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4649

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  1. Anybody play this? Tier list? Broken stuff? Scene?
  2. rez was here. keits is the ghey.
  3. all the good players are in japan ;_; i've been downloading japanese replays, some notes coming soon
  4. I actually JUST got around to buying it, I'll be posting a LOT of stuff come January Izuna Combo Movie: http://www.youtube.com/watch?v=afPeAJVutlE
  5. are there actual death combos? because the only death combos i've seen only work on Karas ( low health rating )
  6. combo vid i uploaded many moons ago http://www.youtube.com/watch?v=awBO1I-tFUs
  7. OH MY GOD SABER IS THE FIST OF THE NORTH STAR JESUS CHRIST and who thought it was a good idea for Gilgamesh to have MVC2 Storm hail wtf srsly this game is insane
  8. goddamn, Assassin looks fucking beastly. high tier fo sho.
  9. mirrored a nico douga combo vid on my Youtube, enjoy http://www.youtube.com/watch?v=awBO1I-tFUs
  10. LOL okay i'm dumb n/m ::fixes:: thanks for that though.
  11. CPU demo notes. fighting the CPU AI of Sin on Normal difficulty can be incredibly annoying as he is as cheap as possible, however there are a couple things i've noticed. the CPU adopts an initial strat of extremely inherent predictability and then branches outward into a flowchart of several options, which suggests to me that taking an early lead in this game can lead to a crushing, dominating victory. usually Sin will wait till you've fortified two points, amassing as much mana as possible in the meantime, and then utilize the closest point to your masterghost to mount an attack with the strongest possible units you can collect given the early timeframe. you have two ways of responding to this. one is two try and outdo him economically by mounting a safe knockdown and BlazeDriving away to construct stronger units to weigh him down and draw off his direct offense. the other is attacking him directly and attempting to get a lead on lifebars, which will more often than not either send him back to his masterghost but still leave you cleaning up the mess of powerful units while he'll be busy summoning more or end with him running away and leaving you busy with his units while he attacks your nearby defenses or your masterghost directly. in most cases except extreme ones ( i.e. being surrounded by Sol and ten or more of his 400cost units ) he will have little regard for his own life. I'm also unsure as to whether or not he properly techs things which is why sadly to say testing to see if things actually combo on him is too difficult to determine ( although testing with 2 players is an option ). He is very good at blocking but at random times will just stop, and falls for lockon quick step mixups fairly easily, often having a hard time getting out of the radius of bandit revolver and Sol's jumping X. You can often just sit and bait a string and then volcanic viper him to punish, then set a gunflame out to force his defense - gunflame is very good in situations where he and several of his units attack together, they're huge and slow moving and will launch several of then in a cluster, also good if you need to run away from him to fortify yourself or use a spell.
  12. originally posted by rallamajoop, thanks again. -servant info. Minions There's some decent information about Minions up there finally. I was wrong about Hunchback Summon summoning a Capture before - it actually summons a Minion (presumably called a 'Hunchback') which just looks a lot like a Capture. Minions don't look to be all that tough, and a set time period after being summoned they explode, damaging any surrounding enemy troops, so they don't last long. However, they're cheaper to summon than most other Servants, there's no delay while they're being created and they appear right in front of the Master. I've seen players in some of the Japanese vids run up to a neutral Ghost well ahead of their troops, summon a Minion and leave it there to capture the Ghost for them while they run on to the next one, so it's not hard to see how they're going to be useful. Classes There's a list of all five different Servant classes - short range (indicated by a circle), fast moving/manoeuvrable (triangle), armoured (square), sniper (arrow) and magic user (star). They come with a list of which class has the advantage over which other class (short range beats manoeuvrable, manoeuvrable beats armoured, armoured beats sniper, sniper beats short range etcetc) but I think the list comes from a magazine and I've seen some comments that it doesn't match up to what's in the demo, so maybe they've misprinted something or changed their minds about it a few times during development. In