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About OrionXElite
- Birthday 06/10/1990
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OrionXElite
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Tested some frame data, 22A is VERY plus on block so if they block your 66C, you can cancel into that to maintain advantage. Especially useful in the corner as it also combos man it easy to do shit to people.
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[CP] Azrael - Gameplay Discussion (Pre-Console Release)
OrionXElite replied to zeth07's topic in Archive
Azrael's CT doesn't appear to have a unique animation like most(if not all, haven't seen all of them) CTs. I've seen it used like 3 times and It was the same animation as his Cobra Strike and I could only tell it was his CT cause of quick white flash before it hits and the Cobra Strike being done without Tiger Magnum being thrown first. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
OrionXElite replied to zeth07's topic in Archive
Not sure if anyone cares or not, but I've been compiling various notes/observations/theories for Azrael since release. I've got stuff on pretty much all his attacks, situations they're used, how to follow them up and confirmed combos and theory combos using branching combo routes. Theres also some things that I know have already been brought up like BHS stuff and how Scud works. Its about 8-10 Pages in total and I'd like to hope would spark some good discussions. I haven't been around DL very much recently cause of school so I'm not sure whats been brought up but if enough people want it, I could post the list of stuff here. -
Couple of common issues I've seen occur the most with this combo: 1) The height of the j.A, a lot of the time the j.A tends to be too high off the ground meaning more time between the hit and your ability to switch to Human and continue. Mess around with how low to the ground you can really hit the j.A and work from there. 2) I've seen people overestimate the amount of recovery transforming from Wolf to Human. Its surprisingly fast how soon you can act after the Transformation so there is a big possibility its dropping because you're waiting too long before hitting 2C. So try adjusting the timing between Transforming and hitting 2C and see if that fixes the problem. Other small issues are if you're getting 2C Dash after j.A, it just means you're hitting D too soon and Valk stays in Wolf form. So that just means delay the D a bit later and it should fix itself. Also be sure to keep the opponent about level with Valk during the j.B>j.A part so the rest combo stays consistent. If you have any other troubles, feel free to ask
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I doubt he'll get that bad, he really only seems bad at the moment cause they reworked his core movement design and his combo routes are gonna be a lot different now. Not to mention that literally everything needs to be taken with a grain of salt due to it being a loketest. But we shall see.
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Ok I was watching the 2nd video against the Makoto and I noticed one thing that may explain why 2C>6B doesn't combo anymore, I noticed that the Valk did Jager>RC>2C>Jagd as a basic combo. Now in Extend, 6B and Jagd have the same startup of 22 Frames. So this means one of 2 obvious things were changed: 1) 6B has more startup 2) Jagd has less startup If its number one, its means we'll fine in the long run because we still have access to 2C>Rozen>9D>etc If its number 2, it means 2C got a big enough hit stun reduction that we will have to start using the 5C>TK j.214B like DJ stated. So I guess we'll have to see how the loketests progress, right now Valk looks pretty underwhelming given his Overdrive isn't too worthwhile compared to others...I hate Arakune:v:
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I'm playing a bit of Theory Fighter here but I bet you could link a Wolf 5B after the j.A for something like this: [W]5A>5B>5C>6D>j.A>Land 5B>236B>j.236A>j.236B>6D~5D>[H]j.B>dj.B>j.C Also if you can describe it Nokita, I'd really like to know just how the Wolf j.C hits the opponent, mainly in the air. Is it like Human j.C where is knocks them to the ground or can you do any kind of follow ups from it? I'm assuming the former but I'm still curious.
