LordSpectreX
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I haven't seen any Azzys whine about it. TBH it just makes it more consistent.
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I know this has probably been asked, but is there just anyway to do decent damage without Lv3 22C? I'm left handed and my right hand isn't very dexterous, so doing it is nearly impossible even if I go crazy every time i do it.
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You're acting like the only pressure Carmine is capable of is A>B>C>Special>Mixup>A>B>C like this is BlazBlue or something. He can reverse beat and whiff a moves to reset his pressure.
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Complete theorycraft. Ofc you can react to 236A when you know it's coming.
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j.236B as tons of recovery, you can just 6B in reaction to it and punish him on his way down, or just 22C if you wish. Even if you manage to get it out, Carmine can do stuff like 214A charged, tk 236A and j.C to avoid the poor tracking of the orb while zoning Seth out still. Carmine's pressure is scary with meter because he can essentially keep you blocking for ages then just go for a Command Grab. The fear of a command grab also means you can't shield his charged j.C, otherwise he can land and punish your shield with it. It's also extremely easy for him to reset his pressure suddenly since, as I said, Seth's only way to punish pressure resets outside of 2C range are very hard reads with stuff like Dash C, 623B etc. These risks aren't really something you can do lightly either since 2 combos is usually more than enough to kill Seth.
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Nah, it's definitely an extremely hard matchup. All aspects of the game require Seth to make very strong hard reads in order to win. Fullscreen is essentially a game of dash block. Calling out Segments gets completely shut down by 6B, both in the air and on the ground. He can always also very easily get in by shifting from his zoning to rushdown very suddenly. At mid-range, Carmine is utterly dominates. Even Seth's 2C is a complete joke in range compared to his 5B,5C,2C etc. 3C does a fantastic job at shutting down aerial approaches. At close range, you have to make hard reads to get out of Carmine's pressure, especially if he has 100 meter. Things like well timed 623As. Carmine on the other hand can chicken jump out of a lot of your pressure and tricks with j.C/j.B and sadly, baiting these moves requires a lot of commitment to punish, meaning that Carmine can effectively condition you to play extremely cautiously. Yeah, Seth pretty much loses every aspect of this matchup. You have to play extremely cautiously half the time, and take huge skewed risks the other half. Even Chaos has an easier time in this matchup.
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Incoming Most Depressing Thread IMO Extremely Skewed Matchups; 8-2 estimate. Vatista, Hilda, Gordeau, Vatista and Hilda do a fantastic job of completely demolishing Chaos' neutral game. Hilda can snipe Azhi on reaction meaning you have to slowly work your way in as solo Chaos. You lack decent anti airs so she can abuse teleports, and while her defense is bad, blocking Chaos is not that difficult. Vatista completely dominates the air, and while she cannot snipe Azhi as well as Hilda, she can follow her slow fireballs in and you can't do anything about it due to Azhi losing to meaties Her DP is also a pain and good luck stop her jump>6D>j.C air approaches. Gordeau's 66C is a huge meaty barge that kills Azhi with ease. He can essentially give no fucks and go in ham and simply react to what you do, only 6C makes him think about his approach in any way, and even then, it gets outranged by 236B236B. Hard; 7-3 estimate Carmine, Waldstein, Only thing stopping Waldstein from being harder in my eyes, is his size and lack of mobility make him somewhat easy to zone with 6C and moves like 623B/236B. Roll also works decently well vs his long recovery moves, but you can't afford to mess up. Carmine is a complete asshole. 6B is insanely oppressive and can be used on reaction to punish most of Chaos' zoning. His strong pressure is hard to get out of and his j.C is generally uncontestable even for good characters. Carmine is brittle to mass health overuse and lacks good defense, meaning being very patient wield rewards. Medium: 6-4 estimate Nanase, Seth, Yuzruriha, Linne Nanase, Seth and Linne are mostly good because of their high mobility and overall strong offense. You can't really stop Seth from flying around your head doing mixup, Nanase and Linne are just really fast with meaty projectiles and very oppressive anti-mash pressure. Yuzuriha is strong here mostly because her teleport easily punishes Chaos' extremely long recovery on his specials and slashes force you to play extremely patiently. Close to Even: 5.5-4.5 Hyde, Orie, Byakuya Hyde and Orie are quite easy to zone. They've got tools to beat you on offensive and defense, but they'll have a very hard time getting in if you play well. Byakuya is similar, except that his general game is countered quite consistently by rolling to avoid his high commitment mobility and web traps placements. Even: Akatsuki Akatsuki has double jump to avoid Azhi zoning, he wants to get in, Chaos needs to zone him. Pretty skill based matchup. Akatsuki is more stable, but Chaos has higher potential. Probably will go slightly into Chaos' favour once developed. Don't Know: Eltnum, Merkava. Don't hate, participate.
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If you get the chance to add new characters..