brief: Sol's Tribe is made up of robots that specialise in capturing Ghosts and knockdown attacks, with units that can strengthen lower-class units and seal up enemy abilities. Valentine's are all rotting zombies in pretty clothes named after desserts, who can variously summon Minions of their own, eat bodies of dead soldiers and pull off assorted other nasty tricks. Sol Standard Servants The Drill - Short range class Steady short range unit good at resource acquisition (presumably meaning caputuring Ghosts). Can be strengthened by a Blockhead. Blade - Armoured class Good at acquiring resources. Can be strengthened by a Blockhead. When powered up, forms an attack barrier. Pencil Guy - Sniper class Has a ranged knock out attack (?). Can be strengthened by a Blockhead. When strengthened, ability to knock down enemies improved (?). Advanced Servants Fire Wheel - Advanced short range Can knock down nearby enemies while it charges through (?) and has strong ranged attacks. Engulfer - Advanced maneuverable Has a special attack that can seal enemy skills for a certain amount of time. Especially strong and fast. Gigant - Variable class Very strong attack and defense. Has a special attack that makes enemies retreat (?). Sol's skills can transform it to take different classes (short range, maneuverable, armoured or sniper) that will be the more advantageous at different points in battle. Blockhead - Advanced magic user Has knockdown attacks and strong ranged attacks. Can strengthen Sol's lower grade Servants and restore health to allies. Queen - Advanced sniper Excels at attacking and maneuverability, and can seal enemy skills for a fixed time. Minions Hunchback - Advanced Maneuverable Strong offensive power and armour. Has a special ability that can make enemies retreat. Can be transformed using Sol's skills. Valentine Standard Servants Candy - Short range Standard short range unit. When half it's HP has run out, uses a powerful rush attack. Gateau skin - Sniper Uses homing projectiles. If knocked down, uses powerful attack when it gets back up again. (?) P-Branmaju (some kind of Japanese desert) - Magic user Can distribute the strength of enemy units among its allies (?). Has a skill called 'Blackfeet' which slows down its enemies. Advanced Servants Charlotte - Advanced armoured Good at ranged attacks. Has a skill called 'rekkusukuro' (unsure how to romanise) which restores health to surrounding allies when an attack hits. Mille-feuille (type of pastry) - Advanced maneuverable Has varied attacks and can summon its own minions (Cherry and Cherry Hatchet). Also can use surrounding dead bodies as intermediaries to summon minions. Eclair - Advanced sniper Sniper which also has short range attacks. Has a skill called 'Venom slaver' which returns Ghosts captured by the enemy to a neutral state. Miss Tiramisu - Advanced magic Has projectiles which drag in several enemies (?). Excels at sealing up special enemy abilities. Minions Cherry - Maneuverable Summoned by Mille-feuille. Strong maneuvorability power. Cherry hatchet - (unknown) Summoned when the Mille-feuille eats the bodies of fallen soldiers. Strong attack power. Brownie - (unknown) Minion which has had its soul confined by Valentine's power. Two in one set. Acts as a shield for Valentine. When hit, counterattacks and disappears. Pessimistic personality. (? on all the previous) Dr Paradigm Not many pictures out there for Dr Paradigm's Servants yet, but I've linked to them if I could find them. They're all beast or fish-like creatures - weird mix, but you'd probably expect that considering their Master. Like Valentine's, there's one that can summon it's own Minions, and it sounds like there's one powerful class that actually cannibalises weaker classes to restore its own HP. o_O Standard Servants Groper (maybe modeled after a groper fish?) - Short range class Average short range unit. Although it falls behind other units in attack power, it's cheap to produce. Roller - Armoured class Strong stamina, heavy weight with limited mobility. Acts mainly as a shield and to confine enemies (?). Bow-wow - Maneuverable class Moves fast but has low stamina. Minute cost is low (?), can be mass produced as a decoy. Acts as bait for Born Biters. Gate gunner - Sniper Can't move, acts as a fixed gun battery fort. Can strengthen one ally (?). Advanced Servants Leonald - Advanced short range (Can't translate, something about reducing damage from enemy skills?) Spirit Seeker - Advanced magic user Summons Minions (Bow-wow junior) using friendly Captures as an intermediary. Like its Master, specialises in long range attacks and can't use short range (?). Acts as a fixed gun fort (?). Voiced by Ishiwatari. Born biter - Advanced