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Everything posted by Sahgren
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I do have to question why you think that human form isn't worth using. His pokes command terrifying amounts of space (5C is half the freakin' screen horizontally) and lead into good damage with guaranteed corner carry on counterhit/crouching. With 50 meter, he gets a mix up at least on par with wolf mix up off of all jump cancel-able normals, and any non-multiple 2A starter leads into at least 3k. It's certainly not like he's lacking in options. Ignoring half of a character isn't good practice; it's just unnecessarily limiting your own options in a match. Even if his human half wasn't as good as it is, it'd still be best to learn all your options with that portion of character and keep them in mind in case they provide a better solution to a situation than his "better" half.
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I thought that was Fabulous. I was always under the impression that Fancy was when you show up to tourneys in a suit and tie, and speak strictly in formal English.
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Has there been any mention of whether or not there will be an official time when they take the demo down?
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If Tsu's 2C hasn't been nerfed, it might be better now. I'm glad that the 2B buff is noticeable. I like 2B, but the recovery always makes me grumble when I whiff with it when trying to catch a roll or the like.
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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
Merkava UNREAL BLACK THING looks awesome, the lines running around him just make him look so cool for me. I'm really interested to see how he turns out. Also wanna know more about Vatista. Like Star said, she's the first without a sword, I wanna see where they go with her. -
Looks like Darkstalkers: The Night Warriors is coming to PSN. No online play for it though, they just made it PS3/PSP compatible.
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More general pointers: Try to avoid using supers outside of combos. If they're blocked, it's a waste of 50 meter that you could've used for RCs and CAs. On that note, try to avoid using supers unless it's going to kill them. It's much better to be able to RC to make an unsafe move safe (ala 3C) or CA out of pressure you'd rather not sit through than it is to get the extra ~1000 damage. You get 1000+ off of 5A > 5B > 5C > 2C, there's no need to spend 50 meter for that much damage if it isn't necessary. Spend a bit more time getting used to drive, you still seem to just be hitting buttons rather than attacking with a purpose. You landed some 2D hits, but didn't convert them into combos. 2D leads into 5k, it's best not to squander the hits you get.
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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
Linne wallpaper this time. More importantly, they're apparently going to be in the Arcadia released on November 30th, so maybe we'll actually get some system info next week. -
It's a powerful tool; it also works off of just 2A and 2A > 5B, if you get the spacing correct. The combos I usually do off of it: Mid stage j.C > RC > j.C > 5C > 236C > 9D > j.B > j.A > land 5D > 2C > 6C > 2C > 6B > 5B > 2C > j.B > j.214B > 5D > j.236B > 7C > j.B > dj.B > dj.C (4076 DMG, 43 MG) Corner to Corner j.C > RC > j.C > 5C > 236C > 9D > j.B > j.A > 5B > 236B > j.236B > 4C > j.B > j.B > 5B > j.AAA > dj.D~C (3334 DMG, 25 MG) You can do ... > j.A > land 5D > 2C > 5C > j.D~A > j.236A > j.236B > ... instead for more damage. Corner j.C > RC > j.C > 3C > step forward 2C > 6C > 2C > 6B > 2C > j.214B > 1D > 236B > j.236B > 4C > j.B > j.B > 5B > j.AAA > dj.D~C (4435 DMG, 40 MG)
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[CSE] Valkenhayn BBCS2 > Extend Changes/Discussion Thread
Sahgren replied to OrionXElite's topic in Archive
Yeah, but we don't have confirmation on just how much landing recovery there is. We can c-dash cancel it to keep going, but once again we don't know how much of an advantage/disadvantage that puts us at. At some point we'll need to test it and see how safe Eisen is in CSX. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
No Orie/Linne/Waldstein wallpapers yet? orz -
@M.D. Orona Some general pointers: 1) Don't use j.D in neutral. It has no horizontal hitbox, making it terrible if they jump. If it's blocked, you're stuck falling to the ground and the opponent gets a free punish before you can attack after landing. It's also used as a major portion of her combos whilst having heavy repeat proration, so you can't get much if it lands. 2) Stop trying to grab mid combo. Purple grabs, when not used for specific setups, are just letting the opponent out of a combo earlier than they should be. Here's the thread for Noel combos. Check there if you don't know what to do after a certain point, and ask here if you need help doing it. 3) Do 6A > 2B rather than 6A > 6C if you haven't hitconfirmed into it. If the 6A unexpectedly hits, the 2B will whiff and you get to chase them down and restart pressure. You get a combo if the 6A is a counter hit with 6A > 2B (whiff) > 66C, and you go into 2B for pressure if it's blocked, which is much better than 6C/2C. 4) Try to limit how much you're pressing buttons in neutral. You're attacking too much when you're far out of range to hit; that could get you into trouble against characters that can attack from a distance, and generally wastes the time you could spend positioning yourself or attempting to get in. Other than that, get more used to the character. Spend some more time getting the feel for her normal attacks and experimenting with drive.
