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Everything posted by .ShotS
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http://dengekionline.com/elem/000/000/943/943772/ New Version of AH3LM announced: "Arcana Heart 3: LOVE MAX SIX STARS!!!!!!" (yes, really.) Official Website: http://www.examu.co.jp/arcanaheart3lm_sss/ New Character added: Minori Amanohara New Arcana added: Ichor (Blood Arcana) Rebalance happening. Arcade only, sometime in Winter. EDIT: Seems like she's a Valkyrie like Weiss and Scharl.
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I think it's still Super Cancelable. I remember seeing someone put down CH 4C, 4C Shippu. Can't remember the damage but it was pretty low. EDIT: Double checked and it seems that it's still in.
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EDIT: Forgot to add that it's only week 1. 1-2 Months from now, everything should be pretty different as things get more fleshed out. People are only going to look at the nerfs instead of what goes on overall in the game. 2.0 Hakumen is still going to be really good and scary as fuck in the corner along with any air hit going into massive damage. Enma change is fine for me so long as it's better than -5 on block. Counters being used for...well...counters is fine for me even though I loved FC Enma -> 6K. New j.2A looks promising, 4C is kind of nuts right now, Zan 120 prorate is...yeah. GCOD -> ~6k happening also made me laugh pretty hard. New Enma combos seem very good. Better proration on Hotaru is actually pretty nice since he'll mostly be carrying people to the corner any way he can. Special cancel off counters doesn't seem useful(yet) but we'll see down the road. Still a really good character but no one will want to admit it because: nerfsnerfsnerfs.
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Dark, Wind, Water, Time, and Love is what I usually see a lot of. Also seen Fire a few times. I personally think Dark, Wind and Water are better than Time for her so look into those.
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That's been there since CP1.0. Not really anything new.
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Angelia and Elsa Overview. I did miss Elsa's Airthrow and XH. The XH isn't that important but the Air Throw was.
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Looking around and I'm seeing someone say: Enma j.B j.2A 5C 2B Gurren j.B j.2A 5C 3C. 2B: 2500 Raw Enma: 2800 5C:~3000. I actually want to see someone do this because it sounds really weird but the corner carry possibility is pretty good.
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CH 3C 2B Gurren IAD j.B j,2A 5C 5C Zan 6A 6B ~4200 midscreen. Seems like the j.2A change is going to make for some interesting options off a few things.
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Recovery is still there but it looks a lot less than before. It's in the 2 youtube links in a previous post above.
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If what I think is true, you seriously cannot get CH by any air normal when Haku has 4.5+ stars. Any CH into Hotaru -> j.C wall stick route is going to do at least 5k. I look forward to seeing how disgusting his corner damage becomes off things like this since Zan(1) Kishuu 6{C} is just massive damage. EDIT: just saw j.D recovery...it doesn't fucking exist.
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I think at the end of the day, Renka IAD or Enma combos will be the way to go. The way they decided to change him already sounds like he's more of a "kill you in the corner" character. It's going to be a little difficult getting your stars and keeping them for a kill but he still seems quite strong atm. His damage alone is making people scared.
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The thunder one doesn't matter at all...
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j.623X->j.214X is a terrible ender when you want to pressure after it now. j.214AB got nerfed so you can't EFC(and super cancel iirc) which means you don't get shit off it.
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I forgot to post here because I'm on the DB. Whatever. PSN: dotShotS Region: SoCal Times: Varies. I have both the JP and US copy so there should be no issues in that regard. I'm not on all that much anymore but if you need matches just ask me and I'll play.
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Block -> Pushblock at the right time. HJG. If their pressure doesn't look solid you can try and get a 236236E since it's got 6f startup it can work vs bad pressure. There's options but they're not great.
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Anytime I play a Fiona who is any decent, they usually use rising j.A as their main way to deal with homing approaches. 2B is still okay for low homing approaches and 5B for general stuff. 421 series for super yolo stuff. Blast is a super risky option that I really wouldn't consider too much against a good player. Their approach will most likely be safe against the blast and now you get hit AND you can't burst until you're out of EF.
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This character is funnier now. Traded some midscreen oki, titan being extremely stupid, and a few other things but gained damage and better bull utility. Any hit can potentially be 4k+ from her now with a bit of meter. Which shouldn't be a problem since her meter gain is still great. Corner oki is also really good and almost always leads to around 3k+ back into the same setup. An example of her damage is the 7.5k corner combo off 5A in vid I saw yesterday: 5AA 5B 2B j.2B j.BB(5C) j.214B *5C hits* 214214C(5C) 2A+B B+D 214214 *5C hits* *Fire* 214214]B[ 2[8]D *2[8]D hits* A+C 214214 214214]B[ - 7574, 150% no OMB. The A+C is so you can roll into the corner and hit them when the bull stops headbutting the fuck out of them for a good 4-5 seconds. It's a shame Japan and most of America don't care about this character. Oh well.
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Updated the combo post a little bit. There's a lot of situational air-to-airs so that might just be put into a different post.
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Been using a lot of Dark lately since the Online Examu Cup stream. Being able to just go into the same 50/50 over and over and get ~9.5k is great. Especially when it refreshes EF and your meter along with being a straight up hard KD. On top of that, just using 236E/236236E after a 2C from communio in addition to water detonation seems pretty good so far. Main combo to use to start: ~2C 421X EFC step 5A j.A j.B j.E j.A j.B [JC] j.A j.B j.4B j.C or j.E j.214A land 5[E] 623[E] 214AB 623]E[ *623E hits* 623[E] -> mixup. Basic one is just jump forward and release 623[E]. Depending on when you release it, they have to block left or right. You can just go into training mode and mess with things. If the 2nd 623E keeps coming out, you need to delay doing it a little bit. ~623E hits land j.A j.B j.236X land 22X sj.B [JC] j.A j.B j.4B j.C or j.E j.214A 5[E] 623[E] 214AB 623]E[ *623E hits* 623[E] If they get hit by the 623E, this is the main combo to go back into the setup. Your meter should be back so you can do the 214AB in time even if it's from round start. Nets you around 10.9k. Example video(does not have the 214AB combo after 623E mixup): https://www.youtube.com/watch?v=Mg2ipXUfGrs
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It did in AH2. I have no clue why they removed it in AH3.
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Mostly patience when it comes to a Cathy that loves to keep people out with missiles and if they're decent at it. There's also cannonballs and if they're playing wind, boomerang and vortex. It's pretty annoying to get in but you really just have to pick your spots for the most part. Once Weiss is in, it's pretty free for her though. If you're using Love you can just laser them out of a lot of it.
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1. My character is good. Chests get kicked in. Nazuna being shit is nice too. 2. Clarice got buffed. Fuck this char. 3. I get to do whatever I want. Having to change my gameplan of using 6 while homing was hard to do for 5 mins. 4. Why is Clarice basically the same character. EDIT: Forgot to add my actual favorite change.
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Also note that Mei's 2E has clash somewhere in the middle of it as well so you can go 2[E] *clash* 2]E[ *clash* -> active and it will CH a lot of things if they don't know about how it works. Really annoying move unless you're 100% ready to 4D it or jump cancel. I sub her a bit and do this quite a lot unless the other player knows about it. It's not too terrible to test the waters with imo. Outside of that Mei's 5A is okay vs a jump-in post-2[E]/5[E] as it's fast.
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Pick Metal Ange, charge when she goes into the cocoon and get 3 bars -> Drop meteors. OHKOing her in r2 was great.