armoured Strong battle power. Can regain health and strength by preying on gropers and Bow Wow juniors (???). Can draw in and knock down several enemies at once (?). Dual horn - Advanced magic Excels at reducing the enemy's defense (?). Can restore the Master and Servant's health. Minions Bow-wow junior - (unknown) Summoned by the spirit seeker. Can knock down enemies at a distance (?) and be eaten by the Born Biters. There are many of them, so they can be used as you please (?) Cocoberi - (unknown) Summoned by Dr Paradigm's tension move, continually attacking Minion. Creates a barrier to compensate for the Master's lack of strength. If Dr Paradigm gets close to the enemy Master, it's a way of attacking and providing defense. Izuna Izuna's Servants are all assorted kinds of Youkai (Japanese spirits). Haven't found a single picture outside one trailer and the official flash site of any of them, but I've linked to pages with info on the myths their based on when I could find them (closet Japanese mythology geek that I am). Standard Servants Kappa - Short range class Average battle youkai. Has a counter skill. Neko-mata - Maneuverable class Best against magic using and sniper Servants. Has a cute face under its mask (?). Namahage - Armoured Says "Are there any bad kids here?" (?) Strong attack and defense, good at using its shield. Ittan momen - Sniper Like it's name says (see linked article for info). A youkai without much stamina, but is able to make tiny bunshins of itself. Best at long range attacks. Voiced by Ishiwatari. O-yuki - Magic user Powerful magical youkai. Strengthens the defense of surrounding units and can freeze enemy units in place for a fixed time. Advanced Servants Tengu - Advanced short range Can send the enemy flying into the sky with its fan, and so can force the enemy away from the front line for a short time (?). Especially useful if it can blow away the enemy Master. Deidaara - Advanced armoured Strong against Ghosts and the Master Ghost. Can trample the enemy (and something else I can't translate). Kirin - Advanced sniper Trifles with the enemy with high speed movements (something about defense power for a limited time). Talented sniper youkai. Minions Daruma - (unknown) Minion summoned by Izuna's skills, with special abilities. Can slow enemies down. Deidaara's messenger - Maneuverable Minion summoned by Deidaaras. Fast and warlike. Sin and Ky For some reason, the Japanese wiki page hasn't bothered to add any info on nearly all these Servants, but at least there are plenty of pics of them around. Standard Servants Swordman - Short range class Average battle ability. Has a powerful special attack which can knock down enemies. Gauntlet Body - Armoured class Springbok - Maneuverable class Wiseman - Magic user Twin Trigger - Sniper Advanced Servants Convict Hammer - Advanced armoured Quadro Baliff - Advanced maneuverable Heaven's Libra - Advanced magic user Minions Humming Sword - Maneuverable
  13. thanks to Blade for originally reposting this, saved from other thread Found this on GameFAQs in case nobody pays attention to the Demos anymore: Quote: Outline of the demo The demo consists of 3 modes. Modes Tutorial1: Learn the basic moves of Sol Badguy Tutorial2: Learn the basics of the Game rule VS CPU: Fight against Sin with the knowledge from the other two Tutorials TIPS: Better at leastfinish Tutorial 2 before trying the VS CPU. You will have no idea how the game flows otherwise. Basic Rules In all three modes, the basic rules are... To Win: Destroy enemy MASTERGHOST(the main base) To Lose: Run out of time, or get your MASTERGHOST destroyed (note:Getting killed reduces your MASTERGHOST lifebar a big chunk, so if you die several times, you will lose as well) TIPS for Tutorial 1 In tutorial 1, you get to learn how the action part of the game works. I thought I would translate the all the tips in the game, but decided to just sum them up. -Basic Button Controls- Left Stick: walk Sol around Right Stick: move the camera around X: basic attacks Y: special attacks A: jump(Airdash when in air) B: use selected Item/Skill LB: select Item/Skill RB: select Item/Skill LT: fix the camera to the direction Sol is facing RT: LOCK-ON to the nearest Enemy D-Pad: Used to give orders to your troops. however, may not be used in Tutorial 1 -Advanced Moves- Combos: combining X and Y, (like X->X->X->Y or X->Y->Y->Y->Y or X->Y->Y->Y->X) you may execute simple combos Lock-on: by holding down the RightTrigger, you Lock-on to a particular enemy. This is a essential aspect of the game that most of you seem to miss. While Locking on, you may do many more moves, like Dodges, stronger Special attacks, and more. (Which I shall explain later) BlastDrive: by Pressing down on the LeftStickButton, Sol starts a super fast dash, that will take you through the battlefield with enormous speed. If you don't want to bash in to a wall, you may press down on the LeftStickButton again to stop. Also, pressing A while you have the stick in either left or right, you can do a slideturn to go around sharp corners. Smash Attacks: pressing X + any direction on the LeftStick at the same time will execute a fierce blow that does a good amount of damage, and lets the enemy flying away. Guard: Attacks from the front will be automatically blocked.