 2B reverse beat xx [4]6A or a crystal depending in what I'm charging. My go to blockstring/confirm is 2[A] 2C 5C (I confirm with the trip of 2C to stay consistent) 2B xx ]A[ > 2B xx [4]6A > reset pressure
Kirokito Posted August 13, 2014 Posted August 13, 2014 Okay so I am getting some of her combos down but I am very bad when it comes to getting in I just always end up getting hit first does anyone know of some good set ups with her ?
Complexity Posted August 13, 2014 Posted August 13, 2014 But you actually have to commit to the 2C into 5C right? is not like you can hit confirm it? so what do I do if my 2C ino 5C gets blocked? reverse beat into 2A? Do 2c 5c j.a j.b. If your 2c hits it's a combo if it doesn't you can't jump and will reverse beat into 5a 5b, after which reverse beat into 2a to make it safer. Edit: Slight afterthought, don't recklessly mash the IOH because it's really unsafe on block, and even more so if shielded. Learn to cancel it into EX laser or use it only when you have CS.
Sashi Posted August 13, 2014 Posted August 13, 2014 Help me find a way to make this practical. Input is 646464A64A64A64B64A6A4A6A4B64B.
Complexity Posted August 13, 2014 Posted August 13, 2014 Help me find a way to make this practical. Input is 646464A64A64A64B64A6A4A6A4B64B. How does this even work?
dere Posted August 13, 2014 Posted August 13, 2014 Seems like a mix of charge partitioning plus the charge buffering that makes things like double laser work, but I'm not exactly sure? Here's another video with inputs https://www.youtube.com/watch?v=1LVLOnEFjS8
gli Posted August 13, 2014 Posted August 13, 2014 Ah okay. I think I know how this works. * Warning -- Super Speculation about this -- I think that video is titled "Machinegun Musume" * There are multiple charges being stored with 464646. It looks like UNIEL keeps a check of how many frames a direction is stored separately. Once a direction has been charged long enough (X amount of frames) and you input a button, you will get whatever move is next in queue. So this means you can 464646A46464646B4646C and, depending on how long you charge each of those directions (4 or 6), you will get a mixture of laser, lumens, and either EX Lumen or EX Mico at the end.
Complexity Posted August 13, 2014 Posted August 13, 2014 My speculation is that UNIEL doesn't know how to eat up charges, so when the charges are partitioned into 4646464646 what happens is that only the first 'charge' input is taken and all the rest of the charge inputs are still not used. It can't be a reset because lasers and balls take 53 frames to charge and there simply isn't enough time if the whole charge is being used.
Diveman Posted August 13, 2014 Posted August 13, 2014 If he's using pad, he's holding back on analog and then mash forward + buttons on pad, try it, it's pretty easy.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now