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Greats

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Everything posted by Greats

  1. Voted for Arcana and Melty :> Unfortunately I an unable to bring a setup since I am flying.
  2. Greats

    [LM] Eko

    i think it's obvious just from looking that eko is not a well rounder. her defense is better now with a decent DP, but still sub-par compared to a well rounder due to her big size, slow normals, and lack of an anti air that covers the area above and in front of her. eko is a very aggressive character who excels at pressuring and mixing up, that aggression also carries over into how she plays neutral because she abuses her active frames constantly (though a good player will know when to dial it back to bait things and not get hit of course). she needs to spend a lot of meter to continue pressure, but she is rewarded decently for it. Neutral used to be the worst in the game, but with a buffed DP and normals she's looking solid in that aspect disagree with many points dots made. eko is good at initiating clash, but due to slow normals, a clashable dp, and clearly reactable supers, her options out of clash are sub-par, especially in the air where the reversals do not exist i don't find DP to give nearly enough knockdown time to do a drawing super, you'll just get hit if they tech upon hitting the ground. drawing super is good after an OTG hit canceled into 4/5/6 B (which is now special / super cancelable) though 5A is a slow low but good enough, esp b/c it has a bit of pre-clash. but the 50/50 that you probably want to do more is left or right j.E, it's much safer and imo, more ambiguous yes wind is a good arcana for her, but you'll want to learn at least one more aggressive zoning arcana (i.e. love) to counter characters like clarice, especially and specifically clarice, who is looking like her worst matchup atm with those new slashes and eko's size
  3. mei is massively buffed since the last game, she consistently does over 10k when using meter the big change here is that her specials basically all cancel into each other now, so if you liked the link styled mei fang in ah3 who was weak, you'll like this version that is strong even more base combos are simple: using > to indicate a link, xx to indicate a special cancel, and ~ to indicate a rekka chain 2A > 2B (or other starter) 236C ~ 236C xx 421x xx 236B ~ 236C xx 421x xx 236B ~ 236C xx 623C NHC~D~B E(2) dj NH j.(A) B E(1-2) 214AB *While the DJ instant NH is optional, it does add extra hits. However, it will not work if you overshoot with your first boost, they must be above you for the NH to take you up to continue the combo. *When doing the easy version that just uses a regular DJ, I found small characters hard to get a full j.B E(2), and often did just j.B E (1) 214AB for stability -Very important to the above combo, EF version is EFCing at the last 236C and doing a 2[E], j.NH into full air combo (haven't learned yet) in EF, you can just hold forward and mash C for a combo, end with a 6C 2C into an OTG hit for a forced tech the meterless ground combo is different now. it's (B or C normal) into 236C ~ 236C > 5A j9.A E(2) dj.etc or more old fashioned: 2C 236A ~ 236C > 5A j9.etc these meterless combos should work for around 2-3 hit starters depending on the level of attack on higher proration meterless combos, you're probably best off using her special cancels after a loop i.e.: 2A > 5B > 5C 236C ~ 236C xx 421x xx 236B ~ 236A xx 623A xx j.1236A for example (untested on the last hit, but you should get the idea from this) good character, i'm happy with her. the new and more challenging combos add depth to an otherwise simple (if not hard to play, due to links being bad for pressure in this game) character
  4. from the last game: -spirit meter regens faster while fusumi is in standby, but slower in normal stance -spirit meter has a longer cooldown period before it begins to regenerate again -2C no longer causes an uplfloat, and breaks about 80% of her kaihou nubatama (summoning super) setups, though certain character specific and corner setups still exist -kaihou B (bunnies) down 1 summon -j.E has a weird bounce back, you need to be careful when wiffing it, but on higher combos it will let you move in the air before landing easier -neutral throw blows them way back now, gives you full screen carry -214x spirit arrows comparable speed to 421x now -j.C hitbox is bigger near the top, allowing for ah2 style rejumps with a falling j.C into 2A or 5A, much more practical than before -untech time increase on 2B, j.B and j.6B (at least) -range on both air and ground versions of 623A decreased, they no longer cause wallslam on juggled opponents either, which is quite useful -i haven't tested it but i think 2E hitbox was made a bit better -bunnies has drastically decreased untech time if you have questions you should contact me on twitter @kageshibari, or notify me of posts this way at first sight even if you aren't a time player i think that nazuna is clearly signifcantly nerfed as a character, the new spirit meter is a lot more limiting even if you aren't using her 2C setups however, i think she's still good and worth playing so far, increased comboability do help a lot at this time, i still think that time is the best pick. i stlil find the slightly weaker (and cheaper) setups and general synergy very useful, however i haven't gone out of my way to explore too many new arcanas yet either
  5. from the last game: -damage up -old combos still work -2BC to fold cards on the field -can do 6B from B normals now pretty straightforward so far
  6. didn't quite catch it live, but thanks for the link
