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Everything posted by .ShotS
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Time for some combos. Basic bnbs: Midscreen: (2A/5A) 5B 5C [4]6A 5A (5B) 6C j.A j.B j.C [JC] j.B (j.C(1))j.E - Basic j.E Ender. The last j.C can be tough to connect on a few characters so if you're not confident, just use j.B j.E. (2A/5A) 5B 5C [4]6A 5A 5B (5C) 2C 4BC step 5C 5BC/6BC - 2C Ender with Glitter force stand into meaty glitter. (2A/5A) 5B 5C [4]6A 5A (5B) 6C j.A j.B j.C [JC] j.B j.C j.[4]6A [9]A/B 236AB/Arcana super. - Basic bnb with super ender. (2A/5A) 5B/2B 2C(2) 3BC step 5B 6C j.A j.B j.C [JC] j.B (j.C(1)) j.E - Non-totsu j.E ender. (2A/5A) 5B/2B 2C(2) 3BC step 5B 6C 5B (5C) 2C 4BC step 5C 5BC/6BC - Non-totsu 2C ender. Corner: (2A/5A) 5B 5C [4]6A 5A 5B 3BC 5B 3BC 5B (5C) 2C 4BC - Corner 2C ender with Glitter force stand. (2A/5A) 5B/2B 2C(2) 3BC step 5B 3BC 5B (5C) 2C 4BC - Non-totsu corner 2C ender with Glitter force stand. EFC combos: (2A/5A) 5B 5C [4]6A 5A 6C EFC step j.A j.B j.C(1) [JC] j.B j.C(1) j.E delay j.C(1) 5B (5C) 2C 4BC - EFC combo with 2C ender. Works everywhere and works on all characters. A few characters can be odd to combo but it does work on them(Akane, Kamui, Zenia, Elsa, Clarice, Scharl) (2A/5A) 5B 5C [4]6A 5A 6C EFC step j.B j.C(1) j.B [JC] j.B j.C(1) j.E j.C(1) land 5B (5C) 2C 4BC - Easier than the above combo. Also allows you to charge dropkick off the EFC input by holding the A button. This should help Ange players get started. I'll post more specific confirms and Arcana specific combos sometime later. Any combo with an air ender works in the corner as well. EDIT: Arcana Specific combos: Earth: Midscreen: ~[4]6A 5A 5B (5C) 2C 236E delay 5D~D j.C land 5B (5C) 2C 4BC - Standard Earth corner carry for A totsu routes. ~2C(2) 3BC 5B (5C) 2C 236E delay 5D~D j.C land 5B (5C) 2C 4BC - 2C glitter route. Allows you to charge dropkick the entire time and it's fairly easy. Both of the combos above work on every character as far as I know. These are your go-to bnbs to get Ange's corner mixups started. ~[4]6X [3]X EFC 5B 3BC 5B 3BC 5B 2C 236E delay 5D~D j.C land 5B (5C) 2C 4BC - Totsu starter. Only do this if you either confirmed a raw totsu or you don't have meter and need to wait for it to regenerate. ~[4]6X [3]X EFC step j.A j.B delay j.E delay j.B land 5B (5C) 2C 236E delay 5D~D j.C land 5B (5C) 2C 4BC - Doesn't work off a lot of hits and can take some time to get down. Has better carry than the other EFC combo. Corner: ~[4]6A 5A 5B 3BC 5B 2C 236E 5C 2C 4BC - Meterless corner combo. Ends with 2C KD so you can keep your corner pressure going. There are some ranges where 5C 2C might not connect, so be sure to get the spacing down. ~2C(2) 3BC 5B 3BC 5B 2C 236E 5C 2C 4BC - 2C glitter route. Lets you hold a dropkick but has the same problem as the totsu route in terms of spacing. Fire: Midscreen: ~[4]6A 5A (5B) 6C sj.A j.A j.C(1) j.236E 5D~3D j.C land 5B (5C) 2C 4BC - Totsu route corner carry. Can be a bit tricky to get the homing right at first. Just practice. ~2C(2) 3BC step 5B 6C sj.A j.A j.C(1) j.236E 5D~3D j.C land 5B (5C) 2C 4BC - 2C glitter route. Corner: ~[4]6A 5A 6C j.A j.C(1) j.236E 3HC j.C land 5B (5C) 2C 4BC - Corner combo into knockdown. ~2C(2) 3BC 5B 6C j.A j.C(1) j.236E 3HC j.C land 5B (5C) 2C 4BC - 2C glitter route. 2B 2C 3BC step 5A j.B delay j.C j.236E j.B land 5B (5C) 2C 4BC - Point-blank 2B starter. Can be tricky to get down but it's meterless off an empty homing 2B starter.