LordSpectreX replied to JettyLovefield's topic in Under Night In Birth
Gordeau says hi. -
Oh I see. Thank you very much.T The problem I have with 214{A} counter is that it's really finicky. The timing for catching mashing is actually really small. I've been constantly mashed out of this move. I find it's only really useful for like 2A spam, but it's loses pretty hard to just stuff like 5Bs.
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(08/03/14) UNIEL EU Netplay Tournament @ 10AM EST
LordSpectreX replied to MastaToken's topic in UNI Online Play
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I just describe is simply as being able to block in the direction the opponent is facing.
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[UNIEL] Under Night In-Birth Q&A Thread
LordSpectreX replied to Tigre's topic in Under Night In Birth
CS with 6 or more stcks resets some of the proration. -
5BB having a gap is pretty standard. I do say this quite a lot but no-one outside like 4 people in the UK scene get it. Azrael has a gap in EVERY blockstring except 2A>5A, 2A/5A>TRM, and a Normal into Special. Any sequence of normals that isn't 2A>5A has a gap. 5A>5A, even on normal block, has a gap.
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Any suggestions on how to stop people like Carmine from jumping and pressing j.C out of your pressure? Every teleport option gets beaten by chicken block j.C, and I can't really find a way to punish their jumping reliably at longer ranges.
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(08/03/14) UNIEL EU Netplay Tournament @ 10AM EST
LordSpectreX replied to MastaToken's topic in UNI Online Play
PSN: LordSpectreX (UK) -
Jump > Assault > 236A > j.B(whiff) > Crossup 2B is quite dirty lol. So I think I came up with a pretty solid corner mixup. I don't have another controller so it's hard to test certain things, but it should be reasonably mash safe and crossup. This is very untested and just really putting down theory, so be careful. But I feel we need to work together to make this character strong, so I don't mind sharing. Step 1: String into 22B. You have to be unpredictable with this. 22B should have about 35F of "inaction". You don't need to be unpredictable to stop them mashing throughout this entire duration, but enough that they don't just plain hit you. So while you're being unpredictable, try to also not do it at 5A range. 5C, 5CC, 2C, 236A are the best ones to do this from, having 28frames of blockstun. Step 2: React. At this point the 22B is in place. If they didn't mash you out instantly, they now have a few options. 1 is to jump, which will get sniped by a rising j.C. 2 is to mash, in this case, you can block, and the 22B will reappear and hit them. They can late mash. This will catch you baiting something early on before switching to pressure. Avoided by blocking again, or not baiting anything early on and going straight for pressure. Finally, they can simply block, which is the result you want and should be trying to get through conditioning.. Step 3: Confirm the 22B version used. There's two specific delays to 22B. One is when Azhi is "inside" the opponent, in which he'll do a long startup 22B. If Azhi is outside the opponent's hurtbox, it'll do a much faster version. Doing 236A>22B will always give the close version. You can react to it by pressing B+C when the lizard appears, but it helps to just know the timing before it happens, especially since it's a bit hard to see the lizard. Step 4: Now you should either be blocking or doing a pressure string while the lizard is hidden. I like doing 5C>5BB as it gives the perfect timing for me when it's close and 5C has the furthest range. It also combos and allows you to do a little bait once you've done 22B to confirm if there's mashing. A lot of this stuff is going to be fairly character specific. You generally want to be aggressive against Seth since his range is short and he can 623A or teleport out. Against Gordeau, you might just want to wait and react to what he does. Step 5: Lizard reappears, at this moment, you roll, the 22B pushes them out of the corner at the last moment and allows you to enter it, you can then follow up with a 2B low for the crossup. You can also do it very slightly earlier, and not have the roll pass through. Very hard to see, seems quite strong. What's nice about it is that if you get to this part, then you're set even if they do block it, you can continue the blockstring, go for a tick throw, whatever. The downside to this is that they're out of the corner. So it's not a vortex. (unless you hit them without the crossup, which is still possible, it acts as a really good frame trap setup as well). This should also make the standard j.2C mixup after 22B stronger.