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Placeholder if needed. Also I'll go ahead and put my speculations here. I'm REALLY glad they nerfed him honestly, his mixup in Wolf form was a bit dumb with the ability to do Dash~Brake into high/low/hit confirm/fuzzy/blockstring etc. By them focusing movement solely on the D Button, it easily makes his mixup less ridiculous, his Wolf form more versatile with new moves. 5D and j.5D are obvious going to be transform while each direction is its corresponding Dash. 2C getting nerfed for the millionth time is no surprise, but it does mess up our general BnB off of footsies. Unless Jager>RC>6B works, odds are we won't be able to do much of anything off of Jager. Although if they only nerfed it slightly, we can probably still do Jager>RC>2C>Rozen and go from there. They also seemed to changed how some of his Air Wolf attacks hit. If I had to guess, his [W]j.B probably hits them down at a steeper trajectory meaning that the j.A would hit really low to the ground making the 2C link WAY harder. his new [W]5C and j.C will probably have its uses in place of other usual combo routes. Given his Overdrive gives us faster Wolf Regen, it potentially is there to give us the ability to counter balance a potential increase of Wolf Meter used per combo/mixup. Overall, given his extremely offensive style, I don't think his Overdrive is THAT worthwhile UNLESS activating does one of 2 things: 1st: It acts as a RC in combos to segue to higher damage kill combos off of lighter hits (i.e 2A>2B>5B>Jager>Overdrive Cancel>combo) 2nd: It acts a failsafe for if we run out of Wolf Meter and by that I mean that if we run out completely, we can activate Overdrive and have it taken out of its extended cooldown. If neither of those work out like that, I dunno how effective overdrives in general are going to be for anybody really. I'm 90% sure there will be some kind of cancel mechanic behind it for combo extensions. Another thing I thought up is what potential moves will have Guard Crush followups. I dunno if the Crush Triggers are a unique and new animated move or if its just a rehash of another like they do for CAs. But I'm also curious WHERE these moves would go, if they were possible to use in Wolf Form(i.e, one of his Wolf moves has a Crush Trigger follow up), that could salvage his mixup potential at the cost of meter. But it also gives us more of a reason to save our Burst instead of using Overdrive to save us from a Guard Crush. Thats about all I've thought about for now, I'll add more speculations and ideas as they come up. Overall, the new mechanics have the potential to be really good and give the game a strong balance so I look forward to seeing more about it :3
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With Chrono being announced and seeing all the changes to overall system and style of the game, I'm hype for it again. I'll be updating this thread as info arises and feel free to discuss any Chrono Valk type things here. General on topic rules apply, keep it on course with technical and speculative concepts but I don't care if people have fun. Valk isn't a cut and dry piece of old man anymore so I'm excited :3 Loketest Info: System Info: -Gold Bursts have been removed, replaced with Overdrive. -Green Bursts work as before. -Crush Trigger: Pressing A+B during certain attacks will break your opponent's guard (unless they're using Barrier). This costs 25% Heat. Overdrive Info: -Builds up over time, activated with ABCD. -Increases attack power(?) and grants character-specific benefits. -Duration depends on your health. -Freezes the timer when used. Valkenhayn: Endlos Volf - Wolf Gauge charges much faster. Valkenhayn Changes: -Rasenwolf command changed to direction + D With this,the wolf break system has been eliminated apparently. -2C>6B does not connect on a grounded opponent. -Nacht rosen>[JB>JA]>2C does not work or its really tight. Seems like they end up being too low for the 2C to hit. -Nacht Rozen does not launch as high anymore, explains why follow ups are hard from it. -Nacht Jager has much less blowback on air hit now, looks impossible to combo off of air hit without an RC now. -JC>air DD is difficult to connect. Hima isn't sure why. (Is JC not special cancelable anymore?Is the air DD slower?) -w.5B does not launch. (This was NOT a typo apparently) -w.5B does not cause float on air hit. (THIS was the actual typo, it works as normal on an air hit) -w.5C is a sweep. -w.JC is a diagonal kick. EDIT: It hits upwards at about a 45 degree angle and seems to leave enough advantage to do something after. -w.5A is no longer a low. -Very basic wolf bnb: wolf A > wolf B > wolf C>6D> wolf JA ([W]5A>5B>5C>6D>j.A) -nachtjager is supposedly impossible to follow up. Source:jbbs,twitter,hima Loketest Videos: http://www.youtube.com/watch?v=3vykvTavri8&feature=plcp Vs Azreal http://www.youtube.com/watch?v=PFx5aFKte58&feature=plcp Vs Makoto
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Xie's Laboratory - P4A Gameplay Video Q&A Thread
OrionXElite replied to Xie's topic in P4:Arena Gameplay
I have 2 questions pertaining to Yousuke if you get the chance to try them out :3 1st: I wanna know a couple things about his Parry(R-Action). First thing being that if you activate the trip counter but you're not close enough for it to connect, how much Invincibility is there on it and how much recovery is on the trip counter. I wanna know if you can legitimately punish the Activation itself by using a move with a disjointed hitbox i.e Akihiko 5C or Kanji 5C to activate and then punish after. I'm curious how risky it to throw against disjointed moves like that. 2nd: If you could find just how much faster Yousuke gets in his Sukukaja Install, That would be awesome. I'm mainly curious as to how the startup and recovery of moves are so I know how much I can pressure or how effectively I can get out of pressure. So yeah if you check those things out, that'd be hella cool and brolike :3 -
I'd call it a bit unnecessary since I'm pretty sure the only stage people REALLY don't like is Training Stage. I don't wanna have people thinking we're playing Smash :3
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Oh shit thats right. My fucking laptop died before I got home and it didn't save anything except for the beginning of the bracket so I had to redo the whole thing from memory. I know top 8 is right, but I forgot about that last change:v: EDIT: I went through it again and switched 2GB and Blk_Mage in the beginning of the bracket like I had originally did and it didn't change of the placings since I believe they won and lost in the same places regardless of where they were. So heres the link to the revised bracket. Literally the only difference is that 2GB and blk_mage have switched places. The standings of everyone stayed exactly the same. http://i1183.photobucket.com/albums/x468/OrionXElite/Skullgirlsrevised.gif