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This character is still cheap and they helped her out in 1.04 by giving her AUB Nee-sans which was nice as in 1.03 she wasn't as scary and HJG kinda wrecked her pressure. Nee-san guard crush setups are still in but seem to be harder to setup and I think blast can still get you out of it. Air whip being a mid also kind of wrecked her pressure game but it really shouldn't have been a high in the first place. New 2C is nice and makes for some pretty easy combos into a setup. IIRC 421C can be hit a lot easier than in AH3(if at all) and I think they added more recovery on her 421 series. Air Nee-san is also pretty nice for really high a2a confirms and lets Maori setup her oki off fairly high up hits. Still a good character imo. I never got to learn her but this is what I've seen from watching her a little bit and a few minutes in training mode.
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I've never had a problem with using 236C for the EFC combo and I prioritize the carry over the damage for equip/oki enders but that's personal preference.
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The j.C hitstun nerf is massive. Even CH j.C feels like it doesn't have the hitstun of AH3 non-CH j.C. j.A is still good even if the proration got nerfed, j.4B is still godlike, j.E is great and j.C's hitbox still seems good. They didn't touch her air DPs so you can still be a huge asshole with those so that's nice. I feel like Heart is the same character at her core but just worse really. Still fun to use.
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Most of Weiss' EFC combos end with 2C unless you're going for damage. So something like 2A 5B 5C 236C EFC Step 2A 5B sj.C j.B j.C j.E j.C j.E(whiff) land 4B 2C - oki/equip. Another easy one off 4B 623C route: 2A 5B 5C 4B 623C EFC step 5A 5A 5C sj.E j.C j.E j.C j.E(whiff) land 4B 2C. More advanced: 2A 5B 5C 4B 623C EFC Step delay 5B 2B 5C 4B 5B sj.C j.B j.C j.E j.C j.E(whiff) land 4B 2C. EDIT: These are mostly for Arcanas that don't alter hitstun.
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Very good clash game and a lot of ways to initiate clash. Her hitboxes are deceptively good and j.A/j.E are very solid a2a normals. 2B is AUB and can be easily converted into air DP ender -> Drawing super to start her mixup game. Her mixup is pretty much a 50/50 between an empty jump 5A(low)/j.B(high). j.B can convert into around 14k with the right combo. She's very different from other characters in terms of her movement, use of normals, and overall pressure/mixup game. EDIT: Correction, You use Wind and do air DP -> EFC Wind Arcana Eclipse to start her mixup game. Wind is also the Arcana you use for the 14k combo.
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Better get your j.B -> Perfect Edins down. All I gotta say.
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I guess I'll go over my personal opinion of which Arcanas I like to use for her match ups. Akane: Earth, Fire, Flower, Halo. Angelia: Halo, Sacred, Fenrir. Catherine: Flower, Sacred, Sin, Water, Fenrir, Wind (Anything that helps you in this MU. Fuck this character) Clarice: Earth, Fire, Halo, Mirror. Dorothy: Fire, Halo. Eko: Earth, Sacred. Elsa: Earth, Fire, Halo, Flower, Water. Fiona: Earth, Flower, Halo. Heart: Earth, Fire, Flower Kamui: Earth, Fenrir. Kira: Flower, Halo, Plant, Sin. Konoha: Flower, Love. Lieselotte: Earth, Flower. Lilica: Earth, Love, Water. Maori: Love, Flower, Halo. Mei-Fang: Earth, Flower, Sacred. Nazuna: Fenrir, Mirror, Flower, Love. Petra: Flower, Water, Metal, Fenrir. Saki: Earth, Mirror, Metal. Scharlachrot: Earth, Fenrir, Fire. Yoriko: Earth, Halo, Mirror. Weiss: Earth, Flower, Water, Mirror, Fire. Zenia: Earth, Water, Flower, Fire. Earth: Probably the best Arcana for Ange in AH3LM(imo). Allows for very easy corner-to-corner carries off nearly any hit, consistently good damage, and great pressure. Guard points on her 5E/2E can also be useful. Must learn Arcana as it's useful in nearly all of her Match ups and can very easily turn games around. Earth EF is also useful in some match ups to get in and start applying pressure. Fire: Another great Arcana for both damage and corner carry. Fireball is great for controlling space or getting in. Fire supers allow for more damage off basic confirms. The only downside is Fire EF not allowing easier consistent knockdowns. Can also be used against the entire cast if you wanted to. Flower: Just a solid Arcana. Cannot be Counter hit, fastest burst regeneration in the game, and multilayer is still good for Ange's corner mixup game. 236E is good for controlling space when you have time to throw it out. The main downside is having to learn her more difficult conversions to carry to the corner. Another all purpose Arcana for nearly every match up. Halo: Great projectiles, good lockdown, and the super jump is great for when you need to be above the opponent. Long EF time allows for more pressure after an EFC combo