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Everything posted by Rhiya
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ggs, susano And yeah, I'm pretty that a lot of characters need to do things like input small dashes, change aircombo or aircombo timing, or do other stuff to keep comboing Linne correctly. Her hitbox isn't awful, but it's still smaller than the rest. And your Gordeau is fine, lol. This game takes a while to get used to after games like BB, especially with mechanics like GRD and CS on top of everything else. One of the reasons I'm playing Linne is that playing Linne reminds me a lot of playing Melty (which I played a good chunk of -- more than all iterations of BB combined), which makes it easier to focus on the rest of the game. When I was playing Yuzu, I was drowning in game mechanics on top of Yuzu mechanics and it was just really hard D= (I'm probably still going to sub her, because the combo swag levels are massive, but my god she has so much going on.)
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Hmmmm. I'll training mode it later tonight, I guess.
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Waldstein Infinite Discussion (Tournament Legality)
Rhiya replied to Tigre's topic in Under Night In Birth
Naoto's SMP loop didn't run the timer. It actually killed her opponent. Lots of players that can speak or know JP are in contact with the JP community via twitter and other means (e.g., LordKnight). If you know someone like that, there's no harm in seeing if they can contact someone to get an answer. -
Waldstein Infinite Discussion (Tournament Legality)
Rhiya replied to Tigre's topic in Under Night In Birth
What other explanation is there, if it hasn't been patched out of arcade? It's incredibly easy to do and lead into, doesn't take a lot of resources, and autowins if you have a life lead. Anyone trying to win would be using it if there wasn't some kind of agreement not to. And it's not that it "rarely happens;" like people said, we saw the infinite for about a week, then never saw it again. If you want to be certain, do what Tigre suggested earlier, and find a way to contact JP for their opinion. -
Waldstein Infinite Discussion (Tournament Legality)
Rhiya replied to Tigre's topic in Under Night In Birth
Japan may well not be doing it simply -because- it's bad for the game. It's not unheard of for JP to have unspoken soft bans (see Sirlin's talk about Akuma and Old Sagat in Playing to Win). -
Assuming it works the same as MB (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. This is why, as you're saying, crossup protection doesn't cover lows -- you have to land first.] That is to say, they can't be crossed up until after the projectile stops, since they're in blockstun from it, so it's a lot easier to block than you're implying. You have a lot of time to react against a setup like that. I haven't seen any Linne try this in any matchvid I've watched, and I'm pretty sure that's why. Also, I can't even tell what you mean by "tk fireball cs air dash left or right j.c." Since Linne doesn't have an air backdash and you can't cancel IAD early in this game, how would you even do what you're talking about? All I can imagine is that you mean something a lot like the crossup trick that C-VAki uses with j.C in Melty on midscreen oki (where she can j.7 or j.9 IAD forward then IAD back for ambiguous crossup) or Catsuki 4-way, but neither of those is possible because Linne doesn't have the tools to perform a mixup like that. I just realized you probably mean either land assault or land IAD over, but that's not ambiguous at all, either, because those have massively different-looking startups. I'd wager that if someone got hit by what you're describing, it's because they weren't aware of the crossup protection and tried to block a crossup that didn't exist, only to get hit because they stopped blocking when they went to switch guard.
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I just noticed, yeah. Pete is based god of matchvids. MeltyDB was best thing ever, and I'm so happy he's doing it again.
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Can someone give me a good solid reason why arcade sticks are better?
Rhiya replied to TastyPancakez's topic in Beginner Mode
The biggest benefit to stick, imo, just being able to pick up someone else's stick on a setup and play with no issue. Your pad is your pad, and every other pad feels weird, but pretty much every stick feels close enough to the same to use even if it's not yours. -
Yeah, you just have to wait a short bit. It's weird at first, but you'll get the hang of it. If it helps, you can try pressing another button during the wait to help time it (since nothing will come out during that time), or else something similar.
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Waldstein Infinite Discussion (Tournament Legality)
Rhiya replied to Tigre's topic in Under Night In Birth
While I'm normally all for letting things go as they go, there are a few major reasons I think the community could actually get away with banning this, and may want to consider it: A) It's actually pretty easy to police as compared other infinites. As pointed out elsewhere, it's not a bnb path, etc., and it's blatantly obvious if you're actually trying to do it. It would be easy to set a hard limit on 6C reps in a combo and just enforce it. B) Wald doesn't need the infinite to function as a character. He's still top tier regardless of whether or not he has timer scam. C) I honestly do expect it to be patched out, anyways. The last time an infinite popped in MBAACC (the KohaMech infinite), it was removed in pretty short order. It may be logistically harder to patch PSN, but I would not be very surprised if the patch came out sooner or later. D) Watching someone timer scam with a zero damage infinite is just going to kill game hype for people watching. It's in the best interest for the growth of the community, I think, if we don't have people winning high exposure matches with timer scam on an infinite that's just boring to watch and almost impossible to drop. -
>C-Roa >All lows Are we talking about the same character? Fuck, are we talking about the same game? All he has to do is reset into airdash mixup once he has you scared, and it's really easy to make people scared with C-Roa.
