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Everything posted by stickystaines
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Dunno if this is common knowledge, but i've concluded that if you have trouble landing 66C after 22B because they seem too far away, then they need to be closer to the ground when you hit 66C. For example i tried this combo against Sion midscreen: 5A 2C 5[C] 421B j.B j.C 66C 22B 66C 22B 66C If jump straight away after the 421B, once i hit the j.B j.C, you have to do the 66C while they are quite high and makes the next 66C after 22B difficult. But if i wait a split second after the 421B then try it, they are closer to the ground when you hit 66C which leaves them closer to you when they hit the floor. Just something if people are having trouble with it and don't know why. I originally thought you just need to be closer but i don't think hat makes as much of a difference compared to the opponents height.
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This is great. Could you also find the startups of the other supers? Would be nice to know if you could punish certain things. Especially with 236C at far ranges.
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[UNIEL] Under Night In-Birth Q&A Thread
stickystaines replied to Tigre's topic in Under Night In Birth
I'm still not sure on the properties of shielding multiple air hits, such as Vatista's j.C or Byakuya's j.2[C]. If you shield the first hit, do they still get the landing recovery? If you shield only the first, can they cancel on into another move after another hit doesn't get shielded? Do you have to shield only the last hit to get a true punish? -
5CC is a bad idea if you are predictable with it and your opponent knows how to deal with it, since 5CC can be jumped out of or mashed in between. You can do 5C 214A to catch people jumping out though, or 5C 5A then try to anti air their jump or or bait a reversal.
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I always like to go into 46A for the corner. You cant move forward after it though since if they forward tech they'll get out, but even at the range it leaves you, it's still stupidly scary for the opponent. You can try for a 236B CS into 3.5k, if they block that then after CS you can command grab or run whatever with the advantage you get from 236B. You can just wait a bit and 360B them or wait and try to react to what they'll do to get out. At a certain range it seems better to go for j.[C] > dash 2B > 5B > 236A/B route since it will leave them in the corner anyway with an actual knockdown, but anywhere not in that range i go for 46A
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What recovers faster: 236B dash or 236B dash roll (assume roll is done at earliest point)
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Why the fuck DOES 421B 5A whiff take GRD anyway? Do any other characters have this? I tried with Linne where you do 214B~A at the beginning, then tried to do 6CC 214B~B 5A whiff at the end and doesn't consume anything.
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Just to add: 63214B > 5A > 5C > 214B~A > tk j.236B > j.B > j.6B > j.C > j.2B > 2C > 6CCC :: 3314dmg Edit: Another combo that might be useful 2C > 2A whiff > 2B > 5C > 63214A > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC :: 2809dmg If you ever want to poke out with 2C. Sometimes you are out of range after the 63214A to hit the 5B if the 2B was done too far. Not sure if there is a route that can be done at max 2B range. Dash 5B might work though. Edit2: Oh, you can just do 2B > delay 236B 66 > 5B if you want to be sure. 2.6kdmg though.
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On whiff from what? 5C?
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What combo situations would lead into flight oki? I know it's off 66C or 3C, but do you always have to sacrifice some damage in order to leave the combo at 66C and go for the oki?
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What combo should i do if i catch someone with 2B 5B at max range? If i clap, i can get j.A, but not the j.B. Should i just go for 2B 5B 236A?
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That first problem only occurs on Hyde, Linne and Hilda, i assume your training dummy is Linne since she's P2 default. Against them you want to go 421B j.BC route. I don't do the falling j.[C] route so i cant answer that, sorry.
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Some people might already be aware of this, but for people who don't know: If someone blocks 236B in the air, cancel into 214C and it will catch them as an air unblockable.
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You can also add in a j.[C] after 421C, so it looks like this: 421C j.[C] j.214Awhiff 5B 5[C] 421B 6 2C(1) 22B d.C reload On normal hit, it only adds about 50 or so damage and is more likely to fuck up than just straight into j.214A. However on CH, you cant combo 421C j.214A 5B, so you need the jump [C] in there (CH on a grounded opponent anyway). And even on normal hit, if all 4 hits of 421C don't hit, then you cant connect it either. However if you catch them with 421C while they are in the air, then you want to go straight into j.214A, CH or not. Small note: despite what i just said, it is still possible to combo while going straight into j.214A on grounded CH, but you have to cancel before the last hit of the super and that last hit is like 500 damage or so; not worth it imo, just practice the j.[C]. You time j.[C] pretty much as she starts her descent from the super. Oh and you can get two 22B > d.C's in that combo. The trick i think is to not do the first d.C as soon as possible, instead try to get as close as possible to your opponent. That way ive been able to get it twice.
