-
Posts
5,938 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by TD
-
Thank you very much lolokoa, your efforts are appreciated. 623b is indeed plus and is basically a completely free pressure reset unless the foe either jumps or can beat it with a dp, range dependent. Surprised pin is minus at all. Though it also isn't punishable on block at all so.
-
Can you calculate a skewer, revanance pillar on block, and j 41236c please?
-
Byakuya has command overheads. Granted they don't give a low options without gimmicks, but command overheads nonetheless
-
Someone riddle me this. If byakuya were to do each of his 214 webs in the same spot, including the jumping ones, in which shape would the combination of webs take? For added accuracy, one can tk the webs.
-
Resting is necessary and in fact required. If one were to go to a gym and exercise all day they would be overly tired and the intended effect (getting stronger) will be reversed, lowering immune system defense and increasing risk of injury. While less severe in a gaming sense, the principle applies to many areas of extended learning. The fact of the matter is that you must take breaks, usually after an intense workout - of the brain in this case. This gives your brain something to think about on the back burner while you are recovering from stress. The result is, as you seem to have felt, a relaxing, confident demeanor, which of course, is the opposite of panic. :P If you must take something from what I've said, it would be this. Intense session -> recover -> intense session -> recover...
-
Skewer is pretty good against her. It whiffs if she takes to the air to shoot, and she low profiles it with her ground ball, but will nullify the incoming ball projectile. You have the liberty of taking to the air as well. You can jump skewer quickly or skewer at the apex of your jump for maximum coverage though it takes more time and recovery. Then you have condense gloom, ex condense for safety, 623b... You have a lot of options. It is common to have a beam war with her as she can't punish skewer that hard without exs. Use the a version as a solid conditioning tool or to invoke repetitive play. B version to mix it up. Don't forget ex pillar for the easiest punish you can get whether she jumps or not you can snag those recovery frames on the ball at least. The only issue should be the beam, which can't be relied on too much vs skewer as she isn't short enough to completely dodge it standing. If she crouch charges you can jump skew. This matchup shouldn't be a problem for Hilda.
-
Waldstein Infinite Discussion (Tournament Legality)
TD replied to Tigre's topic in Under Night In Birth
The fact alone that it murders the time clock is enough to ban it. Forget the rest. This is America, no one has much free time anymore and certainly not wanting to spend it watching THIS shit. I for one will be rage quitting if I get caught in it. I am not waiting for round 2. -
also guys if you have to end a combo in 3cc becuse a button wasnt charged enough of something, I find there is a condensed gloom 'tech trap'. foe cant press buttons if they tech until they hit the ground. no matter which way they hit the ground you can send the projectiles to the expected loocation. you can also do 214a 4a to get them to fly your way. forward tech puts them in the needles. you can concentrate or whatever.
-
214a or b, concentrate, 623b, (jump) 236a or b. 66c, teleport... generally what her distanced pressure would consist of, with 66c going into midrange territory. chose one depending on the matchup and who can punish what, while also remaining unpredictable. charge a lynchpin while you're added for a midrange option should an eventual rushdown happen. don't forget your GRD gauge either. that vorpal buff will probably save your life multiple times. if you are in midrange mistakes become pain a little easier, so you have to guess right. 2b, 2c, 22b, 66b, 3c, 5c, 5b. lynchpin will become your offensive presense, again depending on the matchup and if any of your other tools will work. 3b is the true anti air with head invul, j2c is alright to escape/create pressure at certain ranges. 5b is only here because it does not have the minimum range 2b has, and it's slightly angled hitbox can also catch jumps. be ready to hitconfirm those into delay 3cc's.
-
helpful, thanks. cleared up a little confusion that I had about the lynchpins in the first place. I will also use these, thanks. yes I use default with the shoulder buttons filling the four available buttons. tried mapping a to r1 but didnt like it. the given macros have some horrible move priority, but i've learned to use them in their right situations.
