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Everything posted by .ShotS
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https://www.youtube.com/watch?v=IykCb1Vgr0g#t=300 is an example. This shit is cheap but a few chars do have some way out of it(ex: frame 1 clash move) You can just go through the cat's eye vids and find the matches with VJ in them, very good to learn from imo. https://www.youtube.com/watch?v=IykCb1Vgr0g https://www.youtube.com/watch?v=w0L541dEK7w https://www.youtube.com/watch?v=HpHgaiTbwFQ https://www.youtube.com/watch?v=GHObh-Cley0 https://www.youtube.com/watch?v=SVlia9exNqo https://www.youtube.com/watch?v=w-rTIH01IVY https://www.youtube.com/watch?v=Y8SfsOOfEB0 https://www.youtube.com/watch?v=vqG0f3_Ct3o https://www.youtube.com/watch?v=XOi4RVDUUbo
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"2B > 5C > [4]6B > 214[X] > 6D > [4]6B > 214[X] > EFC dash (5A > ) 5B > 9jc.6B > j.E > j.C land 6B > 5C > 2C -> ender" This is the combo I'm talking about. 2B 2C is 100% fine and really stable.
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...So are any of you guys bothering to learn the Wind Fiona 4-ways? No? welp.
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Holy shit why am I seeing combos with 5C in them? Super unstable and loves to whiff. It was 5A instead of 5B but it should still work. Great corner carry. Then learn how to confirm your shit instead of just doing j.B/j.6B -> Edin blindly. j.6B got a good buff and it was already good before so it's perfectly fine to use. Especially in a few MUs.
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Saw a new route for Elsa on the Online Examu Cup stream: 2A 2B 2C 421X 6HC 5A j.A j.B j.236X land 22X sj.B j.4B [JC] j.A j.B j.4B j.E j.214X Pros: Higher damage than before by around ~500 off 2A starter. Around the same if not better corner carry Looks fucking cool Cons: I haven't been able to get it to work off a jump-in like j.B. j.B starter works but you take out the 1st j,4B. Does around 10.2k. j.C is completely out of the question. I have only gotten j.B starter to work on Kamui and Doro so I assume it works on thins/lolis but I have yet to get it to work on Heart. Normal hitboxes get hit too high off 22X to combo it seems. j.B starter does less damage than j.B 2ABC 421X 6HC 5B 6B air combo. EDIT: Got it to work on Heart fairly consistently: j.B 2ABC 421X 6HC 5A j.B delay j.236X land 22X sj.B [JC] j.A j.B j.4B j.E j.214X. ~10.2k. The above is the most stable j.B starter I could find. Works on everyone that I tested(Heart/Maori/Kamui/Scharl/Nazuna/Kira/Fiona/Liese/Doro/Cathy)
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Kamui has a clash game? That's news to me.
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Another thing: Please learn how to convert your low a2a normals into equip. Very important and there's examples of it in the video a few posts above. Getting ~10k and equip is too good to pass up.
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People mentioning "for EFC only" and not even mentioning Tyr. I don't even know what to think anymore.
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That's about as good as it gets for a dropkick hold combo but do note that at some ranges 2C(2) will drop on a few characters. I've been getting away from holding dropkicks lately so I just use the totsu combo instead. EDIT: The combo I use is: 5B/2B 2C(2) 3BC step 5B 2C(1) 236E 5D(~D) j.C 5B (5C) 2C(1) 4BC. Being able to get an extra bit of damage is always nice.
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First off, there's a lot of rushdown-type characters in LM. Lilica is not the only one and tbh she's not that good at it imo. As for execution, I would probably put Maori above Lilica in terms of difficulty with converting and confirming on top of overall combo execution. If you want Arcanas for Lilica and Maori, the most I see are: Lilica: Wind, Love, Thunder, Flower. Maori: Thunder, Time, Flower, Love, Water, Sin, Mirror, Earth, Tyr, Wind. (There's more, but these are just from what I can remember off the top of my head.) To get the basics, use Love for Lilica and Thunder/Flower/Love for Maori.
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Maori is not just a zoning character, it's just what she's strongest at. Her setups and mixups are fucking scary. You can look at ACT if you want to see a Maori who mixes zoning and rushdown along with super cheap setups.
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Just going to copy/paste my summery of Ange from the Character Introduction thread from HomingCancel.
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Strong Arcanas for Elsa imo are: Sin, Wind, Love, Flower, Water, Thunder, Fire, Mirror, Sacred, Tyr. These are just the ones that I can think of that give Elsa something others don't. She can basically pick any Arcana and run with it due to just how strong she is. I personally play Sin, Wind, Love, Thunder and sometimes Mirror. Sin and Wind are really cheap with this character.
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For all the 2C 6HC stuff, you should be able to put in 623B~A 6HC for extra damage(ha. konoha and damage). The meterless combo I put up is also kinda weird in/near the corner due to how corner pushback works in AH3.
