-
Posts
562 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Sahgren
-
w[1/2/3C~5c > j.A] is definitely possible; it even looks a bit smoother animation wise. It's just that 2 extra frames off of something that's more or less impossible to react to in the first place doesn't go all that far in justifying the jump in execution.
-
GGs, Bryant_De_Da_Og. You helped remind me that my defense truly is crap.
-
Something I noticed is that you don't seem to be too comfortable with either human or wolf form normals. You were just kinda throwing them out randomly at times without having a plan for what you would do if they hit or were blocked. It might be good for you to spend some time in training mode figuring out what you can and can't do in those situations for each normal. Looking over Valk's frame data would help give you an idea of your options if you're comfortable with that.
-
I remember hearing something about rising [h]j.C IOH no longer working against anyone except Tager and Hakumen. Do we have any confirmation on that?
-
A fairly easy one to use is ([w]5B or [h]2C > super jump j.D) > [w]j.A > dj.D > [h]j.C > falling j.C. This does the same thing as j.C > RC > j.C without having to spend meter. For something more complicated, you can also use Joker's ender (super jump w[j.A > j.B > j.A > 5B > j.A > j.A > j.A > j.B> 3C > j.B] > dj.D > falling [h]j.C). It's a safe jump setup that allows you to both prevent rolls and be safe from wake up reversals. Edit: Realizing that I completely misread the question. I'd say that [h]2B is a bit better on their wakeup than 3C due to 2B allowing you to gatling into 5B, 5C, 2C, and 3C and allows for more time for you to hitconfirm than 3C. 3C doesn't leave you anywhere to go outside of 236X, leaving you without many options if they block it and 3C > 236A at most if it lands. Wolf form in general is also fairly useful on the opponent's wakeup if you have the wolf meter to follow up on it. You can do [w]5C~C or [w]1/2/3C~C > j.A for an instant overhead, [w]5A for a low, and 236D for a c-grab. As an added bonus, both j.A and 5A can catch rolls and quick get ups into full combos.
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
The nerf to Chain Shift making it so he couldn't just loop 2C > 5C > 4B for 9k damage off of anything probably just made him less appealing to learn. I don't think he's bad, there are just more straight forward characters that get the job done without getting used to his weird moveset. -
You should also get used to controlling space and moving on the ground in both human and wolf form. Running on the ground in wolf form is fairly fast and doesn't cost nearly as much meter as command dashing, and it's all too easy to get used to just airdashing and jumping everywhere, allowing the opponent to just prepare to anti-air to shut you down. Walking/hopping/running and abusing the long reaching human form ground normals forces the opponent to not get complacent while you're grounded.
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Yep. Mainly changes to how GRD and Chain Shift work so that people can't just repeatedly loop into Chain Shift to set up infinites. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Veil Off is more like Heat or Blood Heat activation from Melty Blood. You can only do it in neutral, activation comes with a burst-esque attack that blows the opponent away, and it puts in you a special state that lets you use supers for free at the cost of draining your meter over time. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
But right now it's 5 guys, 5 girls, and 1 it. If anything, I think they need 4 more its so that Merkava doesn't get lonely. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
On the subject of cross-up protection: Does anyone know if that's in UNiB? I imagine that Merkava could very well well become outright broken if it isn't. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
I'm liking how the game looks right now, but I will admit that I'd be very happy if they did patch to fix the more stupid portions like Chain Shifting. I haven't seen all that much footage of Hyde yet (or Waldstein, but you just explained him). Is he just typical main-character broken or is there something specifically stupid about him? Edit: I really should read more carefully. I didn't see the portion of "I can't speak for Hyde and Orie". Could I bother you to ask someone who knows more on why Hyde is broken? -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
I'm hoping that Hilda will at least be a console/PC-only character. It'd be a little sad for her to only be a story/arcade boss. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
So Chain Shift can only been done in GRD Vorpal now? Much better than just allowing people to RC whenever they had GRD available. The Infinite Verse EXST description is wonky... is it saying that it has to be comboed into while in Veil Off? -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Seth is looking pretty freakin' awesome in the videos. That range also looks like it makes pressure pretty strong across the board despite the kickback from the barrier. Looks like you really gotta commit to a longer range poke if you wanna hit your way out rather than something faster and smaller. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Is that an official release date set for 9/20 poster I'm seeing at the end of the videos? -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Jourdal uploaded the videos to YouTube: Merkava vs Seth Waldstein vs Seth Yuzuriha vs Orie Gordeau vs Yuzuriha Carmine vs Yuzuriha -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Lots to this one~. There will be a loketest at Akihabra on the 30th. Seth and Yuzu will be playable and possibly voices. Additionally, there will be a pre-release tournament at Summer Festival 2012 from 9AM to 4PM with finals hosted from 4:30PM to 5:30PM on August 5th. Also, Yuzu birthday fanservice art! -
To clarify: You mean that they block the first hit of 2C low then try to block high for the second hit and get hit, yes? Yes, that's what's supposed to happen. It's called "Fuzzy Guard"; they were still stuck in the crouching animation of blocking the first hit of 2C low when the second hit landed. The game doesn't care if you're standing or crouching when you block, it just checks whether you're blocking high or low and either leaves you in that state you were in when you get hit or adjusts the animation if you blocked correctly.
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Apparently UNiB will be playable at Game Summer Festival 2012 on August 4th. -
1. In general, I find it best to learn combos that you do off of common situations first, like when you land an overhead/jump in/random poke. The combos listed by Luna that you quoted are a decent place to start. 2. "Haida" is just Japanese for "Silencer" (22B/C), so Haida Loop = Silencer Loop. It used to be a combo that Noel could do in previous iterations of the game by repeatedly looping 6C > 22B/C, but was more or less removed from the game when the first hit of 22B and 22C were nerfed to have repeat proration. A variant of it still works on Rachel and Tager... but it's rather situational and not something you much have to worry about learning.
-
I'll edit the first post as people post. It's just weird having every slot filled with "To Be Discussed" when there're posts discussing the topic. Thanks for the info; every bit helps.
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
I'm just hoping that article isn't just jumping the gun on declaring that the game will be out in Fall. If they aren't, I'm hype for this game actually releasing. -
Grabs get will counter throw Bang's guardpoint ever time. Other than that, you're playing a guessing game over whether it'll be 2D or 6D guardpoint. Overheads beat his 6D and lows beat his 2D, so mix it up as much as possible. Bang's double airdashes don't help, but I always had more of a problem with his godly nail approach shutting down wolf movement long enough for him to put you on the defensive.