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purify

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Everything posted by purify

  1. Or you can just add "/old" to every page's URL to see the old versions.
  2. I for one appreciate it. And the netcode isn't bad at all, it actually works differently than most. Rather than lag spikes, the game will actually slow for both players rather than skip until it smooths out, i.e. nothing you didn't mean to input will come out. It feels just like if your PC had some slowdown on that version, lol. I've only actually played against K-bas up there and a local guy (ShinsoBEAM). The game isn't as fast or execution intensive as something like GG, also, so that helps it too.
  3. Ryofu also looks the same...though the guy using her clearly has no idea what's going on.
  4. It's changed a lot more than I thought. I wouldn't say just balance changes. Looking at Kakouen, most of her normals are different. All of her air buttons have been changed to new animations, she can do air arrow specials and some of her ground normals are different. 2C shoots horizontally along the ground, 5B has a different animation, and 3C has a different recovery animation (probably a bit worse on block). I haven't noticed as much from other characters, but she's seen a pretty big overhaul. I saw old j.2C, but not old j.C...seems like she has a "real" normal C in the air and then horizontal, diagonal and EX arrows. I play Sonken, but all I noticed from her was a new voice actress. Weird...oh,.and table cut being projectile invincible, but that may be a property I just didn't know about from the first game. Never would have thought it did that. Also Chou'un, she seems the same. Kannei definitely has some differences, her f.5B has been replaced for one...there's probably more, but I don't know the character as well.
  5. https://www.youtube.com/user/Numakie/videos
  6. Hurray for there finally being more than 2 colors!
  7. Lark MVP. I was getting desperate at the end for sure, didn't know how to stop him. I have some ideas what to do now, but at the moment he definitely had me flustered. Very good matches. I was cool with all of my losses at Evo because I didn't so much feel that I lost matches I should have won - everybody that beat me I definitely respect, and all of the matches were close. Lark (twice in AP), Mabushin's Mei-Fang, Luffy, Cross (JP Slayer), etc etc..yeah. It was all good stuff. See you all next year.
  8. Kira could probably 1080 her after the level 3, or manage it some other way.
  9. I'm down for that, too. Won't be around until next Thursday, though (going to Evo, yay).
  10. I've never given Punishment or Evil a fair shot, and I'm going to try Sacred out some more pretty soon. Found some neat stuff with Halo just today. That arcana is really good... Metal is just me going for damage. 14-15k if I can get a level up. It's not bad, but not great either. If I don't get a level up, I'm mostly playing Arcana-less Fiona because I usually don't have time/speed to make use of the specials and the eclipse isn't such a great thing to just do (like say, Wind, Fire, Sacred, etc). I do like using it, though. Yeah, the long animation of j.C allows you to sneak in a low pretty easily. The Wind setup is even faster/harder to see...and uses that long-ass Misty Chain bounce that just looks nice, lol.
  11. The mixup is definitely strong, man, but I'm more concerned with landing hits in general. Fiona is better at opening people up in this game when she has knockdowns, but Earth isn't giving you much to work with at neutral. As far as the mixup itself goes, Earth could arguably be better since the setup works off of ground Karetov as well. She's a slow character without very good options to throw out to control neutral. j.C is amazing when they're forced to sit still/waking up, j.E is good if you're meeting them farther away and have time and space to get it out...but you won't usually get much off of it unless you manage an air to gorund j.E. The nerfed j.B isn't completely useless, but there are many situations where you feel like you have time for the move to animate, but you don't. I'm probably going to rotate between the both of them some. But yeah, I'm really trying to find a balance in mixup vs. actually being able to hit people.
  12. Hahaha, I guess it is. The difficulty is both fascinating and really stupid. I forgot to add the bit about her Hokuto no Ken super. It has a little mechanic built into it that may allow some players to beat her, but only in certain situations. Whoever designed all of this must have been the same guy responsible for PS2 2.6.