-
any blockstrings that involve lynchpin? particularly for the pad impaired x.x really disliking the options given in button settings. holding buttons is a thing and there probably should be a wider or more customized button layout experience, but that's just me. not sure exactly how useful lynchpin is in neutral, I seem to be doing fine without it, but it's plus...
-
It really is amazing how burst safe nu's combos are.
-
You have any meter less setups? I usually end combos in the rekkas and the oki from there feels lackluster. It seems like delay 4 a b or c after the first or second rekka is the way to go, but I've probably missed something.
-
He is supposed to jump right over fireballs and punish them. I'm really surprised he doesn't have a projectile of his own, like web ball or something. Webs really don't help in neutral either with their awkward placements. They don't lose to projectiles I believe. Although they lose to physical attacks, it is rather easy for many to harass him full screen, and it only takes one hit for the webs to go away. The 100 exes super has been beaten which leads me to believe it isn't fully invul or it loses invul shortly after startup. Starting to reconsider his strength as well. He really seems like a rush down character with long normals than any sort of trap character. Usually trap chars have an easier time well... Trapping. His oki can leave some wishes as well. To think nanase has oki you have to block and we don't, in a sense that something will always be in the way of that jump or dp.
-
once again, hilda does not have any good reversal options. she only has the system mechanics to escape with. shield, vorpal, chain shift, veil off, guard thrust.. the same options everyone else is given. these options, minus shield require resources, so outside of this, you have mash, jump, and block. in this game, the first two will more likely that not get that pretty little neck twisted. the option safest and that grants resources for more defensive options is to block. BLOCK. it is a must for hilda to get out. ironic? yes. but the name of the game is respect. bc is a very slow invul-less move that is unsafe on whiff or block. it would be more akin to an anti air lacking invul. some anti airs like this can be good or bad depending on how many other good qualities that will get you hit the least. this one is on the lower end of that list. she is very zonng oriented. you not only have to fight the foe for space, you have to fight the GRD guage as well. as a zoner, you need to create space, and most ways to do this negatively impact the GRD guage. this guage is the key to eeping you safer and with the advantage. it wil also help get you out of pressure or a tight situation with chain shift. this guage is invaluabe to hilda, so you need to play while counterbalanncing any space you create. you can concentrate, or you can play footsies with your zoning, aiming for sweet spots and fishing for hits/ch. she is slow, much unlike seth, and will require a different game entirely.
-
played toan earlier and the mirror match is soooo silly lol. also fought a really scrubby waldstein who just assault jc and grabbed all day. that character is stupid, just like all grapplers. and it didn't even feel unbeatable, obviously I dont know the game fully yet but having a new game with yet another new grappler to get used to ought to be a salty experience for anyone. salt aside, I did take some learnings away from the matches. 5c is very good so far because it is basically a wall that waldstein cant go through. he has a pretty bad projectile that skewer should have no problems beating on reacton. it even seems like the projectile only hits fullscreen standing. he was churning that butter through my blockstrings too, no jump canceling plus his grab range makes this very effective. I noticed condense gloom puts her in the air rather quckly, completely avoiding the throw super should the waldstein use it. It should guarentee a setup at least. day 1 fighting, so take this with a grain of salt.