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Err, do you actually drop before the fireball hits? You can't cross up someone who's already blocking. Game has crossup protection, same as Melty. EDIT: So as not to double post, gonna edit this in. Was putting matchvid listings for Katou into a notepad file for later -- may as well post it here. http://youtu.be/hKZjKm8QtDY?t=13m6s (vs. Gordeau) http://youtu.be/hKZjKm8QtDY?t=24m17s (vs. Wald) http://youtu.be/hKZjKm8QtDY?t=29m20s (vs. Hilda) http://youtu.be/hKZjKm8QtDY?t=1h2m14s (vs. Hilda) http://youtu.be/hKZjKm8QtDY?t=1h3m55s (vs. Hilda) http://youtu.be/iDkn984ENSo?t=26m7s (vs. Merkava) http://youtu.be/iDkn984ENSo?t=36m35s (vs. Merkava) http://youtu.be/iDkn984ENSo?t=41m21s (vs. Vatista) http://youtu.be/iDkn984ENSo?t=1h2m2s (vs. Vatista) http://youtu.be/iDkn984ENSo?t=1h5m35s (vs. Merkava) http://youtu.be/iDkn984ENSo?t=1h8m16s (vs. Hilda) http://youtu.be/iDkn984ENSo?t=1h12m28s (vs. Seth) http://youtu.be/iDkn984ENSo?t=1h17m19s (vs. Seth) http://youtu.be/iDkn984ENSo?t=1h19m28s (vs. Gordeau) http://youtu.be/iDkn984ENSo?t=1h22m14s (vs. Seth) http://youtu.be/iDkn984ENSo?t=1h25m38s (vs. Carmine) http://youtu.be/iDkn984ENSo?t=1h29m7s (vs. Seth) http://youtu.be/iDkn984ENSo?t=1h32m28s (vs. Hilda) http://youtu.be/iDkn984ENSo?t=1h37m45s (vs. Hilda) EDIT 2: Damn, such edit, much not double post. Anyways, random exec trick for the combos with tk 236B j.b: since holding 9 will cause you to jump immediately after hitting the ground, and tk 236B forces you to hit the ground after you use it, you can make both the tk exec and jump timing in the combo more consistent by inputting 236[9]B (held 9 makes you jump immediately after you fall from the tk, and also makes sure you don't slop the tk input) j.b etc.
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Suck it up and use bunker (guard thrust in UNiB?). That kid ain't got nothing on C-Roa from Melty. I had to play H-Moon whenever I played against Tonberry's Roa in IRC because I knew I wasn't getting out without H-Moon bunker lol http://www.youtube.com/watch?v=Xd3L8bTKuxE#t=12m12s (p.s.: fuck c-roa)
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Also, work smarter, not harder, when you're in training mode. When something fails to execute, try to learn why it didn't. Maybe your timing was wrong, maybe the input was sloppy, etc. Regardless, if you know what you need to fix, you can fix it much more quickly than if you don't. E.G.: Sometimes, on Litchi, I'd drop 236B>63214A for no apparent reason. After looking at the input reader, though, it became painfully obvious that I was somehow doing 6214 10 to 20% of the time, which BB -does not accept as a half circle-. After that, I just did reps, and made sure the input was clean. Also, learn some input tricks that work for you. Some tricky timings can be alleviated by thinking of them differently. For example, take CP Litchi's 5B[m] 2C 6D(2) 5D 66 4B(e) combo beginning. This wrecked me for a pretty good while, and the timing gave me fits, but I found that if I instead input 6D(2) 6D6 4b, my life became a lot more manageable, since I was condensing my inputs and inputting the dash while I did 5D. Learning execution isn't just about grinding -- it's also about learning how to make your grind easier and more profitable.
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The trick is for when you input the first special of your stance -- you "trick" the game into having another button held down than the one associated with the special (e.g., 236B~[A]), allowing you to use stance specials on that button again (so that something like 236B~[A] 236B becomes possible). You can't do it again once you've entered stance. There's a separate trick that allows you to exit stance while performing a special, and that lets you get out extra moves from stance you can't normally, but that's not slide hold.
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I was involved in that conversation, which is the main reason I replied. Couple of quick things: A) You don't gain access to frametraps from stance. You can frametrap during basic gatling/rebeat pressure no problem, and also use spacing to bait mash, because Yuzu's normals are basically guaranteed to beat a 2A clean when spaced correctly. You gain -different- frametraps, which are not safer by any means. Stance frametraps will still have uses (and net good damage!), but your wording implies you don't get any without stance, which is just false. B) Whether it's a good or safe idea, I'd argue, is more player dependent than matchup dependent, though matchup does indeed influence the dynamic. Some people will let you run wild, like that Sion, while others will make you play much safer, like either Hilda. Retreating to neutral is almost always an overall loss when you're pressuring, because you're intentionally choosing to give up advantage; using stance in pressure will inevitably involve calculating what the risk of needing to return to neutral is, and how much it'll cost you. (That's the main reason I agree with you on the influence of matchup in this decision, because how much advantage you lose is indeed matchup dependent -- it's a smaller loss if your neutral is better than theirs. I think most stance shenanigans will probably really punishable if read, but I'd need to check.) Side note: I'm also curious just how safe/practical teleporting out like that is if they get a read on it, since I imagine they could just run up to you. It's gonna work for sure if they don't expect it, but I wonder if it's punishable if they do. I guess I should check that + Yae Ichirin on block sometime today. You're absolutely right, though this is just how pressure in general works -- you've gotta cater to your opponent's reactions to your pressure, and attempt to condition and confuse them the best you can within the confines of what they'll let you do and what you can -get- them to let you do. Also, fullscreen battou into run up throw is legit as hell if they respect you that much. Getting a read that hard is always satisfying.