(Only while standing or walking) OverDrive Attack: Pressing X and A at the same time when your energy bar is full. -Lock-on Moves-(ESSENTIAL!!) While holding down on the RightTrigger, your entire moveset changes. (All of the following moves are while you are holding down the RT) Dodges: LeftStick in any direction + A will let you do a Quick step to Dodge enemy attacks. You can also do this move while you are attacking, in order to dodge attacks from other enemies. Lock-on attacks: Combining the LeftStick and X will give you variety of stronger attacks, such as Forward + X for a FootSweep(youcan also kick enemies on the floor to get them to stand) Left or Right + X for a side slash which can be followed by more attacks Downward + X for a Uppercut that sends the enemy in to the air. (And as you expect, you can jump after them to do aerial combos) Special attacks: Like the X button, you can use the Y button with the LeftStick for a few more specials Forward + Y for Bandit Revolver(double kick in the air) Down + Y for Volcanic Viper(Jumping uppercut with the sword) Short BlastDrive: Pressing down the LeftStickButton While in Lock-on, lets you run a short distance Picking Opponents: you may use the RightStick to choose which enemy to Lock-on to. -Other Moves- Roman Cancel: pressing down on the LeftStick Button after you hit an enemy, it will interrupt the attack motion, and will give you a chance for another blow. Quick standing: When falling, pressing A the moment you land on the floor will let you stand up instantly. Tackles: Bashing in to an enemy while in BlastDrive, you can knock them down. TIPS: If you focus on one enemy too much, you will get attacked from behind. Try Combining the Dodges, Jumps and Lock-on attacks to fight safely. For example, right after a Lock-on sideslash lands, try doing a side step. You will be able to slash -> dodge, and slash again. TIPS for Tutorial 2 In Tutorial 2, you areshown how to play the Strategy aspect of the game. You will get no where by just trying to push through by your self in this mode. You have to summon your troops and order them to take the enemy bases for you. I will just translate the Japanese Tips here. (starting from the first message board in the game) (the capitalized names are from the game. yeah. confusing) This is your main base, the 'MASTERGHOST If this base is destroyed, you will lose the match. While standing near the MASTERGHOST, your Life and Energy will regenerate. 'CAPTURE's are the units that are automatically produced from the MASTERGHOST. These CAPTUREs automatically advance towards enemy GHOSTs(bases) By taking control of these GHOSTs, you will gain MANA overtime. You may attack the Ghosts by your self in order to take control of them, but letting your CAPTUREs do the job for you would be much faster. Attacking enemy units would be a betteract for a MASTER(Sol). Using the MANA you gained, you may summon SERVANTS(battle droids) to fight for you. Press the LEFT on the D-Pad to open the ORGAN(the strategy window). In the ORGAN, choose the SERVANT you want to summon, and order them where to head for. (note: Press X in the strategy window to open the SERVANTs List. You may choose one by Pressing A, and then point at a GHOST or a MASTERGHOST that is shown on the map. Pressing A twice will order the SERVANT to head to that point.) SERVANTS will automatically head to the point you ordered them to go, and fight against any enemies if they see any. Fighting with them shall make it a lot easier to advance. SERVANTS will stop an defend the spot once they reach the point you ordered them to head for. You may give them new orders through the ORGAN. (Note:by pointing at a SERVANT on the ORGAN map and pressing A will let you give them new orders) Other from just summoning your SERVANTS, you may conjure Items and learn new Skills from the ORGAN as well. When your life is low, conjure a life potion to get your life back. Conjured Items and learned Skills will be put in to your item bag at the left hand lower corner of the screen. Use the LB, RB to choose, and B to use it. You may give instant orders to SERVANTS around you. Right on the D-pad : "Stay