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So how do you suggest going about neutral? Try to play around their pokes to sneak in and start your own offensive?
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Yeah, can't get that image out of my head. Have to wonder if she has a controller too and they're about to play each other...
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There seems to be a change to 6C(2), it seems to be dropping a lot in the videos if the opponent is too low to the ground. For the second one, the 6A sent Haku flying one way, and it seems like he still had momentum in the other direction from the dash under, so he ended up sliding out of range for the 6C.
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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 don't know much of anything about how gameplay is going to be in UNIB, all we have is a note that "Melty Blood experience won't go to waste". For playing MB, if you mean that you don't have a scene for offline play, you can get the Caster that allows for netplay between computers at Melty Bread. Here's a link to the post where you can download the caster. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Sahgren replied to Hecatom's topic in Under Night In Birth
More Q&A answers are up. Also, we got Linne's and Orie's 3 sizes now. -
So you can always jump out of 360/720 on neutral tech then? Takes a load off my mind when fighting Tager, but makes me rather annoyed at all the meaty 360/720s I've eaten up till now.
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Worth noting that the System Guide does say that jump startup is throw invincible. If that's true, I'd have to hazard a guess and say that either command throws don't count for the ground throw invulnerability, or that neutral teching has some landing recovery frames to it that prevent you from jumping immediately. Noel jump startup is listed at 4 frames in the system data. Cause if neither of those aren't true, I'm going to be more than a little annoyed at all the matches I've lost to Tagers tech trapping into 360/720.
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Just post in Noel Vermillion General asking to play some on XBL. If anyone is around and interested, they'll respond.
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[CSE] Valkenhayn BBCS2 > Extend Changes/Discussion Thread
Sahgren replied to OrionXElite's topic in Archive
Kinda sad about the Eisen nerf, but the move was just too good and warranted the nerf. Have to wonder about the 236B~B buff. A raw 236B~B in the corner already leads into 4k; I'm curious as to what we can get off of it now. -
If you could, could you test what it's possible to follow up an AA [w]5B trade with? It seems like [h]j.B > j.214B is the go to follow up now, but I remember hearing somewhere about it being possible to follow up with Jager/Rozen when trading against attacks with low hitstun.
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He didn't, he's actually relatively unchanged. Only major changes (that I can remember off the top of my head) are: [w]5B had its head invulnerable frames moved from during the active frames to before the active frames. 3C is now emergency techable on non-counterhit, but is special cancelable. [h]236A now sends airborne opponents flying away on hit. Can be followed up with 2C in the corner. [w]j.214A/B is now - on block rather than + on block. Some times I really do wish we had an Official Changes thread so that people can just look there.
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Execution is something that'll build itself up if you just keep working at it. Keep working your way through progressively harder combos and don't give up even if you can't complete them. You'll get used to the inputs and timing the more you try.