-
hilda's best defense is (incoming cliche fit to hilda's playstyle) a really, really good offense. like, if she gets touched no matter who it is, you could lose. this game is very unforgiving to those defending, and hilda has literally no specials that will trade or win against anything in tight situations. so she has to block. blocking for an extended time more likely than not will grant you vorpal and with it chain shift as mentioned. again, hilda has no invulnerable frame 1 moves, so vorpal leaves alot to be desired for her, but one could take more risks with mashing out if they chain shift well. there is veil off as well, which is a burst. as it is her only true wakeup defensive option, it wont be hard for foes to see this one coming. do try to be unpredictable with this. or you will die. fair warning. as a zoner on offense I feel like she controls the whole screen, but she needs to get some of her more prominent screen control going by creating space or fear. playing her one really has to be on point, or get ready to block. while lacking priority on her close range moves, I feel she can keep people out fairly well if she throws the right moves out first. as for aa's, she has a few. 3b is the standard, really good because of the hitbox going all the way up and the invul. 5c can aa. 3c is the more horizontal aa and the second standard. lynchpin can aa but its probably only going to be used as an anti jump than an anti air. I believe 22c and 61236d will as well but the latter lacks invul. so how do you guys feel about this? on one hand, love this guy's hit confirming ability and he gets people off of him fairly quickly. I didnt really enjoy the foes though. regarding the neutral, alooooot of 623b. seriously, alot. and no one was punishing it? something isnt right there. that pressure looked beatable.maybe a shield or something, but barely anyone even tried when this guy did the same pressure reset 5 plus times. vatista may have problems getting out because of her short dp, but she could probably shield sometime and counter or get out of that box.
-
Blocking is pretty fun, especially when you put yourself in an impenetrable bubble.
-
Honestly I think Hilda is a very easy char combo wise. A pad player myself, the charge negative edging was rather difficult to get used to, and I'm sure it still will be in neutral, but as far as combos, lynchpin should only really be used as an ender, which limits the hold and release bits to certain attacks which in turn makes using it as a combo tool much easier. That said, in neutral it will probably be integral to learn the timing to get the fastest lynchpin, which is 46 frames; and then knowing when to use it in your strings, which will require some practice. I'd say it's week one learning though.
-
Boogie made a very good combo video for her on YouTube but I don't have time to find it right now, just search Hilda combos.
-
Hilda's combos from what I've noticed are usually starter - filler - launcher - (filler - link xn) - ender. Starter is anything but proration is akin to bb's cs era proration and deteriorates per p1 for starter and p2 for every other attack after the starter. Therefore what attack you start with determines how much filler and links you can put inside the combo. After the starter, filler can be used to add more damage and create more space for different launchers. Filler here usually ends at 2cc, 5b or 2b. Launcher is very easy for Hilda. 623a, 22a and b, 66a and b, are her most Important combo launchers, 623a In particular is very easy to do combos from. There seems to be same move proration in this game, which I know for sure 22a and b and release a/b/c have, but 623a doesn't or has less severe, so can be used multiple. From here you have a few combo routes, noted by the filler/link section. Gauge this by the remaining proration left. Filler can be 3c©, (66) 3b, 66a or b, etc. links are what I like to call these because you have to time the next attack sometimes just like a link. So if you did 3b as a filler, j[c] would be the link. Depending on the proration here you could then do 3cc 22b(hold) or j[c] (hold b) 3cc release b. Ender from my experience is 90% of the time release a or b so you can get oki. If you have used it previously in a combo, you will get a soft knockdown and no oki basically, but still be at an ok advantage and space. This is sort of a beginner combo guide because I have yet to play a single match this week, only experimenting with the characters and doing combos.
-
... I knew that Also saw the vid posted above for some combos and another for oki setups so I believe my questions have been answered minus the mixup one that I didn't ask yet. Thanks
-
Anyone know if her force function has any special properties and why she has an alternate form of it where she does some sort of small knife jab? I need to test if the knife jab even hits overhead. It seems to require 100 exs just to combo but if it's an overhead that is a plus
-
How is his pressure? I see a lot of minuses. Also how does his oki work. Having tried it myself with the 623c, it looks super punishable. Ex webs catch the foe too. I'm just not understanding these scenarios and what to even do after.
-
[CPEX] Celica A. Mercury Gameplay Discussion Thread
TD replied to Grimsley-San's topic in Celica A. Mercury
all im seeing from her currently is alot of speed. fast projectile, fast movement, fast attacks. I doubt she will be a movement character but she's looking like terumi with a good fireball. not too interesting, but I suppose I wouldn't mind seeing her fleshed out more. where is nine.