there" Downward on the D-pad: "Retreat" Upward on the D-pad: "Go ahead" The MASTERGHOSTs are protected by a sturdy BARRIER. By taking control of all of the GHOSTs on the field, the enemy MASTERGHOSTs BARRIER will weaken, and will make it easier to destroy. Destroying the enemy MASTERGHOST will make you win the match. However, the Masters attacks would not do much damage against the MASTERGHOST, while the BARRIER is there. Let your SERVANTS attack the MASTERGHOST and reduce the BARRIER,then you may do much more damage. Only the Master can give the final blow to destroy the MASTERGHOST. TIPS: With out understanding the strategy element in this demo, you won't be able to see the whole picture of this game. This game is not a Hack and Slash game, nor is it a Dynasty warrior clone. It is a RTS in which you can actually control a character and join the fight your self. TIPS for VS CPU mode Finally, in the VS CPU mode, you get to fight a matchunder the actual PvP rule. You will be facing another Master, SIN, with his troops. The battle field will have more GHOSTs, and SIN will mercilessly send in his troops to take them. In order to win in this mode, you will have to utilize the ORGAN to the fullest, summoning SERVANTS, letting them attack enemy bases, and defend your own. Detroying SIN's MASTERGHOST shall make you win the match, like the other two modes. You better try this mode in EASY for you first time, cause I'm telling you, it's hard. TIPS: Most of the SERVANTs that you can choose from in the VSCPU mode are 'locked' That means, you have to pay some MANA in advance and wait a while before you can summon them. Pressing A with the curser on top of a 'locked' SERVANT will let you 'unlock' it. After a about 30 seconds, the SERVANT will be 'unlocked' and you may summon that SERVANT as normal. OVERALL: The true nature of this game will be shown only after you understand both the moves and the strategy elements in it. The learning curve is steep, but promising. Once you get the hang of it, the frenzy of giving orders, running through the battle fields, and performing combos all at the ame time, shall become very enjoyable. The MUSIC!!! The famous Rock tunes aren't gone. Go to VS CPU mode and face SIN one to one. The music will change in to a GUILTYGEAR rock tune. Also, once you take control of most of the bases, the music will change as well. Check it out.
  14. Map tactical breakdown http://www12.atwiki.jp/guiltygear2/pages/90.html The existing maps have very tactical points that I'd eventually like to break down. Right now the main map, Toriora, has basically the crucial points of point 2&3 for player 1 and 1&6 for player 2. It seems that you accrue more mana at the beginning of a match by attacking these points immediately and summoning units to each point to set a basic masterghost defense than by trying to set units immediately at the masterghost base at the start of the round. Doing so, you then have the options of approaching directly via the path between point 1 and 2 or taking a variant path along the sides, which takes longer but you have the option of cutting across the map laterally which is a two point mixup. So essentially the initial fortification can be nullified entirely with this nitaku / santaku ( choice between two or three options; the core of this game exists in limiting the opponent's ability to damage you directly or indirectly via attacking your character ), so at this point you would either want to attempt to attack and kill your opponent's master ( thus taking off some life ), capture another mana point / temple to summon / buy more units / use an ability, or alternatively depending on your current units make a rush for the masterghost ( extremely risky ). This is the basic offensive setup for this map. Eventually I'd also like to get into character specifics, i.e. Sol's divekick hitting multiple units and OTG properties, oki'ing with gunflame, airdash mixups off of lockons ( kind of like virtual on: oratorio tangram! you can quick step CC in this game! ) and the like. EDIT: an interesting tactic i'm seeing in matches ( specifically the Valentine player here http://youtube.com/watch?v=50OGX_Votzc ) is using the left stick boost to scour the map at the beginning and mow down / destroy all the initial opponent units for 100 mana a pop ( specifically the floating turrets ; they usually appear about 2 to 4 at a time and you can kill them by running into them without interrupting your dash ), stop at a mana point to summon a 200 cost unit, then continue, until you've circumnavigated the outer map area and captured all the outstanding points. then command your units to follow you or to attack the master and go for a master or masterghost attack.