  13. So, since AH3 has a home here on DL now, going to bump up the NC thread just in case. Most everyone is on the Facebook groups, but there could be more out there looking for info. We will be having sessions every Friday again soon, and I'm still hosting roughly once a week at my place...all in Raleigh. There may be players in other areas, though, so ask me and I'll check up on it for you.
  14. Yeah, that sounds legit. I should add, she doesn't handle unblockables well and actually doesn't have that much HP. Love Blaze might be useful. My own XH isn't happening. lol.
  15. Hey, yeah. Some guys make a FB account only for fighting game groups and that might be a good way to go if you want to get involved locally. We don't have much presence on forums these days, but I can try to keep you updated on HC or here (match finder) if you want. We should be getting back to doing regular sessions soon. Fayetteville has a few people I know of that play anime. However, yeah, the anime scene is mostly based around Raleigh. Also, like that database says, I'm purifyweirdsoul on PSN and generally available in the evenings.
  16. Because it is real. So...initially, I wanted to come here and give you guys tips on how I'd successfully found some ways to deal with her, but I haven't actually beat her...lol. Some useful information for everybody to try to work out a strategy, though: The bad news first: She cannot be knocked down. Initially, you might think, oh hey, I'll try Earth stomp super to stuff this full screen nonsense! Unfortunately, this move doesn't even hurt her, let alone knock her down. Your general Arcana gameplan, for this reason, will not be so effective due to this property of hers, coupled with the next thing: She has a four-second burst recharge. Yes, her burst recovers faster than EF. Unlike vanilla AH3, she does not lose maximum health after each continue. There will be some rounds where the AI basically decides that you will lose, i.e. Parace just does a string of supers that renders you immobile. I originally thought she could not block low or guard cancel, but she can. In fact, her GC allows her to teleport instantly behind you. She does not take chip damage. GCing against her is not so great. It can be against certain supers, such as her Earth super or the full screen level 3, but against others she will be able to punish you. Her mobility is insane. Trying to take a risk and tag her with a large, slow move or even attempting space control at neutral can be risky due to Parace being able to instantly teleport behind you, and since Arcana doesn't have corners, she can just as well pop behind you in the corner if she feels like it (and she will). She has near half-screen instant high/low that can end the round. Not only that, but when coupled with her teleports, she can decide to just roll up beside you and do the Water command throw. I could go on, but I think that about covers most of it lol D: The good (or less bad?) news!: She seems, as should be of little surprise, to be less of a threat if you stay in the air. In the air and on the ground, she does not have a move to cover the anti air angle above and in front of her. Of course, managing to safely approach at this angle is not easy. This is advisable over trying to fight her on the ground, as she can mix you up instantly if you stay there. If actually in a neutral or defensive situation, Parace will attempt to block charged Es. If you're a Fire player, you could use this to get some free damage. Unfortunately, it is difficult to force her into this situation. Using 214214E or Eclipse can help, and is fast enough to often interrupt what she might be trying. Continuing with that last note, she doesn't handle unblockables too well in general and actually has low HP. You may be able to take her out with a strong unblockable move. As with all AI opponents, she will often not respect lingering projectiles such as Sin balls. These can interrupt whatever she's doing and give you a combo and allow you to at least start a short offensive. Parace has several status effects that she can inflict upon you. One of them, however, can actually work to your advantage if you are aware of it. If she hits you with a super that looks something like a large, blue, fancy Metal sword that activates a red aura with Hokuto no Ken-style death timer. However, this super will also put you in a state where you have infinite armor, take no damage and do increased damage yourself for a set period of time. Power through her attacks and try to take her down, if you're in a position to! Perhaps most importantly, and this may be how we have to beat her: While she is using her healing level 3, the golden crystal cocoon, it is advisable that you set up something advantageous during this time such as a Blaze, Eclipse or Critical Heart. If you're Lieselotte, do this: https://www.youtube.com/watch?v=isNzZUmnDxc (also see Tigre's Metal Angie example below) And that's all I've got, I think. Good luck versus this...nice lady. I'm not sure if Fiona can really beat this character, short of sheer chance. I've managed maybe ten rounds out of...probably 80-ish tries, but yeah...it feels like trying to win the lottery.
