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Everything posted by Andarel
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No, they don't. There was a Litchi camping the cabs for a bit that wasn't a beginner. ggs to a bunch of people, slowly leveling up my Kokone
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ggs to everyone (Nio, Biscuits, Shiro, some other people), think Biscuits' internet exploded though
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The main thing you need to know for poking is that all of her moves are negative on block except for 2C. That wouldn't be such a problem except that many of her moves are also dedicated towards closing the gap between you and your opponent. Anyhow, 2b and 3c are the least negative (-1) and are great for fishing, but are really awful on whiff - to put it in perspective, both 2b and 2c are 34 frames from start to finish. 3c is an even worse 41. So throw them out only if you're sure they will be blocked, since otherwise you are eating damage. Of course, canceling into graviton or 236d changes things somewhat but still. jb is very good, solid range and comes out pretty quick. Nice reward on hit if you can land a jc afterwards due to j6d j236d pickup. Kokonoe is very strange. She's good at telling the opponent where not to be, unlike most of the cast which can reactively force the opponent out of an area (Nu, Hakumen, Amane) by pointing a large move in that direction once they start moving. Koko can't really do that - her moves are slow on whiff and for the most part only control the space directly in front of her unless you have a special out. What that means, though, is that once you get a special out you need to get in or force them to stay near gravity since she's a very setup-oriented character. Your neutral isn't that amazing, but you're good at screwing up other people's neutral. I've been having trouble with Tao and Litchi - fireball stuffs a lot of Tao's normal neutral game, but she can really go ham and get close up where you run the risk of whiffing 5c or jb since when she's close you can't fireball. It's possible to play around all of these, since she has a ton of versatility and raw damage means your setups really hurt. But without space / time to set up she really needs to work hard (luckily you always have 236d to force space if they're in the air too much).
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Y'know, of all the people I played today didn't see one (other) Kokonoe. Thought there'd be more.
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Any match videos floating around? I remember seeing Tsujikawa streaming earlier but kept getting kicked off. I'm especially interested in seeing how people play the neutral game with her.
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ggs to people in the arcade room. Saw a bunch of Jin, Relius, and Tao today...
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Probably timing - they need to be overlapping the upper edge of the graviton after they bounce from j5C. If you do j236C too early they'll go flying.
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ggs to whoever I played today. Haven't played in a while, so really out of it again
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The problem is that Azrael isn't getting launched, right? Try holding 6A.
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Does anyone else find the voice clip on 6A hilarious? I'm not even sure why. She's really fun, though. What exactly is the point of her 632146D super? It's got weird range for a reversal (it seems reasonably invulnerable though), need to mess around with it as a combo extender.
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There are English character voices but not for cutscenes / story mode conversations / etc. There are no subtitles.
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Copy should be in this afternoon. Time to test stuff out when I get off work!
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Any idea what the gallery unlocks are? I figure art, some alternate colors, ...?
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Not getting a new thread for console like all the other subforums? Anyhow, my copy should be in tomorrow *_* Shipping takes a bit, Play-asia sent it out last night.
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Just as planned.
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I don't have the game until tomorrow afternoon, but some general advice for linking that holds true for most games. When you're trying to link two moves, particularly normals against grounded enemies, there's one simple rule: Set the CPU to block. If the move doesn't come out, you pressed the button too early. If the move comes out but the CPU blocked it, you pressed too late. Hold up during the recovery of the move you're trying to link out of and you should automatically jump. The timing on that jump is generally just after you should be pressing the next move (~7f, factoring in reaction time and jump startup).
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http://www.youtube.com/watch?v=HngOveCbPk8 has some really good Nu play, check the timestamps. (It's the Kohatsu video that STenSatsu mentioned in general discussion) vs Ragna, Bang, Bullet
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What happened at 9:22 of the second video? Tech-airdash-airturn-airthrow?
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5A is -7...ouch.
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As long as her axe is glowing (BGYR), your moves deal a little bit of blue damage. The closer to red you are, the more blue damage you deal, upping your combo damage significantly. At yellow/red you get extra untech time, but you don't lose untech time in grey or blue as far as I've noticed. Her mixup is pretty unimpressive in terms of actually opening people up (slow overhead or OMC into low for ehhh combo outside of Red, crossup j.B) but she can get serious frame advantage off of 5C, 22A/B, or 5D (but that one's got some issues). Ideally, you either catch a jump-out with 5A for a nice combo with a couple of B+D and 2C in there or get good anti-airs - her normals are big enough that she can play footsies with a lot of characters. On the other hand, against people with superior normals like Mitsuru you've got some major issues. Like Aigis, she can easily confirm into a knockdown and go low/overhead from there with a lockdown move, but she trades the extra lockdown for mixup options - as long as she's attacking she builds axe meter, and at high enough level she builds pretty good chip. The main thing is that she's got decent positioning off any hit; 5AA, 5AA with meter into 214A, 2A into sweep, AA 2B into j214B. And you can cash in yellow or red axe for a lot of damage on Beast. Thing about blue damage is important because when you land a random hit, since a fair bit of it converts to recoverable HP you need to land another hit to "stick" the damage. Not an issue in combos, but is an issue playing footsies/trying to get in when in Yellow or Red.
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^ If you block Move, you get a free punish with -Move. E.g. if you block Maziodyne B at close range, you can dash and punish with a counterhit 5B. If you block A+B (AoA overhead) you can dash and get a counterhit with your 5C, or throw out a counterhit 2C.
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Been trying to pick up Labrys, just got the game. She's really weird - my main issue is that outside of Red it just seems like she gets no damage. My main issue is what to do off a hit 2A - just 2AA > Sweep? She's not that flexible in her cancels.
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http://www.youtube.com/watch?v=IvuTI05IoGA Kouhatsu (a.k.a. Kanji vs the world), 20:39 Lab mirror, 26:10 Lab vs Kanji sort of, 31:36 Lab vs Kanji, 39:30 Lab vs Yu
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A-cho in video thread has a ton of Aigis play in all 3 videos: http://www.youtube.com/watch?v=P_kWDlaD7iA http://www.youtube.com/watch?v=z7zQBHDe9Zk http://www.youtube.com/watch?v=TX_vrF2-ppE