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No 3f 5A/2A/j.A, no 2A chaining into itself for easy confirming. Issues with 5A/5B on crouchers so you have weaker pressure options vs some characters and the fact that any character with a good move that hits above them can body Clarice.(Heart/Saki j.A, Petra j.B, Weiss j.A/j.4B/j.C, etc.) Fast j.As also body her outside of j.B clashing and hitting them. Slashes can be clashed and...well..you just die when that happens. No good invuln reversal so her wakeup is basically what bill put up and there's some sort of answer to it all. On the plus side, you have that fucking stupid Seal detonation that auto-win clash battles while being +142399034903 on block and saps life or meter from them if you choose AND you can confirm into a full combo. Very good character, possibly top 3 behind Zenia and Elsa.
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No problem. Wind Elsa is extremely strong and helps her in a lot of ways. She also has really cool fast fall extensions that give her a lot of damage along with Wind's usual projectiles being great.
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2A 2B 5C 623C~A 5A 5B 6B air ender. Gotta do the C~A pretty fast so the 623C whiffs and the A followup comes out. This route is pretty good now imo and a good meterless option.
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Converting air hits can be kinda tough without Wind triple jump being a crutch or using j.B [JC] j.D j.B j.236E HC with Fire. Opening people up is easy for her imo. 2B j.D j.A is still pretty strong for her even if homing got nerfed, IAD mixups, poke/throw game is okay. She's strong on offense for having good mixups and being super plus on block with water detonation post-communio. Her pressure is fairly short for the most part. Mashing vs her is usually a bad idea if you don't have a decent 3f normal or invuln move.
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Her specialties are definitely her offense/oki. Her defense is decent mainly because her DP. Her neutral is fine imo. She can deal with basically every character in neutral with throwing bottles, using Arcana specials and anti-airing with 4C. Her air game is kinda average so she doesn't really carry you in that aspect. You gotta put in some work.
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I guess I'll try this. Elsa is fairly well rounded with extremely solid ground options and fairly average air normals. Her main weakness is lack of a good clash game and no godly air normals. Great oki off any hit due to communio(j.214X) being used as an ender for almost every combo. Great corner lockdown after a communio ender with water off communio, bottles(236X) and water detonation(22X with water out) along with solid damage overall. She has an invuln DP(623C) that's easy to convert off of on hit and pretty safe on block when HC'd but can easily be made to whiff and has fairly long startup. Has one of the best crossup normals in the game(j.C) and a super solid upper body invuln +1 anti-air(4C) that can be converted into a corner-to-corner carry on hit with communio/bottle ender. Her pressure strings usually involve using 2A, 2B, 5B, and 6B. All her B normals are jump cancelable. 6B is low invuln and throw invuln. She can IAD into j.C as a crossup, IAD j.E(whiff) 2A, or IAD j.4B(whiff) 2A mid-string but this can be risky vs a few characters. In the corner you can kind of just freestyle things as you can detonate the water left by communio/bottles at any point in a pressure string or right on their wake up to force them to block and then continue your pressure and mixup. This should cover the basics. I might have missed some little things but she's an extremely strong character and fairly easy to use and understand once you get used to her input overlap(421, 214, 623, 236, 22, 28...).
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2A 2C/5C is the most stable and like Setra said, 4C prorates combos extremely hard. You can do 2A 5B 2C/5C on standing and some crouching. From there you either prioritize Oki(236B 5D~8 j.B j.1C step 2A 2C/5C 4C -> Force Stand/Seal+Force Stand) or Damage(236CB 5D j.B j.C [JC] j.A j.B j.1C j.E j.236C) Then there's this for damage and oki: ~236B 5D~8 j.B j.1C step 2A 5C 236B EFC step [5C(1) 236B] x 2-3 into either step 4C -> force stand/seal+force stand or Arcana specific things like Wind AE 6[D] 236 4C -> force stand/seal+force stand For crouchers, you might have to do ~236B 5D~9 j.B instead. I haven't fooled around enough to see if 5D~9 j.B j.1C will work on crouchers but if it does, then you can just use that as your main confirm for oki.
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A povert stricken bird told me to link this here http://www29.atwiki.jp/arcanaheart3/pages/359.html Kira combos. http://horibuna.web.fc2.com/AH3LM/AH3LM_KI.html Kira match vids. http://db.homingcancel.com/?arcana1=---&arcana2=---&character1=Kira+Daidohji&character2=---&player1=&player2=#results Kira match vids from the Homing Cancel Database.
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Pick any Mei(except Fire) and do 236CAB EFC 6C 5B x N. She does damage in any Arcana. Hell, just hit them and they'll explode with almost any damn Arcana. Doesn't matter, just fucking hit them and watch your numbers.