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You can add a bit more to this: j.214B > CS > 3C > j.8[C] > j.A whiff > 5B > 5[C] > 421B > 6 > 2A whiff > 5B > j.BC > Air throw :: 2.6kdmg Obviously instead of going for the air throw setup you can still go for 6 > 2A whiff > 2C(1) > 22B > d.C > Reload Nah you don't need to get the just frame reload to do this combo. What is required is that when you hit the opponent with 5B > 5[C], they must be at a certain height so that 6 hits higher and you have more time to combo. I can't get this combo to work from 2C > j.[C] route, but 2C > 5[C] works as does 3C combos. On an unrelated note: found another option select from 3C. Similar to the overhead option select, but this time you do 3C > 822A~C. If they block you'll get 22A, but if they get hit, you hit them with j.AC. From j.AC you can do: 3C > j.AC > jc9 j.C > 5B > 5[C] > 421B > 6 > 2A whiff > 22B > d.C > 22B > d.C > Reload Edit: You can actually do 3C > j.A[C] > jc9 > falling j.[C] > j.214A > (rest of combo), this ups the damage about 200-300 One problem though is if you do another move prior to it and you cant confirm in time and still go for the OS. Say if you are doing 5A > 2C > 5B > 2B > 3C blockstring, if the 2B hits and you go for that combo then it's either tricky to connect (first variant) or doesn't combo (second variant). There is also another variant to this though, instead of doing 3C 822A~C, you can do 3C 922A~C, from there you can land and do the 5B 5[C] route as normal. This works even if you land 2B prior. Does around 3000 damage either way.
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I try to go for 5A 2C to start with. It's a decent damage starter and on block you can do delay 5B 2B 3C for multiple frame traps. If they block 3C you can just go into 22A or 22B. You still have access to 2A at most points of the string. Many opportunities to go into 6B as well. Can still 5C as a frame trap tool as well, but need some meter to take advantage of it. 5C generally ends pressure on it's own, but you still can 5CC to gain advantage on block and bring them closer towards you or do 5C 2A to try to bait them into shielding the 5CC. I'm more lost when i start with 2B 2C. it's a good starter to put out there, but you cant really do much if you hit with maxrange 2B, since you'll be out of range for 5B to hit so you are limited to reverse beat 5a/2a or frame trap with 5c. I only just thought of this when i woke up, but i'm going to try to leave myself at disadvantage when i have chain shift and at least 100% exs, then chain shift after the block string to confirm if they pressed anything and go for 421C. Mostly just using CS as a defensive tool at the moment. Hopefully this works how i think it should. Anyone else used CS as a frame trap tool?
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A couple notes on Byakuya: If he tries to do a blockstring into 236A~4A~A (the first hit of rekka canceled into web which cancels into his air command dash), then just d.C him out of it. There is a nice way to punish his 623C meterless (the run through web grab), as soon as you see the super flash, hit 4A+B to backdash from the grab, then do either d.B or d.C to punish. You have to do the d.B or d.C right after you recover from the backdash, or other you will be hit by the trap that gets laid down. This can be a bit weird though. If he is right next to you then you cant backdash. If you just want to avoid damage, then there is a OS timing jump that will block 236C if it comes out and will jump 623C Edit: Don't let Byakuya bully you with j.2[C]. You can guard shield during and actually punish. Getting the the guard shield at the right spot to punish is a bit tricky, but even if you don't get the punish one, you still gain an advantage. You want to guard shield about half way of his j.2[C]'s duration. Always confirm that you guard shielded.
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Off raw 236C you can do 5b 5[c] route. You only need to do 5b j.bac route off 236B. Man, i didn't realise how tight you have to be with the reload after the final d.C if you want to keep advantage. I also didn't realise the reload after d.C is a special cancel; always thought it was a link. If anyone else is having trouble properly timing the reload, time your 22C just when Eltnum hits the floor and the ground effect shows up. Thats the earliest you can cancel from my observations.
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[UNIEL] Under Night In-Birth Q&A Thread
stickystaines replied to Tigre's topic in Under Night In Birth
Thats the start button i think. Select shows all people who are in the lobby, like Blazblue does. -
This combo? Yeah you have to do it falling, pretty much as close as you can get to the floor as possible. Dunno if it's easier on certain characters though. Looking at that video it seems to catch Merkava higher than when i was trying it against Sion.
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Combos routes from 236C are pretty well established. The route changes depending on whether you start with 236B normal hit, 236B CH or raw 236C 236B > 236C > 5B > j.BAC > d.C > 421B > 5A whiff > 2C(1) > 22B > d.C > Reload CH/HCH 236B > 236C > 5B > 5[C] > 421B > 5A whiff > 2C(1) > 22B > d.C > 22B > d.C > Reload 236C > 5B > 5[C] > 421B > j.BC > d.C > 22B > d.C > Reload
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Yeah, well since i didn't have the game and was just going off videos, i didn't know if CH was required or not. I've changed some, if there are any others then post the combos and ill change em.
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Anyone got a better assault combo? The one i had in my post turned out to be CH or GRD break combo only. I'm doing Assault j.C > 2B > 3C > j.BAC > d.C > 421B > 22B > d.C > 22B > d.C > Reload
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It does hit people airborne as well. There are many times where i've seen someone do shots while someone jumped then 214C and it catches them.
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I think a part of it is that 236B is 3 shots (i think...im not even sure any more) so that might have confused us as well. 236A - 1 shot 236B - 3 shots 22A - 1 shot 22B - 5 shots No 22