-
Posts
3,554 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by shtkn
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
shtkn replied to Hecatom's topic in Under Night In Birth
hey guys, i don't know if this is new to you guys or not, but in the latest arcadia, they havea photo of a new character (at least to me): hilda she wears a dress taht's half black/white and looks like a female-er version of ash's outfit she shoots giant laser swords -
hey guys back from japan. i don't have much else to report, so i'll just describe the score attack versions of chars that i saw: yosuke: perma speed install yukiko: perma fire break, fire level 10, fans thrown in multiple directions at once kanji: command grab did like 6k chie: perma level 3 charge mitsuru: all specials freeze and charm on hit akihiko: perma cyclone lv 3, perma thunder fist teddie: teddie circus super goes across the screen 3 times massive damage, don't recall if you needed to be in awakening to use or not, status effects didn't go away if you hit him (i think?) naoto: i think more skulls removed on stuff? really don't recall aigis: didn't see narukami: didn't see labrys: didn't see also everyone probably had a hp and damage boost
-
i think manual air turn is a neat idea. at the very least it means everyone gets a crossup for free. can also be used to do interesting things like kanji can do his air-to-ground throw the opposite direction to stop ppl from just running under him. i doubt i:ll play naoto, im learning more by watching than playing tbh. in hte end i think this game is fun, but like most first versions of a game, its pretty... abusable haha. everyone seems to stand a decent chance tho, so i guess it kinda works out? i like hte system for hte most part, so i hope they continue with this and fix the char imbalances/stupid stuff in future games/patches. also, i think the sprites are a bit bigger than bb's... the sprites seemed more detailed, or maybe theyre just getting better at working at this resolution. okay, im leaving the net cafe, so no more from me for a while.
-
heya, so i got to play a bit (im in japan for about 2 weeks), and heres some random notes ive noticed: chie can dash cancel her 5B (i thiiiink). can control j.D's direction by holding up and down during it. charge super A version only gets half hte charge bar. B version gets full bar. I assume A is faster or something, didnt see ppl use B during combos. labrys has an axe icon by her SP gauge taht changes colors during hte match she also glows the appropriate color (very faint glow). ive seen it change colors as she hits hte opponent and when she gets hit. not sure what it does, but jiyuna says it might have something to do with elements. interestingly enough, she only has this icon before she gets her boss Persona aigis orgia mode notes: gets eddies air dash (but only for forward air dash), air back dash is just up and back press 6 while doing ground normals to cancel into a low air dash (like short hop low). this is how we see her do those short hop mixups. orgia mode slowly drains over time, but also removes a chunk when you do an airdash or the previously mentioned low air dash. so it:s just like valk's wolf mode aigis also has a j.2B attack where she drops mines out of her back and blow up almost immediately, i guess its a crossup move like hazamas j.2C or zappas j.H. i honestly never saw anyone use this attack, only found this out when i was mashing with her. kanji can hold 5C, 2C to delay them. Hold it long enough and it turns into a feint (feels too slow to be that useful tho) kanji can also delay j.C this way, but can not feint it like 5C and 2C mitsuru do 6AB or 4AB to make her move in that direction, just like 4/5/6B can cancel 5C into specials, non-A normals, 5AB, 2AB. didn:t try going into roll/short hop can charge 46B, but not hte other 2 versions hold 2AB for a sweep feint can delay kick of 236236A/B by holding down button. you can charge it (no idea what it does), but then it wont combo narukami's dive kick has landing recovery. can only combo if its CH or crouching hit. dont remember if it hits high or not. random system notes super jump is like GG: you can not double jump after super jumping, but you can air dash CH does 10% extra damage. dont know if its just hte first attack or all hits in teh combo.
-
San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
i thought comic odyssey mondays were kof? well i'll try going to one of these when i get back from vacation. -
San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
i doubt i'll be showing up friday night, but we'll see. depends on how much i have left to pack. can't go to anything mid-day due to work -
we don't have extend hitboxes yet. i know some pages just point towards the cs2 hitboxes for hte time being. edit: they're up
-
San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
haha. all i can say is learn how to move/space with with your character; that's how i'm getting all my counter hits. i'm flying out next saturday early morning and i'll be gone for 2 weeks -
you could probably push them to the corner on ch 6C with a 214D and do more damage that way
-
San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
"taijima" is a typo; you guys are talking about the same place -
yeah... thread closed
-
yes, i thought it was a training dummy bug too, so i recorded a jin doing that crossup thing, then tried to neutral tech crouch block myself... and i always got hit standing. i really do think it's a system thing, tho i encourage you to go try it to make sure it's not just me missing something. when i get home i'm going to try doing a 2A on wakeup and see where that gets me.
-
San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
i actually prefer character diversity so i can learn my matchups. regardless, welcome! -
you account was created on the 29th. you should have received an email...
-
an interesting thing i've noticed is that on emergency tech (probably for neutral tech too), you start in a standing position, even if you're holding down the entire time... and it seems like going to crouching animation has startup. this might be useful for fuzzy guard stuff, and it's the only reason the icecar wallbounce > crossup options in that video work. crouching in bb is interesting, if you rapidly tap down, you character doesn't match up with your directional inputs... it's like there's startup for crouching/standing up. you cancel the crouch animation into crouching attacks, which is why some combos/blockstrings actually work. now i wonder if those crossup options can be beat by doing neutral tech > mash crouching attack...
-
so... about that wiki progress... where is it?
-
San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
boxarena usually doesn't happen on friday nights, but it's better to be safe than sorry.