along with Arcana Blast being more rewarding with Mildred helping with buffed projectiles. Halo also has access to 623E on the ground which can also corner carry. Halo averages from great to good in almost all of Ange's match ups. The super jump can mess up a few confirms so take note of that. Love: Good projectiles, good stat modifiers, and good burst regeneration. Love balls are great for controlling space and getting in. Laser can be used as a full screen punish or to lock the opponent down to get in. Can be used in all match ups for the most part or to counter a few characters. Water: Counter pick Arcana. Extremely good lockdown and pressure with bubbles as well as messing up your opponents conversions when bubbles are following you. Water EF is great for stagger pressure and adds a lot of blockstun to every normal while putting out bubbles. It makes Ange's 5E which is already +3 even more plus on block. Sacred: Buffed from AH3. A very good Arcana overall now. Song(236236E) is very fast and has a big hitbox, which on Counter hit leads to very high damage. Spears(214E/214214E) are also great for controlling horizontal space and the Arcana Eclipse is basically free full screen chip/punish. Sin: Good projectiles and traps help Ange to move around or be on the defensive. Both are great in combination after a 2C knockdown. Sin EF passive also gives Ange more comeback possibilities the lower her life goes as well. Solid pick that can be used in most of her match ups if you want. Fenrir: Counter pick Arcana. Buffed from AH3. 236E/j.236E is great against projectiles or moves that clash. You can HC it to confirm it on hit or get in when they block. Against taller characters, you can fuzzy with j.B land j.B j.236E HC into a combo. 214E/j.214E is great for controlling vertical space and 623E/j.623E allows for air unblockable resets after very high screen conversions. Plant: Kind of nerfed from AH3 as vine is now negative. Allows Ange to setup unblockables off any corner 2C knockdown(2C 214E [4]6B 214214E -> homing j.B). Plant vine is still good in neutral at ranges where Ange usually can't punish at. Seeds are also good in neutral to camp on if you want to. Wind: Nerfed from AH3 but still gives Ange great tools in neutral. Triple jump and double air dash makes her mobility even better and helps her convert her air hits into more damage. Wind boom(236E) and Vortex(214E) help with controlling space and Wind's AE makes Ange's pressure after an EFC 2C kd combo even better. Fastfall(2D) is no longer free but Wind is overall a good Arcana and can be used in most of Ange's match ups if you want to use it. Mirror: Counter pick Arcana. Mirror(214E/j.214E) is great in neutral and after a knockdown. Mirror's 236236E/j.236236E is useful vs certain characters as they help to lock the opponent down(Nazuna, Weiss, Yoriko). Although the AE got nerfed from 1.03->1.04, it's still useful in some situations as it tracks from full screen. Metal: Counter pick Arcana. Shield helps vs reversals. AE just gives extra damage at the cost of a knockdown. Swords super can punish slow moves from full screen. Not really much to say aside from Shield + Dropkicks = Cheap. I guess this will cover some general things. This is all just my opinion of playing Ange and watching footage. Her combos haven't really changed from AH3 so there's not many new things to really learn but I'll compile a post full of combos later. Mostly for Earth and Fire.
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j.214AB gives old j.214X KD. 214C/D also KDs and has been an ender for a few Shabrys players. 5C has also been used since it can be canceled into Laser and it's a safejump. She gets combos off any hit and corner carries with a 5C slide KD. She looks like a much better character now.
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I just time it all. After his leg comes back I press 2D again and repeat. It's kind of weird at first but you'll get it eventually.
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If they're on the 1 side and then you do 2D and then they teleport, depending on timing, 2D catch will not autocorrect. That's fine because you're completely invuln on recovery and if the fireball is still around, you just do another one.
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[CP] Hakumen VS Kokonoe: Don't Help Me, Professor Kokonoe!
.ShotS replied to mAc Chaos's topic in Hakumen Matchups
They should just be doing the 236B 5C version on Haku anyways. He cannot get out of that one afaik. -
They work for me. The window is pretty small though.
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[CP] Hakumen VS Kokonoe: Don't Help Me, Professor Kokonoe!
.ShotS replied to mAc Chaos's topic in Hakumen Matchups
I have the "every air hitbox is nothing but red" version. You know, BBCP Hakumen. If you're trying to j.C her when she's on the ground, you're just fucking up. There's also the easiest solution: Space better. -
[CP] Hakumen VS Kokonoe: Don't Help Me, Professor Kokonoe!
