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Sahgren

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Everything posted by Sahgren

  1. That makes sense. We don't want to be giving new players the idea that "These are the optimal blockstrings. Keep using these and don't try and make new ones.", so we it makes sense not to put examples like that in the blockstrings/pressure section.
  2. It's less listing gatlings as mentioning what gatlings serve what purposes; like in the Ragna video where they mention that 2B > 2C has a hole that the opponent can DP through. I just figure it'd be a good idea to give a few examples in that section, rather than just mentioning "Try to reset pressure with 6B/6C", without giving them an idea of how. This is a video for people who don't already play the character, after all. Just my two cents. Include what you want.
  3. Assuming that the video hasn't already been made yet, we could probably learn from the criticisms of the Ragna video. Big thing that sticks out to me was the suggestion for a section on blockstrings/pressure. Just give some examples of pressure strings for mix up, what catches mashing, etc. Example: Mentioning that 2A > 2C catches mashers. 2C > 6B does the same thing, but can lose out to mashing if they IB the 2C.
  4. What immediately comes to mind is that you used j.4D more than all your air normals combined when jumping in. j.4D is a juke and a crossup trick, remember to mix in others in order to keep them guessing on what you might do. At the very least use your air normals when jumping in for when j.4D wouldn't cross them up (and thus whiffs on the initial hit).
  5. An actual update for UNIB? My brain... Google translate says that they'll have more info in the next Arcadia. 'Bout damn time.
  6. Turns out Hobbes and I won't be able to make it to the Oct 1st NCI. Good luck to everyone that goes!
  7. Once he gets into FRKZ, defense becomes even harder, as his mix up goes crazy and he gets a nice 20% damage boost. On the plus side though, he loses his ability to block without using barrier. If you can manage to get the momentum in your favor, the Bang will either get hit or be forced to use his GP to reversal (barrier only lasts so long). Really you're just hoping that you don't get put under pressure and manage to hit back at that point. And don't be afraid to ask more questions. I'm just an annoying hardass at times.
  8. Super ends before he recovers so far, so that's a no go. It'd be freakin' awesome if he could though. Fuzzies off of hiding the sprite with the lightning would be sick.
  9. Did someone say "Fabulous"? Does anyone know the numbers on the damage for Kanji's grab super? It looks like it did a little less than half of Chie's total health, but Take-Mikazuchi's arm got in the way of the number.
  10. I'm more than a little sad that I recognize who that guy is. Hate that show... So MB is the main game as in it's the game that's going to be featured on stream the most?
  11. Getting into the territory of not actually talking about Bang. Ah well, Nick or Orion can always just move these if they feel it's necessary. 2C works as an AA, it's just that timing is a little tricky due to its lack of head invul. As far as AAs go, I tend to use 5A and 2C when in human (6As horizontal range is horrendous, so I don't use it against most of the cast), and 5B when in wolf. [w]5B is Valk's strongest option and is one of the best AAs in the game.
  12. Really looks to me like the lows are faster than the overheads. Just seems like everyone is pre-trained to block low in FGs, the overheads have superarmor, and nobody knows what the overheads look like (and thus don't react to them) leads into people spamming overheads and having it work. Or we could possibly just have decent mix up across the entire cast. Other Topic Edit: Article on Siliconera from a guy who got to play at AMS/TGS. tldr version: Confirms stuff we already know about the system/characters and comments on how lines were too long for anyone to really spend time at the game. The person in question only got to play 3 times.
  13. Here's one of Yukiko versus Yousuke. Unfortunately, the Yousuke doesn't seem to do all that much. :/ I wouldn't say that Protag's damage is all that high in comparison, it's just that they're consistently hitting 1.5k when everyone else can't figure out combos that break 1.2k. Considering that the highest meterless damage we've seen so far is a Chie doing 2k, I honestly feel like it's just that people didn't have the time to figure anything out combo-wise.
  14. 1) Use your bursts. Ending every single match with two bursts left isn't a good thing, especially in the matches you lost. Get used to at least using them to get out of combos that corner you/deal large amounts of damage. 2) Use 6A > 2B rather than 6A > 6C when using 6A for anything that isn't a punish. If the 6A is a CH, you'll still get the combo. If they block it you get 2B, which is much better in blockstrings than 6C. If it's just a normal hit that you weren't expecting, just chase them down and reapply pressure. 3) Use 6B > 6C instead of 6B > 3C. You still get a combo if the 6B hits, and you get a comparably much-less-horrendous on block 6B instead of 3C if they block it.
  15. Yukiko seems to have an Art Parser/Vivace-esque c-dash. Several points where one of the Yukikos used it for cross-up/fuckitI'mouttahere. Protag's beam super's hitbox seems to extend into his body. Edit: Actually looks like everyone has some sort of cross-up dash. Chie does it too at points.
  16. There's very little in the way of blockstrings and pressure in the videos, just lots of footsies and zoning. To be fair though, these are videos of a bunch of people playing a brand new game for the first time, for all we know Protag and Chie could have day long pressure that noone has figured out how to do yet.
  17. A good hitconfirm for CH 6A would be CH 6A > 5C > j.B > j.214B > 5D > j.236A > j.236B > 5/6C > j.B > j.B > 5B > j.D~B > dj.B > dj.C. Gets some pretty nice corner carry and a knockdown. I find that you have to be very patient against Bang when he has nails, since as mentioned above, they work well in limiting wolf movement. I find that it isn't always a bad idea to back off for a bit and play keep-away if you're having trouble getting in. Hopefully then you can dodge some of the nails they throw at you for their own approach, which makes it easier on you when you try and get in later.
  18. It's mainly the ones that do j.C/Hotaru on reaction to me jumping in that give me trouble. If they're just jumping randomly it's not nearly as hard. So stay above him in midair? Thanks, I'll try doing that more.
  19. During negative penalty he gets hit by Izanagi attack > jump attack > 2A(?) for ~1.5k (hard to see the number). That particular combo never comes up again, but it looks like similar combos do about as much. Did the negative penalty just not kick in, and what we saw was just the warning? From 2:10, it looks like Kanji's Paralysis status seems to last for ~5 ingame seconds.
  20. I'm having a lot of trouble against Hakus that use j.C a lot to stuff me moving around in midair in wolf. Any suggestions?
  21. 2B low profiles under her Corona Upper (DP), which you can then punish with FC 6B. It also beats Parry, so be certain to throw it out a lot, especially on wake up.
  22. In a couple of the videos, it kinda looked like you can IB > 2A out of it. I've seen mixed success though, the bicycle kicks themselves have GP so you get screwed over if you hit buttons to get out too early, and I've seen some people IB > get CH. They're either hitting the wrong button then or there's a way to frametrap on the second hit of the rekka. Edit: Looking at the videos again and I'm noticing some people peg Chie's out of bicycle kicks near the end. Looks like the GP doesn't last the entire way through. Edit 2: Very possible I'm getting the GP on it mixed up with the flip kick. On the other hand, it seems to work in blockstrings.
  23. Really? Well, it'll teach people to not over-rely on their Personas and reward people for hitting the opposing Persona I guess... Has there been any mention of a cooldown-esque period before you can use your Persona again being entered if you do hit zero? Edit: I really need to learn how to read. Better question, did they mention how long the recovery period is?
  24. More footage from the guy linked to by Hecatom. Mainly showing Yukiko and Protag. There's some Yousuke footage too, but the dude doesn't do much, so it's more a Yukiko exhibition than Yousuke info.
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