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Everything posted by Spring_Raid
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@Spiralfang: In terms of combos, she's fairly lenient on execution and has a good neutral game.
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Using that method I got the same result. Welp, guess it's back to the drawing board on 66B.
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@Kreigdrache: landing j.C > 5A in combos consistently feel a bit tough to me, but they'll be worth perfecting in the long run since most of his optimized combos call for it.
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Lensta, I appreciate you mentioning this but it's been already stated twice in the thread. It would be a good idea if someone put basic tips like this on the 1st page:
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I never tried using 66C after 5A (whiff), since 5B typically works as a better option. The thought of using 66B is only if it has invul. If not, I'll justt stick with either using 6D approach, 5B or ending the string to stay safe. 66C > 66C combos look hilarious for corner carry though lol.
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I'll test it out when I get home this evening. Aside from messing with it as a combo starter, I'm not sure if it has any invul or plus on block. It'd be cool if you could do a blockstring like 5B > 5C > 2B > 5A (whiff) to create space then blow someone up with 66B if they press a button, unless it can be hit on startup.
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At the very least, it's cool you discovered the loop without any reference. The two part vid, if you haven't seen it already, has some very useful combos to start off with.
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This is in the 2-part combo vid I posted from several months ago. You can also get way more damage off that starter
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@ GCYoshi: Thank you sir and I'll add this now I'm curious as to why I haven't seen more recent footage from him since last November? If anyone can find more footage of Notsu, let me know. Senaru and GROVE have been the most recent players I've seen thus far, along with randoms.
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I was working on that same combo yesterday and the timing is a bit weird to get down. I've actually had an easier time landing 5B > 5C > 6C > dash > 2A > 5C > j.A > j.B > j.C > 5B > 6C > 22B. Probably because I can piano the inputs easier that way. I've also been going for 5B > 5C > 6C > 2C > 5C > 6C > 22B more oftens since there's a better guarantee it'll land. In regards to B+C, the only I'll only use it unless I'm either negating projectiles to get in (Hilda) or stop 2A mash then gain momentum.
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I tried using it air-to-air and got hit most of the time. @GrimReaper, I feel Akatsuki has to dash in and utilize 6D hops to close the gap, then once you get in start you pressure. I've been going for 5B > 5C > 2B >5A (whiff) block-strings mostly, due to fact it leaves you right out of most opponent's 5A/2A range. From there you can either start another string to continue applying pressure, go for 5B > Fireball frame traps or throw mix up. I've also found myself spending a lot of time shielding projectiles/strings to gain GRD.
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@ thiz: whiffing 5A/2A during 4C > 623A combos makes it a bit easier to time. Example: instead of doing 2A > 5C > 4C > 623A > 5A > etc. do 2A > 5C > 4C > 5A (whiff) 623A > 5A > etc. For different routes such as blah blah 5C > 623A > 5A >etc, make sure the opponent's high enough in the air to follow up with 5A.
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Both of these combo vids are already linked in my first post but thanks for linking it again. @Token: Any MU info you could help with would be cool @Number13: I'll link the tutorial vid you posted and thanks
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Thanks for the clarification, Joe. I forgot the two-part tutorial mentioned that.
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I'll check out that video, when I get home from work this evening. Also like the chicken block punish using DP ( chicken blocking one of my least favorite FG mechanics, lol). I wonder if any other moves are AU with Orie
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@Sakaku - I think 2C > 5C > 3C > 623A combos should be the go-to route for most Orie players after 5B/2B, beside using 5C > 4C > 623A confirms. I've also been trying to experiment with 22A/B oki after 2C knockdown.
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If you're doing combos using the 4C > 623A > 5A/2A route, you have to cancel the 623A input as late as possible during 4C, otherwise it'll whiff. There are other routes that aren't as strict with timing but you can't use 5A/2A starters with it. For j.A > j.B > j.C combos, just make sure to cancel dash B immediately after j.C *Edit, I'm about half way through the wiki and a lot of the combos posted don't work in this version. However, some of her basic BnB are pretty similar and I'll try to have everything tested by tomorrow. This character is too much fun to play!!
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I can test out combos listed and advise whether some of them still work. Played her a bit before going to work.
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Finally got a chance to play him a bit before going to work and liked how good his movement felt. Combos with him also don't feel that difficult either. I plan on messing with him more later today, along with Orie. @HiguraShiki - I swear I'll add you when I get home on PSN this time, lol.
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That's what I mean lol. I remember being hype for the game even in it's beta stages and waiting for years.
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Short term, maybe you're right lol. Tomorrow can't come soon enough, which is when I'll buy my PSN card.
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The nostalgia man....the nostalgia
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I believe the intent, similar to the new AH3 forums on DL, is to make this the main site for UNIEL. We had a rather large convo on this a while back.
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Sounds like a plan and I'll add you on PSN when I get home. Hopefully the netplay will be good, with us both being EC. On another note, I've been stalking HydeGaming and Jourdal's YT pages for more Akatuski vids but they've been hard to come by as of late.
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lol, I'm pretty sure you'l be able to hit that combo no problem next time. GGs to the Yosuke player, who's name eludes me right now and everyone else. I should be on after work today if anyone wants to play.