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Everything posted by Sahgren
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Turns out I won't be getting it for a while. Money has become a little tight, so I can't afford it right now.
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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
Might not even get game info on the 16/17th this week. They're showing up at AOU with the playable demo for the weekend, so they might just have an update of "Come visit us at AOU". Pretty girls usually tend to come with the game updates anyways here, so I'd prefer to have game updates meself. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Translation update from Erkz: Seth's EXS is "Piercing Chains" not "Chain Locks". Also: Translated character profiles. -
Congrats, GenoW!
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Good luck, GenoW. Stick with what you know if you can't get 5D to work. Thanks to Kiba for the CSE Guide. For the [h]236A entry, should we mention that it sends airborne opponents flying on hit?
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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
Judging by the colors, only the characters added up to Orie and Gordeau are playable. No UNREAL BLACK THING yet... The final slot is also filled in with Random, so they seem to be pulling a P4U of saying that there'll be another character but not leaving an open slot for them. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
According to Google Translate, apparently the game won't just be shone at the AOU Show next week, it'll be playable. Looks like we might be getting system and character info soon. Could we get another translation to double check? Edit: According to Erkz of Melty Bread, it's going to be playable. -
Looking at the frame data, [w]5B shouldn't beat it cleanly anymore. It either clashes or trades with you being knocked down. It seems best to just run out from under him and try to punish the whiff if you can. Resetting back into neutral if you can't do that in time isn't that bad of an option either, since Valk has an advantage there. Air to air is (probably) the most viable option of knocking Tager out of the air, with [h]j.B > j.214B and [w]j.A(AA) > j.236A leading into good combos.
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Match Up Ranking: To Be Discussed. Recommended Playstyle: To Be Discussed. Your Best Tools: General Strategy: To Be Discussed. Has A DP?: No. His [h]6A has full body guardpoint at frames 5-12 though, so it can hit you out of Chain Revolver and staggers. Has A DP With Heat?: Sturm Wolf (ground super) is invincible from frame 1, but is unsafe on block/whiff. Things To Look Out For: Notes: If [h] is before notation it means Valk is in human form. Similarly, [w] means he's in wolf form.
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Perma-banned, eh? That would explain why that second account got banned within 3 posts.
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I'm fairly certain I explained why in the post itself. I would like to know why it's a bad idea.
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Against Tager you can also end with ... > [h]j.B > dj.7B > dj.C if you feel like running away. It should connect thanks to Tager's large hitbox if you start as close as possible for the first j.B, and you'll end up half a screen away or more when you land; keeping you from having to deal with 360/720 shenanigans.
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Good luck in your tourney, GenoW.
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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
That would explain where she got the coat from. -
It's probably a combination of serving the same purpose as the falling j.C ender and keeping him in wolf form for oki. [w]5A is good for picking them up off the ground if they don't tech the second [w]j.B, so it's difficult for them to try to mess with you with delay techs. He also seemed to avoid adding wolf cannons to the corner combos in order to keep his wolf meter high. Never tried it. 6 frames isn't a heck of a lot of time, so I was never willing to take the risk.
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If they're just holding up+back in order to jump out at the soonest possible moment, throw in some lows in your blockstring or frame trap so that you catch them during the jump startup. Otherwise, reading how the opponent is going to attempt to escape is part of offense. You'll have to mix it up and try to read the jump outs to shut them down.
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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
We have nothing concrete to base how Seth would play, but he looks like The Rival and a speed type. My vote is on teleports and slows (from his ability name "Chain Locks"). -
Do [w]1/2/3C > 5C > j.A. Basically, start a downward wolf c-dash, brake, then do the j.A.
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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
Translation of abilities/weapons for Seth and Yuzuriha courtesy of Erkz from Melty Bread: As for the other characters, they might be story/future DLC like in BB. They did say that they'll have a VN-esque story like BB. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
Two more character that don't show up at all from the concept art line up. Unless they decided to just scrap the others on that list, I do have to wonder what they'll be doing. -
To my knowledge, there isn't. You could do 236B~236B in the corner by comboing into from 2C or just landing it by itself, but there are much better things you could be doing with a 2C starter in the corner and 236B is unlikely to land by itself.
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I can't answer that myself, but you can probably get help from someone in the Satsuki forums from Melty Bread. You might also want to explain to them what exactly is going wrong.
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Didn't know that sweep loop still worked on the Necos. I like the music choice. It adds more energy to the video.
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Practice rarely goes to waste. It might not seem like you're getting any better immediately, but it'll pay off later if you just keep thinking about what you're doing wrong and keep trying to correct it. Even if it isn't working, try to limit it down to one problem at a time. If you can't get back into human for [w]5B > j.D~B, try to consistently make it so that you get back into human after jumping without worrying about the j.B. After that, try to consistently get into human and having the j.B come out without worrying about it hitting, and so on and so forth. Basically, make a process out of it rather than trying to tackle everything that's going wrong in one go.
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If you want to keep playing Valk, keep playing him. If your problem is execution, you can just sit in training mode and practice until you get the combos down. No reason to stop playing a character you want to play because you have yet to get down his combos. Don't be afraid to ask here for help or flip through the backlog of the General and Technical Discussion threads if you're truly stumped on how to do it. On practicing combos: A good suggestion is to isolate the section that's giving you trouble and practice it until it becomes easier. For example, if you're having trouble with his [w]5B > j.D~B > dj.B > dj.C, practice just that without the combo leading up to it to help get it down.