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Everything posted by Rhiya
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LK discussed this on stream last night, a little bit if it got saved, you could find it
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It might just be a specific exception case to prevent abuse with orbs
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That's an extension of "if you're already blocking and get crossed up, you can block either direction until you leave blockstun."
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I still do 4C or 4C 2C on my VAkiha momiji reps even though 5B xx 2C 4C ( or was it 5B xx 4C 2C?) does more damage. Combos you don't drop will always do more damage than combos you do drop.
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If you're mostly netplaying, it's kind of a no-brainer to learn the netplay safe ones. Spend the time you'd spend learning the harder ones learning to pressure, confirm, etc.
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There a lot of infor floating around about the crossup protection system because it's the same as Melty's. These are the basic rules for it (credit to this thread on Melty Bread): Crossup Protection 1. If the defender successfully blocks, until they exit blockstun, they may keep blocking in that same direction regardless of any side switches that may happen. Note that you only get the protection until you exit blockstun. and most importantly 2. Block the character, not the item that they threw out. i.e. If kohaku's helicopter plant is behind me as I'm getting up and she's standing in front of me doing nothing, block away from her or you'll get hit. There are no Aegis-Reflector-type unblockables in this game. 3. If the opponent is facing away from you while they hit you, you can actually block either direction until they turn around. [An addendum I'll make here is that characters in the air don't turn around until they land unless something else happens during that time.] This should basically cover all your findings.
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This is the way I normally do it in BB, yeah. In MBAACC, you could set the dummy to hit A as soon as they recovered, which was bloody amazing for this. UNiB, you can set the dummy to play your recording as soon as it recovers, so you could probably do something similar just by holding 1A with turbo on right before you start the recording to get a f1 1A input.
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Also, I'd like to point out that you can (and should) use training mode to prepare yourself for a lot more situations than just combos, be them hitconfirming, or making blockstrings, or mashing gaps in blockstrings, or learning to block, etc. Experience is the best way to learn not to choke, as everyone has said, but you can get a lot of exp from properly using the tools available in training mode (especially the recording/playback features). It's a way to expose yourself to a situation in a completely controlled environment, then learn how to deal with it.
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3C. I got hit by that so many times one round today because I had no idea it was overhead. I got mad confused when I was getting hit by it, because the thing just looks like an anti-air. I figured it out eventually, but it's pretty deceptive, as far as animations go.
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Level 0 is probably gonna be meaty or command grab/grab Level 1 is adding in wakeup overheads, using assault, etc. You can do level 0 with less respect than level 1
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That part of VA that no one cares about (Western/Southwestern VA thread?)
Rhiya replied to Rhiya's topic in East Coast
If you went, you probably actually ran into a bunch of people from JMU scene, including the people who ran the fighting game club Anyways, with UNiB out, I'll probably be paying a lot more attention to this thread again. Depending on when/if I get a job, traveling around could become a lot more feasible than it previously was. -
Netplay is the worst enemy of this -game-. The game is really solid, but the second you introduce lag, glhf dealing with the person with bigger normals/specials. GRIM REAPAH is fine when I can outspace it or block while running, but hit that magic threshold (probably over ~3f of delay), and everything that big is gggggggggggggggggggggggggg
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ggs to ranked. I know I ran into HiguraShiki, but I'm not sure who else.
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Because swag+waifu power+challenge
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ggs @ VR-Raiden You got the tech, dayum. I gotta step up and polish my everything
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It's high risk, but high reward. Consider it a fairly hard read, and use it as such.
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It's still the same principle. Record Vatista jumping in with j.C, someone's ground poke, etc., and figure out the timing.
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Bleh double post Does anyone know the properties on EX 63214? I've seen it go through a lot of stuff (e.g., http://youtu.be/h2Qr9Qkfd4E?t=56m7s ) but I don't know if it's F1 invul, if it has invul to some property, or what.
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Training mode it to get the timing. Just set the dummy to Hyde and record him shooting fireballs, or something, then play it back and attempt to counter them.
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Arcade's not gonna have BGM select. At best, you could hope they tie it to the stage instead of the character from here out, which would bleed over into console release.
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Yeah. This is something Akiha has had since MBAC -- she can do instant j.2C by just inputting 82C really fast. There's no real trick to it except speed. Also, random aside: I'm mad jealous you get to have Nishio for matchvid analysis. Guy is a god
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Waldstein Infinite Discussion (Tournament Legality)
Rhiya replied to Tigre's topic in Under Night In Birth
Yeah, that sounds a lot like it. 6C's supposed to wallbounce/wallslam but doesn't wallbounce/wallslam. @Mods, Tigre: Has the topic served its purpose, since Tigre made his conclusion? If so, can we lock it, since the reason the topic was made has been addressed? -
Waldstein Infinite Discussion (Tournament Legality)
Rhiya replied to Tigre's topic in Under Night In Birth
To be fair, it's not like he doesn't understand that it's not intended. He explains why the infinite works, and what restrictions it's breaking, in his post in the Wald topic. I'm assuming he's just more in the hard "play to win with everything at your disposal" camp -- it's in there, no reason you shouldn't be able to use it. If that's how the game is, that's how it is. etc. -
Waldstein Infinite Discussion (Tournament Legality)
Rhiya replied to Tigre's topic in Under Night In Birth
The point of choosing a limit is just to make it easily enforceable. If you don't define it, you're gonna have a mess when someone claims their opponent did the infinite. Putting a hard limit makes it easy for everyone to know when the rule was broken, and it also prevents unnecessary drama. There doesn't need to be any reason behind a particular limit besides that it makes it obvious someone is performing the infinite. -
Any info on active frames? Contextualizing 236x frame advantage would be good, for sure.