  15. First thing's first; since the Guilty Room thread for Overture is absolutely swamped this thread exists specifically to discuss the actual gameplay, with the hope of actually creating US interest in the game ( although an actual US release would be nice, sadly we're already three months behind ). So, talk gameplay, strats and the like here, any story b.s. or opinions take directly to the other thread plox, thanks in advance. Game mechanics: "Guilty Gear 2: Overture uses an action-based gameplay similar to the Devil May Cry series while retaining special moves and animations that have been used in past 2D Guilty Gear fighters. Aside from the simple genre change compared to it's arcade fighter predecessors, Overture will feature a troop management system as well as certain points around each of the levels that can be captured to be a spawning point for troops. Various troops from the demo include the light infantry, capable of a special attack; Heavy infantry, capable of launching and juggle attacks; as well as magical troops which can heal and perform status increasing spells. To win, players must directly attack each other or each others Masterghost, an immobile and defenseless 'main base' or spawning point for each player. Each time a player is defeated, they respawn by their Masterghost in exchange for a portion of the Masterghost's lifebar. Victory will be rewarded through: beating the enemy enough times so their Masterghost cannot revive them, directly attacking and defeating the Masterghost, or winning by basis of who has more life once a predetermined timer reaches zero." /wikipedia Doing so will win a round btw, not necessarily the match. The game can also be played 2 on 2 / team format, with each player having their own masterghost. Best resources available for the game right now; http://www12.atwiki.jp/guiltygear2/pages/1.html - Japanese GG2 wiki. http://youtube.com/profile_videos?user=dokurober - High level match vids. http://insomnia.ac/reviews/xbox360/guiltygear2overture/ - the only decent review of the game from someone who actually bothered to really play it and learn the mechanics. There are seven playable characters; Ky, Sol, Sin, Valentine, Izuna, Dr.Paradigm, Raven.
  16. this game just got added to GGPO, if anyone cares kinda buggy and won't connect to or spectate on anyone for me, keeps crashing. guess it might be a few patches before things run smooth.
  17. no more broken than accent core.
  18. I developed a theory that when he picks the darkskinned Sai he actually shapeshifts into Lil' Jon somehow. >_>
  19. ^this man speaks truth, if you don't think Sai is top tier, play him.
  20. The young doctor yawned deeply, outstretched in her chair, eyes going blank observing the dull brilliance of the green text layed out upon the computer monitor's surface. The code scrolling across it wasn't telling her anything new or interesting that she couldn't already guess. Reactionary, calculated clicks sent file after file blazing across the system, yet she seemed intensely bored. She was thinking about the "pinhead" ideal, the ability to hit the head of a pin 100 percent of the time, and how little it applied in this situation. As brilliant as she was, she just wasn't finding out what she really wanted to know from the gargantuan mass of electronic data in front of her. "Who are you? Who are you really, young man?" "....and why does he still look the same even though he's been stuck in the Arctic for over 50 years, yadda yadda yadda. That's what you're wondering, right?" The doctor didn't even look; she already knew her supervisor was standing behind her. "When did you get here?" "Look, as smart as you are, I know how you really think. You're a hacker at heart, sweetie. If we hadn't have taken you in when we did, you'd have been sent up for the works. Infiltrating top secret information databases, illegal data manipulation, virus planting and implementation with malicious intent......should I keep going, miss