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Everything posted by Sahgren
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Nurarihyon no Mago: Hyakki Ryouran Taisen
Sahgren replied to Onlysol's topic in Misc Fighter Central
It also doesn't look like you can't tell the health of your assists, that could really get in the way of anyone trying to take it seriously. The manga is interesting. Little warning though: It takes a while to get rolling, since the author doesn't seem to know what he wants his plot/characters to be for the first ~20 chapters. -
Nurarihyon no Mago: Hyakki Ryouran Taisen
Sahgren replied to Onlysol's topic in Misc Fighter Central
According to this Siliconera article, it's been confirmed that it's not just youkai on the roster. We get to choose onmyouji too. -
2C > 6B really is character specific. It's much harder on Bang than it is on, say, Mu. With that one you'll either have to test on every character and see what the difference is or get used to catching them as low as possible every time just to make certain.
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214A > 2B > 6C > throw whiff > 6C > 22B is a perfectly valid way to start Haida. It's also basically the only way you can start the Haida loop in general off of a drive starter.
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6D doesn't have any GP after frame 14. Since it has 24 frames of startup, 5A mash should hit it in that 10 frame gap. Alternatively, if you can somehow confirm that they're using 6D immediately, you can go into 5B instead for the same thing + range.
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For one: The Vs DBlanks doesn't seem to be Valk related. Don't be afraid to leave the ground as wolf. You're Valk, you get paid to fly around the screen like a jackass and piss off the other guy. Your opponent isn't going to be all too happy to jump themselves considering how strong [w]5B is, and it's not exactly like you can block or get better pokes as wolf anyways. Late Edit: Don't forget about CAs either. Reversal Sturm is cool, but like in the Ragna match, it's easier to react to/bait than CAs and can lead into you getting hurt if they do block it.
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Where are you dropping the combo? If it's at j.B x2, I find that having them parellel in the air to me when I land the first j.B helps.
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Better than letting them sit back and get up stock to endlessly charge around the screen with. At least then there's the chance of getting lucky and slipping in, rather than letting the Tsu run wild with the gameplan that puts Noel in an even worse position.
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What I generally try to do is keep chasing after the Tsu and not give them room to breathe. C-Sanctus and all of her Lux Aeterna (the dive) are - on block according to the frame data, and if you keep chasing after them they ideally won't have time to charge up the stock for D-Sanctus. OB can help for shooting them if they try to charge for extended periods of time at full screen. I've only really had limited success with it though; it doesn't seem to help as much if they just tap 5D. 3C should beat their 5B if you do it early enough.
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orz Freakin' A, Tsu is hard to fight. I can't go airborne since her 2C is awesome, and Charging Stars is a terror on the ground.
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The frame data for Rachel says that the guard point on her 2C doesn't start till frame 3. Feel free to use something like meaty 2C on wakeup; just don't mistime it.
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Haven't seen it posted elsewhere. Found a combo that could help in the corner if wolf meter usage really is a problem. Just a Wolf Meter Lite for when you're running low: Throw > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > j.B > 3C > j.A > land 5D > 5B > 2C > j.B > dj.B > dj.C (3833 DMG, 43 MG) Uses about half as much wolf meter for ~100 less damage and ~10 less meter.
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Tied for 33rd... Looks like I got something to beat for next time. At Crosell and BeaverDiety: I WILL HAVE MY REVENGE! (read in Juri's voice)
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Shoutouts to Hobbes for driving me there and back. Shoutouts to Huey and Dacid for both hitting me with the bathroom door. Shoutouts to GGJ and Donavan for us somehow never playing each other. Shoutouts to the Melty crowd for putting up with my weak ass. Shoutouts to posting at 5 AM, causing me to shoutout to random crap.
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You can 5D through his 236C on normal block for most blockstrings. I'll have to test more to see if there are any that you can't; I'm pretty sure there aren't though. Valk's normals > Noel's normals. By a lot. If the Valk is playing correctly, you really won't be given all that many chances to use your normals in neutral. Don't get too used to 5D on wake-up. The invul doesn't start till frame 3, so if it's working it means that they're screwing up their meaty (like I tend to do). You can "technically" 4D through his 6C. Technically, in that iif you don't do it as soon as possible the Valk will be able to block the 4D anyways. Like Luna said, you basically have to play this one CS1 style. Block like a champ and lolinvul through stuff until the Valk gets frustrated/scared. You really don't have many options until the Valk is unwilling to hit buttons. I'd personally put this at 6/4 in Valk's favor, since he overwhelms Noel in terms of neutral and offense. Only saving grace for Noel is that drive hurts like a bitch. I'd also like a second opinion on that before I throw it up top. Edit: Reread Luna's post. Basically what he said.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Here's a recording of the stream that was on earlier today. It looks like there isn't any new gameplay footage, just Q&A. I can't understand what they're saying, so a basic outline of what they're talking about would be appreciated. -
So far it's proven to be comboable off of a raw 236A on an airborne opponent. Whether or not it works off of something like 5B > 3C > 236A > 5D has yet to be confirmed. The nerfs make sense to me, I just refuse to be happy about them. After all, I see no reason to be happy that I'm going to be having a harder time than before.
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Has that been confirmed yet? I'll be a little sad if it is, but there's not point in panicking until we know for certain we won't have it in the final product.
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Here's the thread for CSX changes. If you wanna talk about how the changes might effect her, do it there.
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Congrats on modship, Osuna.