.ShotS replied to mAc Chaos's topic in Hakumen Matchups
I've killed Kokonoe players for trying to j.B me. j.C is a literal wall of red and on CH near corner is a free 4k minimum. -
[CP] Hakumen VS Kokonoe: Don't Help Me, Professor Kokonoe!
.ShotS replied to mAc Chaos's topic in Hakumen Matchups
A few options actually. 1. Stop standing like a brick and be within punishment range of her even thinking about doing fireball 2. Get free stars off it. She will most likely get snatched out of teleport recovery from 2D/5D/j.D. She has to use quite a lot of gravity just to make it so it's annoying to cut. Definitely not good for her since she really need it in this match up to control any of the pace. I've never had it happen with any other projectile yet but I also haven't tested that much against other characters' projectiles. I just know Kagura's dies for free and instantly disappears when it's slashed. EDIT: Forgot to mention. 5D/2Ding any fireball with a grounded or body level gravity well and then continuously doing 2D nets you 7 stars. -
[CP] Hakumen VS Kokonoe: Don't Help Me, Professor Kokonoe!
.ShotS replied to mAc Chaos's topic in Hakumen Matchups
Annoying match up, but in our favor. I feel that Hakumen can play this match up in a passive-aggressive or very aggressive so long as you remember her options. Being full on passive is extremely difficult in this match up but it is possible. Neutral against her is whatever for the most part as most of her stuff just doesn't really cut it against Haku's offense. Her trying to establish neutral either gives us stars or a void and her teleport doesn't really matter so long as you're not over committing with something like 5C. Fireball is an annoyance to cut since it doesn't fully go away(might be a glitch?) but so long as it's there, she cannot go in on you and run her mixup game. Agito really messes with her 6A. It's a nightmare for her on the ground. Once you actually condition them to respect Agito, she just crumbles to Haku's pressure. Haku j.B, j.C and j.2C flat out beat a lot of her air pokes. Her j.2C is a little annoying but can be dealt with. Wake up super ball is annoying but baiting it has very good payoffs for Haku. Examples being OD Throw Yukikaze or OD 6C step Hotaru which goes right through the fireball and into our best starter for damage. Takes OD but the reward is extremely high for calling it out. Looking on the bbs and seeing Kokonoe players hating this match up and after playing it for a little bit with multiple people, I can see why. Haku just doesn't care about what she wants to do in neutral. imo 5.5-4.5. Don't get hit into unblock, play solid neutral and kill her for her mistakes. Pretty standard. -
[CP] Hakumen VS Azrael: Taking Old Yeller Out Back
.ShotS replied to mAc Chaos's topic in Hakumen Matchups
I do, but not enough to list. Feels like at least 5.5-4.5 Hakumen favor though. -
[CP] Hakumen VS Azrael: Taking Old Yeller Out Back
.ShotS replied to mAc Chaos's topic in Hakumen Matchups
Not when you have 2 weakpoints though. For that, you just kishuu under it. -
Terry is the name he put on the card. Not sure if that's what he goes by or just uses on the card though.
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Off of FC you get things like j.2C 2C j.2A j.2C 2C j.2A j.2C 5A 5B j.B j.2A j.2C Agito with the extra untech. If you want to really make it hurt, you can also go into j.2C 5C routes. Example 5/2D Enma FC j.2C 5C Zan(1) Kishuu 2C Hotaru [AD] j.C 6C 5C Gurren 5C 3C 6014 - 5.5 Stars needed to start - Midscreen
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[P4AU] Shadow Labrys - Loketest Changes/Discussion
.ShotS replied to Adelheid's topic in Shadow Labrys
The way I look at it, she got straight buffed as a character. Titan gets nerfed and she gets more in return which is fine. The guillotine bouncing means nothing since she can still easily set up oki off of other means so long as it stays intact. It's just up to if this all sticks(most likely won't) and if a few other characters are still retarded. I could see them do another loctest and then a network test before the game is out so expect a lot of this to change imo. -
San Diego's thread of meetups every Friday Night at SD Saltmines
.ShotS replied to shtkn's topic in West Coast
Nah. It's fine. Let them find out. -
San Diego's thread of meetups every Friday Night at SD Saltmines
.ShotS replied to shtkn's topic in West Coast
Hi. I play AH3. I'll be at Bell's if you want to level up. I'll also bring magnificent games like Phantom Breaker. -
Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
.ShotS replied to furix's topic in Misc Fighter Central
It's probably something like holding the button or not. Hope she can do DOUBLE SUN POWERRRRRRRRRRRRRRRRRRRRRR