genius?" "Oh my god. I think I found it." The clicks of her hands came to a dead stop. "Found what?" "Look at this. This is amazing. This is information so encoded that it has to be from them. This was written by someone deep inside the Gessellschaft network, years ago." "What is it?" "I'm not sure but....I think it's instructions. A mission of some sorts." "A mission for this kid? Instructions? Instructions to do what?" "We won't know unless we reactivate him. But...that's too dangerous. His Blitz engine could overload, we don't know how long that thing's been inactive~" "Do it." ".....what!?" She almost had a heart attack, her blood rushed up to her face so fast, as she whirled around in her swivel with the look of an insane woman. "Has the committee completely lost it? Do they know what this will mean?" "I said do it. This is a direct order from the top. This is why you're here, this is why I'm here, and this will happen." "......" Fingers clicked over tabs. Dull, thick wires hummed to life. Neuralchips clicked into place. Artificial flesh recoils from intense shock. "........Look at this. He's downloading it." sys.cryogen replenish entryplug okay 1st connection okay main power supply circuits online 2nd connection okay internal recombinant oxygen supply init a10-nerve operational fundamental language op.sys active language: Japanese / Nihonjin mutual neuromind synchro 100% harmonic rate 41%- normal / rising physical containment locks disengaged safety control restrictions disengaged int / ext power supply all green unit "blitzkampf": MISSION STATUS? op. 82killingarts.rtf: 1. throw into the corner, walk up 2a whiff, overhead 2. whiff normal from just outside range, reflector, 2B 6C or super 3. blocked 2A,2A dash up throw 4. meaty blocked 2A in corner, close 5C,6C, loop 5. meaty blocked 2A whiff 5A. 2B 6. far fireball dash up 2B 7. jump over them on wakeup, 2C 8. fireball against jumper, 2C tripguard 9. blocked 6B overhead, backdash, 6C their whiff 10. blocked 2A 5B, 2A counterpoke 11. throw escape, far B xx ABC 12. 2C knockdown, dash, whiff overhead, backdash wakeup attempt, far B xx ABC 13. far B, 214A, 2C counter sweep, dash up throw their tech 14. 2C knockdown, whiff overhead, reflector wakeup, 22C xx super 15. blocked close 5C, 214A, DP counter 16. 2A, walk forward 2A, 2B 6C into air combo or 2B xx super 17. crossup B, 2A, walk up throw 18. crossup B, 2A, wait, 2B counterpoke into whatever 19. 2A 2A, overhead, if no confirm, 2C for knockdown 20. far B, dash up 2B into whatever 21. empty jump in on their wakeup ( timed landing to avoid instant wakeup attempts ), 5B 6C 22. throw into corner gets teched, whiff 5B, throw or jump above them 2C 23. 2A, stand, again 2A, 2C knockdown, fireball 214A ( -2 on block, so guard or backdash ) 24. on your wakeup, 2A ( if nothing better, +1 on block , cr.B is -3 on hit, don't do it on wakeup ) 25. latest possible crossup meaty j.B, reaction 22+A xx super? 26. in corner, meaty blocked 5C, overhead into whatever 27. start of the round - far B, 6C counterpoke to launch into aircombo, end with 214C to get them close to the corner 28. 236A, 214A zoning tools 29. 214A, 22A their wakeup, 236 B+C if blocked ( you lose meter but you're somewhat safe +0 frames on block, probably best to backdash after ) 30. 2B, then watch the reaction - a lot of specials can be punished with 214C as it is 11f. 31. close 5C, 214A, walk up throw or DP 32. crossup B, cr.B, 214A, step forward 2C 33. throw into the corner, backdash 2B, j.a,b, land throw 34. 2A 5B, pause, far B, ABC 35: 2B 214A 2b walk in throw 36: 2A 2B reflector 37. 2A 2B, wait, 6C 38. 2B 214A,far B 214A 39. ex fireball their wakeup ( +0 on block, ), 22B reaction or throw 40. light fireball their wakeup, walk in close C, 6C, loop 41. anti air j.a, j.b, land 2B 6C/super/214C 42. far B dash in 5c 6c 43. 2a 5b 214a, far B 6C 44. 2a 2b overhead wait, reflector, followup 45. 