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Everything posted by Yoshara
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It looks like you can still follow up 214A~C~C(no mashing) when you OTG/land it on an airborn opponent, in the corner.
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The chains being harder to AA will most likely be up to what AA is used, seeing as being able to get a head invulnerable AA out (like Ragna or Makoto's 6A) earlier might make it easier to AA chains, seeing as they would just ignore the hit box moving at them. Also, I perfer him having practical 6K instead of "I have a hundred meter, and I just hitconfirmed. gg's".
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I can't lie. Seeing the new Tager combo's got me pretty hype.
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That is the same match as in the video I posted.
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Time to transcribe another combo from a vid: From http://www.youtube.com/watch?v=zoQq6JS3WnQ "2A > 5B > 5CC > 5D lvl 3 > 2D lvl 3 > 66 2C > 236A~D lvl 3 > 66 5CC > JC > j.B > j.D lvl 3 > 66 5CC > JC > j.B > JC > j.B > 623C~D lvl 3" DMG = 3405 Meter Built = 47 EDIT 2: After the j.D lvl 3, instead of 66 5CC, I think you might be able to fit in 214A~C~B > 5B, but I don't know how much that would affect the damage/proration. EDIT: More from the same video: "j.CC > 5B > 5CC > Particle Flare lvl 2 ~ D lvl 3 > 66/44? > 2D lvl 3 > j.D lvl 3" DMG = 3379 "2A > 5B > 5CC > 5D lvl 3 > 66 2B > 5B > JC > j.B > JC > j.D lvl 3 > 66 5CC > JC > j.B > JC > j.B > 623C~D lvl 3" DMG = 2601 Also, even though it was bursted before it could connect, it looks like 5C CH > 2C could still work.
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The reason I think it is spacing based is from looking at how Relius gets effected by the Comet Cannon in the combo I listed, where he gets stuck by a massive amount of hitstop, allowing Makoto to dash 6A, and the one done in round two where the hitstop on him pretty much ends when the shot is fired. EDIT: On further inspection, it was spacing/timing based. In the first round, Relius gets hit by both hits from the Comet Cannon's shot, but in the second round he is a bit to high and as a result the second hit (which would give Makoto the time to follow up) misses.
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After watching some footage of CSEX Makoto (the last match in - http://www.youtube.com/watch?v=fwuHP9OL7PY), one of the things that stood out the most to me was how much faster her corner combos are. Also the combo she did at towards the end of the first round looks to be "5B > 5CC > 5D lvl 3 > 2D lvl 3 > 662C > 236A~D lvl 3 > 66A > JC > j.B > JC > j.D lvl 3 > 6C >623C~D lvl 3". Due to the lower quality of the video, I can't peg the damage exactly, but it looks to be around 3.8k to maybe 4k. Also the 236A~D lvl 3 > 66A looks to have very tight timing/is very spacing dependant, due to how many times it was dropped in the second round.
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I came for the trolling, and stayed for the stunedge.
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Actually people were already saying that Makoto was easily second or first, depending on Arakune, and that she was unlikely to drop from that position due to how solid she was.
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In terms of damage, it is already known that she can still pull 4.4k off of 2A in the corner with 50 heat, plus she was kinda dumb in CS2 in some places (a corner character with really good midscreen, and some combos that pretty much carried full screen to corner) so I really don't mind the nerfs. Also she is said to be pretty much a new character by comparison to CS1/2, and as a result sounds more interesting to play, instead of her pretty straightforward and simple playstyle in the previous iterations, so people are happy about that as well.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Yoshara replied to Hecatom's topic in Under Night In Birth
Looking at him, I think I am gonna use Hyde, simply 'cause he reminds me of Takuto from Star Driver. -
Blanka just looks so eager...
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...Well at the very least we get the Shinkiro art on one side of the insert...
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Quick correction to this. The motion is 22+MP+MK. Also you need less than 25% health to activate it, and the buff it gives is infinite meter. From the official site: http://www.capcom.co.jp/sfxtk_en/system.html EDIT: Also the gem system sounds like it might be some sort of system for customizing characters (keep in mind that is just based off of the quote "My Ryu is different from your Ryu!?").
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Really, the major problem with the team you listed is just that every character accomplishes the same goal, and as a result you are missing out on characters that would benefit them. It's like getting three flavors of ice cream, but you pick three variants of chocolate. What I would suggest would be to make three teams for each character and then use the team with all of them as kind of a messing around team. EDIT: The only reason why I am saying this is because everyone gets frustrated when they lose, and I want to help you minimize that, so you can have more fun playing.
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I don't know if it was posted here or not, but it looks like you can't troll with Pandora due to the character/player who activates it is the one who is sacrificed. Also, judging by Ken crouching twice before activating Pandora we can guess that means it's a double quarter circle motion.
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Fun thing about Toro and Kuro is that they apparently won a fan poll in Japan for the characters sony fans wanted to see.
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Apparently Pandora mode is very high risk due to it killing not only one teammate for activating it, but it will also kill the character who is affected by it if they don't win by the time it runs out.
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Pandora might be interesting depending on the risk reward factor of it, because if the buff is dependent on how much health the character had when they are sacrificed (ie; High health = long/good buff, and next to no health = almost non existant buff) then it might actually have some strategic use due to needing to sacrifice half of your team/health for it to be worth it, but if it does the same buff no matter what then that just means that you activate it every time a character is right next to death just so you can have a buff effectively making it a brain dead mechanic. tl;dr: We don't know enough to say if it adds or removes depth from the game yet.
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I just figured out what went wrong with Capcoms Heihachi model. They never realized that they were not making Dr.Wily.