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Waldstein Infinite Discussion (Tournament Legality)
LordSpectreX replied to Tigre's topic in Under Night In Birth
Wow, you really did create Skullgirls. -
Waldstein Infinite Discussion (Tournament Legality)
LordSpectreX replied to Tigre's topic in Under Night In Birth
Firstly, I do honestly wonder how many of you do actually play with a local IRL community of 20+ people that would actually hold these tournaments, and not just netplayers. Not that it would make your argument invalid, but it would certainly seem much more impersonal. It's very easy to make an opinion on something that you ultimately have no stake in and doesn't actually effect you. Secondly, the argument "it's in the game, keep it" is a very ineffective and dangerous argument to take. On one hand, i doubt you'd allow the use of unlimited characters in BB, or boss characters, but then suddenly a time scam glitch, a noticeably easy one to perform, is acceptable? Would you accept standard damage infinites? Infinite blockstrings to chip? Game breaking freezes? Glitches to take the character off screen? How do you judge this without being dogmatic or inconsistent? Glitches should only really be allowed if they are "ineffective". If say, Seth had a cute glitch combo that had no advantages over his usual BnB, it just looked a bit silly, then that's fine, as you'd be able to judge that objectively by looking at the properties of the character. Who is actually helped by allowing the infinite? Waldstein players already playing a top tier character. This is only really an argument because some people have a frankly impersonal attitude towards this based on theory and perspectives rather than any kind of practicality whatsoever. The closest I've seen is "banning something makes the game look broken". I've never seen negativity towards a game for banning a glitch. Characters and stages, sure, but glitches? And do you seriously think people watching 70 counts of Waldstein infinite is going to give them any more of a positive opinion? If anything, all it's going to do is give the impression that the game isn't competitive and the people playing it don't actually care about it. Come on. -
The argument that Azrael is top cause there were two in Top 8 of EVO is ridiculously stupid. I guess Nu-13, Bang and Tager are all high tier? Azrael does not dominate in any region, including Japan. At the latest Mixup Night, Dogura didn't make Top 8, losing to Macci's(sp) Ragna. Western Azrael's do so poorly. Kinkuli and I got joint furthest in EVO, and even that was only Second Round Quarter Finals. We get people like AXIS or The Arm get Top 8 at majors, but then just get blown up by actual top tiers like Kokonoe. The truth is is that Azrael punishes mistakes and requires the other person to play intelligently to win. What you value in a tier list is ultimately subjective. If you believe Azrael is top because of his damage, fine. But I honestly do not believe that a character with mediocre neutral can be considered S Tier. Azrael gets beaten in neutral by a lot of characters, even characters like Ragna, Noel etc. To a certain extent, it doesn't matter how good your damage is if you can never get a hit. Along with needed a firm understanding of neutral, you also need to know his frame data and options a lot more than most other characters. You need to do stuff like IB, actually block on wakeup (something a lot of American players cannot do), tighten your setplay etc. I'm honestly considering dropping this character because I'm just so tired of people completely overrating him AND calling him braindead to play. Growler is a complete joke of a tool, backdash can be option selected by most characters, his defensive options in the corner are worse than even Carl and Koko. He has no setplay. His mixup when blocked makes him minus. He's slow. His pressure is full of holes. If I see another person say "his pressure is good, his 5A is +1" and not realise that even 5A>5A has a gap, I'm gonna cry. Sorry for the rant, but I had to let off a bit of steam.
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Chaos Vs Hilda is actually the hardest thing. I can even bear Chaos vs the top 3, but this matchup is an absolute joke.
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So basically, her combo routes essentially works as; Bad Starter = 5A/2A etc > straight into grounded 5C > 4C > 623A > 5A > 5C > 214B > 2C > 22B. Good Starter = ... > 2C > 5C > 3C > 623A > 5A > 5C > 214B > 2C > 22B Anti-Air/Air Juggle = 3B/22B whatever > j.ABC > 5A > 5C > 214B > 2C > 22B. Is this a decent setup or am i missing tons of damage by not doing something special off a certain confirm?
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Not jumping in blockstrings is a pretty universal thing though. His pressure is fine, it's just not very threatening.
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He has ways to reset pressure in tricky ways. For example, he can do 22A/22B during a blockstring, it's not actually safe, but if you try to punish too late, he can block and the 22A/B will come out and punish. If you block, then he can go in and start a new pressure string.
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The Combos into Veil Offs I posted earlier also work midscreen-to-corner (around match start onwards). Only difference is that you must CS after 236C on both versions. Basically; 5CC>5BB>j.8C>j.2C>j.B>2C>236A>236B>623B>236C>CS>Veil Off>Run Like a Madman>2C>IW does about 4.8k. x>2C>236A>236B>623B>236C>CS>Veil Off>Run Forest Run>2C>IW Nice ways to close out a game. That's a really cool, though I will point out that this doesn't work from any starter, so careful. I would still walk back anyway since big characters and you have more than enough time to do so anyway, but good damage. Oh, and one last but very important thing. You don't actually need to CS in any of these corner combos on some characters. On the 5CC>5BB route, you can whiff 5A after the 236C and use Veil Off just when they're about to get knocked back up in the air. The same applies to the 5B>2C>5CC>combos, however, you MUST be able to do NEUTRAL jump j.B>j.C>j.2C, in order to get enough distance in the corner. I'll make a full list later, but this universally works on Hyde, meaning you don't need CS to do these combos whatsoever. Edit: You can actually do the veil off combo without cs by jumping forward, but the timing is fairly strict and probably super character specific. j.2C proration is stupid.
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The Veil Off is not supposed to hit the opponent, hence why you walk back before activating it.