2c knockdown, dashup, close 5C 46. j.b crossup, reflector, light fireball, 47. j.a, air reflector ( hey it works sometimes :/ ) 48. throw gets teched, whiff 2a, 22a xx super 49. 2a 2b xx ex fireball blocked ( +0f dead even ) , 6C or DP or 2C to knock down 50. 2b 5b 214A 5b - opponent jumps- 22C xx ex fireball or just ex fireball into backdash to remain safe 51. crossup j.b, 2AA 2B, pause, 5B, 214A 52. j.c close C 6C, j.a, j.b 214C 2 hits, super, backdash and wait for a tech, 6C 53. walk up throw, throw is teched, crossup j.b 2b 214a throw 54. j.a into neutral j.c beats attempts to jump out of the corner, juggle followup 55. blocked anti air j.a j.b landing throw 56. 1/4th screen knockdown, j.a j.c on wakeup ( if air c connects it will wallslam ) 57. 2c knockdown, 214a whiff on wake, throw or meaty 2b xx 22c xx super 58. throw, throw unteched, dash, 214a, throw 59. throw, throw unteched, buffer dash hop over downed opponent 60. throw, 6C to get close, immediate j.c if you think they'll jump away, will net a wallsmal 61. anti air 5b, 236B 62. anti air j.a, airthrow 63. opponent in corner farb xx 236a frametrap, 22b if they jump 64. on hit when properly spaced a 236a will combo to 236b+c, use this in conjunction with far b 65. overhead on hit, walk up throw 66. overhead on hit, walk up throw, while throw is tech rolled do insta jump 2C whiff, land and throw or 22B 67. 236A their wakeup, pause, 6C ( best when spaced with them in corner ) 68. meaty corner 2Ax4 5B 214A throw 69. 2C knockdown, dash up whiff 5A meaty 5C 6C 70. can do j.A, j.A, late LATE cancel to 2C or j.A, pause, deep deep j.B j.2C 71. when anti air 5A is blocked in the air 2C low sweep guard breaks / becomes unblockable and knocks down (??? needs more testing ) 72. anti air fireball to 6C 73. spaced anti air 5B 214A whiff throw 74. deep j.C 2C, 2B 214A for positioning 75. close C, pause, far b 6C 76. 5a 5a, step forward, close C 6C 77. reflector attack, ABC, 214C to hop over downed opp 78. opp cornered, j.B 2A 5AA (all blocked) j.2C their reversal attempt 79. opp blocks wakeup 236a crouched, overhead ( or 214C - third hit is an overhead but they probably know that ) 80. 2A 5BB 214A, reflector 81. their wakeup, low j.2C, reflector or throw, or block antiair attempt and punish 82. knockdown 22a whiff, 2a whiff 22a wakeup attempt Ice cracked and splintered, fracturing into chunks as bursts of steam chewed their way through. Muscles having laid dormant for ages whirred to life driven by unseen force. The two assistants stood mouth agape as the android channeled his body to a standing position, a fiery, intelligent gaze arising from an otherwise cold and calculating frame. "Ninmu.....kanryou! Ore wa RAIJIN!"
  21. i remember you saying that too. wasn't Arturo playing Sai at the first tourney you guys had? he always seemed pretty insane to me, but the way the game is right now, Sai is so sick that i'm pretty sure i'm going to start playing Mycale just to see how she's supposedly better because i'm not seeing it right now.
  22. bump, contributing
  23. after a huge set with aya i can tell you exactly why: he absolutely fails at punishing the top characters ESPECIALLY Sai. his 6C range is terrible, fireballs are terrible, hurricane kicks except 214A are terrible all he can do is wait, none of his mixup is free like those above him and his biggest damage arguably comes from the corner. which, given the momentum of the match, is a really tough place to force the top four into with aka now. Mycale zones him for free, Fritz runs circles around him and punishes him HARD, marilyn can superarmor through his poking game, and Sai can do elbow to backdash and remain COMPLETELY safe against him. hell, in the corner Sai can abuse safe 5C and there isn't much Aka can do. he's still very solid but requires a LOT of patience ( which makes me wonder why i dropped marilyn for him )
  24. i friggin lol'ed but OH DEAR GOD if he does
  25. CPU Ume Full Daigo-parry reflector into Akatsuki corner loop OH SHI~
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