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Everything posted by Zeromus_X
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Doing it off safejump is fine. The problem with going for empty low off an assault is that if you don't do an air normal or special after the assault, you get additional landing recovery iirc. So it's much easier to react to an empty low that way. Still, it's good to go for occasionally to hit people out of attempting to shield your assault, or mix up with assault > A lotus, assault > empty throw, etc. Another nice way to sneak in empty jump mix up is with charged jC, either off a jump in or assault. It's something you'll see Carmine or Hilda players go for as well. You can do the j[C] regularly to overhead, then mix it up by delaying it so it whiffs (but still shows the white flash) and then landing for a 2A or throw. You'll avoid the assault landing recovery this way, since you still did a move even if it whiffed. Once the opponent is aware of that mixup, you can go deeper and land and assault > lotus to bait a throw break attempt
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I too wish 3C hit a bit further horizontally, but it's still pretty good compared to the other AA normals in the game. Gotta also use shield (force landing recovery)/DP/run under/backdash when you know 3C won't reach or is too slow to AA, etc. I'll have to learn that j[C] confirm. Getting a lot of 3C ch > 2a whiff confirms on people jumping or assaulting recklessly, but I'm sure people will stop jumping so much as the game goes on.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
GGs to all. Didn't get to play Ryan or Carlos this time; but definitely Saturday. -
Yeah, unfortunately you have to just be patient and kind of inch forward little by little. Start of the round even 22A gets stuffed by his 5A iirc. ;( Shield 214A and fireballs when you can to get GRD. It is frustrating, but trying to zone with fireballs or pillars gets punished every time by his 214A on reaction. The only exception is if you block a 214A from close range or the absolute far edge of the screen; you can throw a "reversal" fireball after blocking 214A and CH the startup of another 214A. But from midrange they just get bodied every time. Occasionally try to approach from the air with assault to make them guess how you'll approach. 3C is decent if they just want to fly around in the air but Merkava can actually dodge it it by flying at the very top of the screen. Occasional B DP anti-air is good as well; don't let them just do whatever. Watch out for random flight dive in neutral, be prepared to block high and punish. If you have meter and they're flying around the air at fullscreen, the occasional 22C is nice to throw out to force them to move or block the flame wave, letting you get in (if he's on the ground, don't bother since...you guessed it, 214A). Once you're in, go ham and don't let them go. Merkava is free to TK Lotus oki (his EX reversals should always at least trade to it).
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I too would like to play Unreal BLACK THINGS offline. -
Having mixed feelings about these changes, but I will remain optimistic since first loketests are usually crazy. The j2C buff seems nice, and will help convert from it in mixup (if I'm understanding what it does now properly), and I guess we'll have to use SoD to confirm off 6B again. 5C > 6C gone on crouching/CH seems like a big hit. I assume it still works on air hit, otherwise RIP. Looks like they're really toning down her conversions midscreen and making it so we have to spend meter to get corner carry like in EX. Will have to see what exactly they changed about Ikutachi. Hopefully it doesn't mess with any combos or setups too much. Is 6C still cancellable into other steins, just not 5D? I guess they wanted to get rid of the midscreen setup 6C > 5D > SoD where the 5D could catch almost every tech option. Or perhaps just to make C moves more of a commitment in neutral. But if we can still cancel into other steins or specials then it should be fine. jump cancel on 3C being gone is saddening, as it was the only JC-able normal that still reached far enough to go for IAD/low airdash/empty jump mixup with stein backup. Now we will need to be in 5B/6A range (aka grinding against the opponent's sprite). I'm interested to see what other changes pop up. They're really changing her playstyle.
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Wait what? Why? Does this mean we can throw break it now?
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The dashing C link timing is kind of weird, you have to slightly delay the dash C so the opponent falls into it after orbiter, but too early and you'll miss. Just have to grind it out to get a feel for the timing. If you want to sacrifice some damage you can just go right into rekkas after orbiter instead.
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Exactly. ;( http://in-birth.wikia.com/wiki/Vatista_%28Gameplay%29 Though she can be otg'd just fine so idk what the last part is about.
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I like the 2A whiff confirm the best, but depending on height or if you're sure it'll hit, better to go straight into rekkas or do jB jC j6C stuff instead. EDIT: Oh yeah, if you're playing against vatista, remember she can't be counter hit ( )so you definitely have to use one of those routes on her
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
What are you all talking about. Clearly Hilda wins this waifu battle. -
Yeah, 2D/6D/j6D are pretty good against Hakumen if you can get them behind him. But honestly, I feel much less threatened by the black hole in this game than in EX since it barely stays out long at all. EdIt: Lol according to frame data it's only 92 frames
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You're too kind; I'm terribad lol. But yeah it's just a matter of delaying the 66C to get them at the right height. For online, you kind of just have to get a feel on it depending on the connection sadly. Didn't know about the frame delay option in training mode though, will have to mess with that.
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Waldstein Infinite Discussion (Tournament Legality)
Zeromus_X replied to Tigre's topic in Under Night In Birth
I don't think Naoto SMP loop is really comparable to Wald's infinite. For one thing, the SMP loop wasn't technically an infinite, it just did a lot of damage. It wouldn't even necessarily kill you unless you dun goofed and got hit by a freak starter. It also took meter or a burst to do damage which may not actually kill the opponent, in a game where most characters could sneeze at you and do 4k meterless. Most players that know the MU against Naoto know to save their burst for the SMP loop and make her use her resources and get set back to square one. Edit: Ninja'd -
3C (CH) > 5B > 5[C] > 214B~4B~4B(delayed) > 3B > 5[C] > 214B~4B~4B does 3,050. If you get into the corner you can do 3B > 2C > ORBITAHH > etc. instead. If you get a really high non-CH 3C air hit (i.e. merkava being annoying at the top of the screen), seems harder to confirm. Lower air hits can still confirm into 5B > 5C or go into a blockstring if they landed and block your anti-air. Thankfully in this game you can't do anything when you air tech until you land on the ground so even if you fail to confirm into a combo off a 3C hit you can still run in and pressure. Edit: Here is a good video with a 3C confirm: http://www.youtube.com/watch?v=vgIrhaXcSJ4#t=13m19s Looks like 3C > rebeat 2A is a better way to confirm. Near the corner you can do 3C > 2A(whiff) > 5B > 5[C] > 214B~4B~4B (delayed)> 5C > FF > 236B~236A > dash 3C > 214B~4B~4B for 3,354.
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Yeah hopefully OD Yata will hit more times or at least do something different. Still crossing my fingers for a new move or super. I also heard rumors about 25 meter force break moves for everyone but I would take that with a grain of salt for now.
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GGs to people. My body was not ready for GRIM REAPAHHH
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;( GGs to the rest of the netplay wasteland.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Dat OHOHOHOHOHO during win pose -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
GGs everyone. I suppose I will play Hyde until I actually get the game and can sit down with it. The game is really fun though! -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I'm down to play any and all ANIMU games. -
GGs to superfx.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
^Seems to be a trend in the game. Just look at Carmine lol. I am hype for Vatista though. It's all about the BOOMBOOM combos. -
^ 34123646A. Edit: Ninja'd
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Omg this. I've gotten so many accidental Omoi when I want to DP because I was blocking beforehand. 5b hitting crouching from further away would be nice. Hate seeing it whiff because I tried to do 2B > 5B gatling but they pushed me just far away enough with barrier. On that note, it'd be nice if 3C had a bit more range. Idk if I'm crazy but it feels like they somewhat nerfed it from EX. It seems harder to get a knockdown from the max range compared to before.