-
Posts
1,017 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by -Seo
-
Any sort of throw will remove ribcage immediately, regardless if it's teched or not and if it was the Izanami player to use it or the opponent.
- 99 replies
-
They got stopped in mid air.
- 99 replies
-
Makes sense actually, I'd assume an attack that's unblockable and puts you in a hitstun state and an "unblockable" that puts you in a guard crush state are treated differently by the game.
- 99 replies
-
No, that's definitely fully charged.
- 99 replies
-
Ah I figured it out today, inputting a super jump motion while floating causes you to fall MUCH faster, it's needed for those combos and overall is pretty damn useful.
- 99 replies
-
Anyone been able to hit float stuff 5C>2C>6C>fall>5C etc, I feel that whenever I go for this the unfloat pops me up a bit too high to land and hit the 5C.Is there a faster way to fall from float that anyone knows of?
- 99 replies
-
For 5B followup yeah it's needed, on fast starters like 6A it's needed to actually hit the land 5A>2C.
-
Just a few small bits of information 5B and 5C can only be jump cancelled on hit 2A and 5A can be jump cancelled on hit and block 6B is an overhead while floating as well as grounded First hit of 6C is a low, second hit is overhead
-
I thought it added to both regardless?
- 99 replies
-
Dunno if it was confirmed previously, but float 6B is still an overhead.
- 99 replies
-
Central Fiction Arcade Plot Discussion (spoilers)
-Seo replied to Chaoschao222's topic in Zepp Museum
The dialogue is between Rachel and Izanami yeah. On the last scene with just Rachel, she's saying something else, but with no subtitles and because of background noise, I couldn't make any of it out ;; -
Ahh nice, I was looking at ways of using Araragi on knockdown but was using 6B>5D>623B~214D. Was going about it all wrong :shot:
- 99 replies
-
Yeah, not sure how long exactly it takes for them to come back.
- 99 replies
-
Her neutral game is a bit weird, but I'm still getting used to it. Her combos themselves are easy, but neutral and pressure are sorta tough. Her normals have way too much recovery on them to just use on their own, really need to cover yourself with float/mode change when you can. Floaty jump is something that takes getting used to as well, but I suppose the idea is to jump>float>airdash kinda low if you want out of the corner or something.
- 99 replies
-
It's not quite as hard as it seems, though it does take a little bit of practice. I definitely don't think it has a 45f charge time though, I may just be imagining it. You can buffer the dash 6B pretty early and just go straight to holding [9] and get it pretty easily. It's not all too dissimilar to doing 3C>6DC>[2]8C in CPEX.
-
Recovery feels about the same honestly, a misplaced 2C/5C will get you hurt. Startup is noticbly faster, specifically on 2C. If I had to take a wild stab, 2C seems around 16 frames and 5C around 17f.
-
I got to play around 20 games with Kagura today, he's a lot of fun! [8]2C is a really strong move, but getting used to holding 7 during pressure to get the quick overhead felt weird haha. His damage midscreen is about the same, if not a little better, and his corner carry is solid too. Corner damage is a little bit low been getting anywhere between 3.2~3.8k so far, but I've just been using loketest combos so far. j.C doesn't stagger on hit anymore and feels really weird to combo from. Other than that, the character feels pretty good so far, hopefully he'll get better as time goes on.
-
From a hard or sliding knockdown, no, you can't neutral tech [2]8C.
-
I really wouldn't worry about damage when players only have a limited time to try things out for a few days. Midscreen stuff has been fairly basic, but it does seem like people have struggled to find enders with him at the moment. 5BB>2C>5DA>6DA>3C>2DB probably works, but I'd like to know if you can 6DA>[4]6A>5B/6B/3C>stuff. Also, with how fast A orb is now, 5BB>2C>2DC>5DA>6DC>[4]6A makes me thing that knocking them away with 6DC and throwing the orb to chase after them will actually give some form of oki if they emergency tech, as [4]6A can go up to 3 hits if it travels now.
-
It can gatling into 5C too.
-
I'd personally put this one very slightly in Kagura's favour, pretty momentum based, as both characters have the potential to kill each in 3-4 hits. Orbs, 5C/2C/6C/j.C, 5DA and 6DA can be a pain for Tager to deal with. Ideally you want to play this at max 5C range, as it sits just outside his 5D range and gives you enough time to react to a 2D. Not getting magnetised is key here, as magnetism will completely mess up your 5C spacing and make throwing orbs more hassle than it should ever be. 5C>A/B orb on block or hit is great, don't risk a 5C/2C 2DB unless you know it's going to hit or else you will get command grabbed. If you do find yourself in this situation, 2DB>6DC will CH a 360A/B attempt, but will outright lose to GETB. You can counter sledge attempts through orbs with 5C if you're at a good enough distance, or you can 5DA right through it and score a fatal, this can be a little tricky to time if he's doing B sledge as it's chargeable, but you really should be 5C'ing him if that's the case. It is possible for him to Hammer through the 5DA if you're a little late with it, but you can also counter this as you can still go into another drive move, with 6DA. If he chooses to jump over orbs, he has no choice but to block a 5C in the air, letting you instantly throw out another orb too, if he super jumps, you have more than enough time to either attempt a 6C or simply run under him and keep him at a distance again. 5DC is also an option if he jumps, but more of a way of shutting down any j.2C attempts he may try if you attempt to run under him. If you do find yourself having to block sledge though, it's punishable on instant block by 5A, but this can get caught by him doing hammer followup, if you think that's the case you can 5B him to beat hammer, as it loses to lows, but this is a guessing game situation really. You can beat all these options by instant blocking sledge by sliding from 1>2>1, if he does no followup you can punish with 2A and combo, if he does hammer your 2A will get guard pointed, but you get enough time to react with a C fafnir to CH him. Just be aware of his meter, because he can rapid sledge into 360B to catch your 2A attempt on IB though. j.C is always an IOH on Tager and is a great way to condition him to block high so you can get 5B/2B/3C starters. Just be cautios not to used it too much and be aware if your meter, you'll get punished easy if he blocks IOH j.C and you don't have meter to rapid it. You can also do IOH j.B in some situations, but it usually requires a VERY deep j.B to begin with, but you can combo off it meterlessly with j.B>j.C>5A>6C>3C>etc. 5A also hits Tager while he is crouch blocking, which is pretty good for pressure. Tager's oki is actually pretty scary this time around, especially so for Kagura, outside of gadget finger, his common combo enders are 2D and 6BB iirc both of which put you in a knockdown state that will force you to roll tech if you're trying to keep fafnir charged. I'm not 100% about 2D tech chases, but 6BB>Sledge will catch back rolls, if he ends his combos with this, forward roll can get out of it (I believe?), but in some cases you're better off giving up on charge and neutral teching. That's about it for the matchup, play safe and play lame, try not to get magnetised too often and if you do play even lamer. Bully him with IOH j.C and then 3C if you're in that range.
-
Are you actually going to tell me you'd rather play neutral with a bad j.C, rather than actually being able to play footsies and potentially punish people for whiffing with a faster 5C/2C?
-
Well people seem to think his combo rate got nerfed too, probably as a way to compensate for faster C normals. Just any footage is all we need right now, personally I think he's sounding a lot better than he is right now.
-
The evernote that a good chunk of this info came from has been updated, so the OP has been edited a little too. It's mostly changes to 6DA and A orb.
-
Hey, if 5C still does 1k on its own and is now much faster, I'll happily take that. I remember someone suggesting that his combo rate had been nerfed though, so damage overall would be lower, regardless of combo routes. Not heard anything about B orb, so I can only assume it works the same as Extend, so yeah probably won't be fitting into combos.