  17. lol. I have a feeling it will come to a point where I have to decide if I want to win vs. try to be different, since...yeah. Earth is hilarious, but I don't really want to play that way. I'm already subbing Wind and getting some things down. My "thing" has always been Heaven's Fall super cancel into x Arcana super for oki/unblockable, but homing cancel into j.C/fast fall is really good. We'll just see. Pretty sure I'll have to end up using Wind if I want to win some matchups.
  18. I also see that you're in Fayetteville. Do you know about us? https://www.facebook.com/groups/333540903415790/ https://www.facebook.com/groups/300457959993546/
  19. Plant is all you've seen? I think Wind is the most prevalent overall, but 98% of my experience is actually from fighting against Tone Scharl. I did play beats once in tournament a while back, but yeah. I wouldn't say she's limited to one/two arcanas, especially not now.
  20. About that earlier question...unless you have an Arcana reversal, yeah, you have to block in that situation. Depending on what they're doing, you may be able to use guard cancels. Don't forget that you can Arcana Blast now to knock them away. This can be blocked and punished, but if you have EF available, sometimes it's not a bad idea. Being in EF helps Fiona a lot as far as mobility. I've fought a really good Scharl a lot in this game. Yeah, it's hard...arguably even harder than it used to be since your opportunities to try to meet her with j.B are even less than before. No chip from Water is nice, but in LM Scharl can open you up much easier with very fast high/low in those strings. Some arcanas to think about vs. her: Wind: Go-to arcana for Fiona anyway, push block gets her away and you can space some with whirlwinds but not the regular projectile as she can easily reflect these. Eclipse to get her to block as well. Flower: You can super during the strings to shift momentum. You may sometimes take a hit/trade, but will generally be in your favor to get out of the corner. No CHs. Fast burst recharge. Sin: Balls super can be helpful to control some space, though again she can flick these back if you're not careful. Regular ball even more susceptible. Sin has the meter gain on block to have an arguable advantage over some arcanas (Flower has zero). Earth: I have not tried this, but you can try your luck with guard points and pretty high meter gain on block. Stomp super could theoretically punish some of her options/her setting things up farther away. Anyway, yeah, the most immediate advice I would give is to try other arcanas. You won't find so much help from your normals.
  21. Interesting how this game is still kicking, somewhat. Mostly on LM now, but I'd be down to play in a tournament.
  22. GGs to dotshots. Was rated as a 1 connection, but didn't really feel that bad at all. I don't know if I'd be able to block some of that stuff regardless lol. I was certainly trying, but who knows if I was switching guard quickly enough or not. Could have sworn we used to have something higher than a 1, though.
  23. You're just canceling the startup of something into something else for some sort of benefit. The easiest/most obvious one I can think of at the moment would be Ken in SF4 doing fwd MK to throw. With that, you basically drum the throw buttons immediately after inputting the normal. In this case, I can't tell you what the timing or exact input would be (or even if there's any benefit), since I've only had it occur accidentally a couple of times. The opponent was not in Grand Divide range at the time, and it's hard to say if I gained the forward movement. This may very well have been possible in vanilla AH3 as well, no idea. At any rate, I wouldn't worry much about it for now, as I'm really thinking it's nothing important.
  24. Some more little things I've noticed: Standalone j.C combos into air C Karetov I've definitely kara'd the startup of Grand Divide into Excalibur B > C > super is now a thing since C recovers faster, this works at any range 2C > Excalibur, if you want to do that, gives you a much better knockdown now, opposed to vanilla AH3's "nice bad combo, now get punished guy" EF'ing air Karetov is weird, but doable, only seem to get it with the A version? Kinda tight 5B hits way further up than it used to, yay I'm doing j.C and Heaven's Fall a lot
  25. I wouldn't be surprised at all if Maori could effectively go in, this is Arcana after all.
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