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I'll be honest you're seeing the flash, and not the work that goes into making the flashy stuff hit just within the first match, if you count the amount of times he conditions the hilda to expect normal rebeats, it's way more of his strings %wise than any fancy battou/stance pressure the first sion is bad, so he's basically doing w/e he wants. you'll notice he plays a lot less wild against the second sion -- more like he does against the hilda the carmine is sort of an inbetween, partially fueled by carmine's lack of a reversal then it's the first sion again? he's just doing really over the top stuff because the sion is giving him so much respect the hilda bodies him, then when he goes to run it back, you'll notice he only really uses battou/6abc in strings if it's a question of spacing -- I find the uses of stance to reset to neutral more notable tbh then more bad sion (you'll note he actually gets punished for some of the crazy stuff he tries this time, but wins anyways because he's way better) the linne is really respectful of battou from fullscreen, so he takes advantage and basically dares her to hit a button half the match when she could really screw him over if she committed to something I think getting kinda tired, so hard to analyze the merkava and second linne match basically, he's playing to the player really well and responding to their level of respect, which causes his pressure to sometimes be really flashy and crazy even though that's not normally the best idea (things like jumping in stance and doing falling j.2[C] in your blockstring lol), and using battou if there's nothing else he can use at that range or they respect it a lot (random aside: this vid is making me wonder if d cancelled yae ichirin might actually be plus)
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Yeah, but there's also benefit to using a slide hold in that situation to keep another B battou up, etc. Also, I just checked -- that's not notated there in the video. Iunno where that 236B~D got introduced, but it shouldn't be there.
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Oh, let me go back and answer this. You need to delay the 214B~D until after a little after the second wallslam. The 236B 236B is a link, but, much like the 214B, you want it to hit a bit after the wallslam. Also, I input it the beginning of that combo like this: 236B(~D) 236B~[A] 214B~D 2C... It does the same thing, and works fine at midrange. Cancelling out of the first stance with D (as opposed to simply not holding the input) isn't necessary at every range to get it combo, anyways -- you can actually link the second 236B if you simply input 236B without holding B, wait for a bit after the wallslam, and input 236B again. The slide hold after the second 236B should also be necessary to do 236B 214B, anyways, since you can't use the d cancel trick to get out a move with the button you last used, iirc (though it might just be be that exact move with that exact input, need to double check). Anyways, hope that helps a little. EDIT: I have literally no idea why the first 236B is notated 236B~D just doing 236B (no hold) works fine even if you're in their face or at max range SECOND EDIT: Honestly, can we just standardize this notation and make it make sense? The stuff in the JP video is either confusing or misleading half the time (214B+D for Yae Ichirin D cancel, when it looks like you should input 214B+D to use the D stance cancel trick to be getting out Yae Ichirin without a mark; IC j.2C, when literally no one uses that notation, and anyone on DL would write either BE j.2C or j.2[C]; unclear timing and notation of slide holds; almost no one understanding that DC is dashing C and not something like dash cancel; etc.)
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Do you mean someone using it in a match (the game footage), or someone performing it on their stick + game footage?
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Backwards roll is fully invul in UNiB iirc
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If it's anything like Melty, they'd need to leave blockstun before you can cross them up (assuming you can there)
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The main thing about about using battou in pressure is that it makes it impossible to rebeat to reset your pressure (same as 4B/4C, really), and you lose the option to assault, throw, hit high, etc. Once you're in stance, your options become a lot more limited, and, therefore, easier to guess. At best, you could go into it hoping to CH with battou after conditioning them you'd reset there, hit 22 hoping to bait something, etc. It's a game of implications, and stance reduces your implications. That's not to say you should never use it, but it's going to screw you if you don't use it judiciously. Something from stance (maybe Yae Ichirin?) might be plus frames, though, so gonna have to wait for the frame data to know what's up for sure -- but until then, I'd say you're better off playing it safe. I don't expect us to get lucky like that.
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I don't recommend this because it'll end your pressure unless it hits, or at the least, put you in a really awkward position where you don't have many options I just tested, and much like melty, you can delay your chains to create frametraps in every gatling you do EDIT: Also, because your normals are so big, you can estimate the pushback you'll get, and outspace their 2A, then just ch it -- not a frametrap, but will still make them respect lol also, 2a into 2c/5c seems to always frametrap this isn't accounting for shield, mind, though