  7. alicephia is a lot better now than she used to be, she got some new special flips in the air. Up flip gives her meterless combos, down flip is a combo ender... not that you'll need it for anything, sine last time i checked her j.O causes a hard knockdown now
  8. [21:44] <@Tigre> everyone in japan has a pocket chizuru [21:45] <@Greats> i do too [21:45] <@Greats> and i dont' even playu AP
  9. nice, i have been busy lately but once i get my pc set back up and everything i'll def have to check this out
  10. might pop in, depends on my headache and our connection if anyone is serious about playing this game though i do seriously recommend chatting in the #examu channel from time to time, normally posts on homingcancel.com get views as well
  11. lies, i'm not local
  12. some notes on the timing for getting full double rejump: *delay between 2B and 2C is almost required, makes it a lot easier *on first rejump you want to hit the falling j.C as late as possible really *you can just hold up forward then tap A shortly after jumping for getting j.A ASAP it is not that hard if you learn all of the delays properly
  13. "optimal" corner double rejump for celia 2 to my knowledge is this: ...groundbounce > (66) 2B delay 2C sj9.B C D > land j8.A(2) B C > land > j9.A(1) C > dj9.B C D 623PP also if you have the 2 meter to blow on tomahawk supercancel into boob rockets, the unprorated damage is fine, but keep in mind it only unprorates the super itself, so if you can find a way to do it, doing a normal canceled into that super is going to net you more effecient damage you can get a bit over 50% damage for no meter from that confirm using 2C CH sj9.C D > land cl.C 6A hcb,f+K > 214C > dash 2B into the combo above, or for 50% meter by using 214PP if you are not using the command grab
  14. a couple of short videos for cthylla / hikaru i have done fairly recently http://youtu.be/LCT6hTmLMKQ http://youtu.be/RTFuG5JDnP8
  15. you should watch VJ play fiona if you think she is a bad character
  16. thanks for the input, i wasn't aware that normals were bufferable like that and that did the trick
  17. the neutral game is probably my favorite part about chaos code, just moving around and poking is a lot of fun with any character celia 2 teleport is pretty busted (as a reversal), idk how to punish that thing but i also haven't training moded it yet either, kagari/vein's tele's i don't have a problem dealing with since they are more offensive and you can just block or mash out or whatever been trying to figure out how to do good hikaru combos, can't get this down: http://www.youtube.com/watch?v=Rx9W4e1gBo0#t=1h24m3s for me it usually drops at 2C 236PP, the 2C does not even link for me most of the time, and i can't tell if it's character specific or not i found an alternative that is ...2C 6B 623C 236A > 6B sj9.delay 3B > 2A 2C 6B small delay (avoids input overlap) 236PP > 2A etc (not really sure how to continue from here) but that is also not very reliable for me, trying to see if anyone has been able to do the combo in the vid consistently or a combo that is close/equivalent they can do consistently
  18. ok, i'll bite
  19. nice video, i think that would be useful for someone who hasn't played lunathia before couple things though, i don't think you mentioned that her airdash cancels change stance and how useful her 4S is for hitting people outside of her regular stance range cuz of where it comes out also i would not ever do an abbreviated combo into 2H, it doesn't offer much initiative that ending with coffin or hells rain doesn't already while doing more damage guys who are gonna be going to NEC should PM me your cell #, we should get together and play at some point :3
  20. i'm looking into a lot of the changes myself and the main change to Duna that i see is that hcb+S no longer links into 5P in the corner, however 2P still links so it doesn't break anything otherwise all of her "old" stuff still works as far as i can tell, though I think her f.S and 2S may have been slowed down marginally just by feel fullscreen j.236P still combos into O and ground 236P ground 236P still links into 236236P both in the air and on the ground shorter air combos into j.H 214K land 623S BRK hcb+S still work optimal BRK confirm is still ...2H 214H (delayed BRK) 214K set O > j.S activate O > land 66 5H slow tk 236P > 66 2S 5H tk 236P > 66 5H > 214H/hcb+S optimal meterless corner combo is still ...5H hcb+S > 2P 5H 623K j.H j.214K > land 5H tk 236P > land 66 2S 5H tk 236P > 66 5H > 214H/hcb+S for cielo the midscreen combo doesn't work so currently i'm using the more stable and much easier combo: ...2H 214H (delayed or regular BRK) 66 5H 623K j.H j.214K > land 66 5H tk 236P > land 66 2S 5H tk 236P > 66 5H 214H/hcb+S that should give you plenty of stuff to practice if ur interested in doing so
  21. me and legendaryblueshirt will probably be at NEC again updated the OP and front page of the wiki also mirrored several of the new nico ww vids to my youtube account http://www.youtube.com/user/grr8ts/videos?view=0
  22. @luna those guys are from michigan so that doesn't suprise me
  23. what Ama said, you can see more details on the official website. http://www.powerupfighters.com/tournament/eventdetails/ @ama I'll see it depends on how many people are going, I also have an offer to stay in the staff room if I need to, but I don't imagine that they'll want a whole bunch of people in there. If a bunch of anime fightan ppl are going that'd be awesome and I'd gladly split for a room.
  24. Is there anyone who is interested to going to Powerup 2012 in April? There's about a week left for low price reservations so I'd like to find someone to carpool with so that I can make reservations.
  25. If this game ever gets an English release or a translation, I'm all over it.
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