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Everything posted by Alpha152
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Don't worry, one of the two SoCal Akis will make it to top 8. If not, I quit this game :p
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San Diego's thread of meetups every Friday Night at SD Saltmines
Alpha152 replied to shtkn's topic in West Coast
I think we'll try to make it next weekend? Fri is perfect since the day after we could stop by Sanoshi's place on the way back. -
San Diego's thread of meetups every Friday Night at SD Saltmines
Alpha152 replied to shtkn's topic in West Coast
Yo! I'm planning on coming down sometime with a few other SoCal people and was wondering how many people show up on average. And could anyone link me the venue or the location of it? -
5C really doesn't have any benefits in comparison to 5B aside from its extended hitbox; but the negatives 5C has in comparison to 5B is a CH-state attack until full recovery, slower start-up, and the same attack level as 5B. I think having projectile attribute is a neutral property as it has its uses in trading with other level 1 projectiles, but is still susceptible to getting beat by projectile invuln attacks.
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I haven't approached them about it yet so I'm not sure but it'd be awesome if they did...lol
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Ah I'd say hit up FAKKU! for some sponsors but I haven't got there yet either :P
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Using Maziodyne as a reversal in this MU is fairly bad because just like against Teddie and Yosuke they can DP on reaction to the super-flash. However, one place where you can punish her blockstrings is during the startup of 2C. I think it's a common misconception that if a character doesn't have a 5F normal, their defensive options during pressure are bad/the other person gets in for free. Liz has a 5F throw which will beat out pressure resets such as 5B > C Duck/Weave, A KR etc. The only character that has mostly poor defensive options is Yukiko, as her fastest normal and throw are both 7F and even then she can still low profile some of Aki's pressure. I think Weaving is always the best choice against 5B, aside from blocking of course. The recovery for 5B is also pretty long so you can wait for a second after she completely retracts the book and still punish. Rolling is also much more punishable compared to Weave because if they don't 5B they can punish your roll recovery. You can also get caught by the retracting part of 5B if you mistime the roll. ...assuming you're withing range I guess it isn't a bad option. But if its C/D Maragi and you're within SB Cork distance, there's plenty of better options you can do. A/SB KR can stuff the startup of both C/D Maragi if you're within distance and it's even possible to 5B FC if she randomly does it at neutral or after a combo that ends with you close to her. I think this move is pretty free against Aki. Aside from his options against C/D Maragi, SB Maragi can simply be jumped over or parried. At full screen you can even parry both fire pillars of the SB Maragi for free meter. And Skye! Do you plan to be at EVO?
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Alpha152 replied to Hecatom's topic in Under Night In Birth
Under Night In-Birth Exe:Late announced. http://www.siliconera.com/2013/05/26/melty-blood-developer-upgrading-under-night-in-birth/ -
Congrats to Skye for making top 16 at UFGT9! I'm not the best at giving critique or advice, but a few things I noticed really costed you a few games. Not finishing combos that would've killed and poorly timed bursts against both Lizs hurt pretty bad. I'm not sure how familiar you are with the MU but after blocking 5C if they don't 2C you can break it fairly easily. Against Kobayashi he was getting away with a lot of free 5Cs at the spacing where he wouldn't be able to punish you if you dashed in to break it. http://www.twitch.tv/vgbootcamp/b/408127220 BTW do you plan on going to EVO?
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5C > 2C is actually a 3F gap, so you get 1 extra frame to react! Anyways thanks Skye, I got around to testing it and you can actually C Duck without IB. However you cannot Weave because the hurtbox isn't low enough to avoid 2C; it does work at max range but since C Duck works at any spacing there's no reason to use it. The same reason also applies to D Duck because his hurtbox doesn't become low enough before 2C hits. On IB both C/D Duck works.
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In the most practical uses, only really Narumaki and Liz. And calling Narukami's practical is kind of stretching it, you can Duck/Weave any blockstring into 5C as long as you IB the hit prior to 5C, aside from any RC'd blockstrings with an attack level of 4+. This is nice but using it in a match is pretty hard, at least from the times I've been trying to incorporate it. I've been having some luck with D Duck through 2C when you IB stuff > 2C but I haven't tested that fully. And for Liz it's pretty common stuff, Duck/Weave through 5B/j.B. So in her blockstrings any gatling into 5B can be Duck/Weaved, but for 5AA > 5B you must IB 5AA. With her 2B > j.B it should be free every time imo, but I still have yet to utilize it properly. You can simply 2B her if you're close enough but at the correct spacing it whiffs, so when she does 2B > j.B you can Duck/Weave. The OS against Thanatos mix up is A > Parry. If it doesn't 2C you break it with A and if it does you get Parry afterwards then you Hook > Weave/Duck, though it isn't exactly the strongest OS because it gets blown up by RC, A, and sweep. Also if it doesn't 2C and you A > Parry, your recovery can be punished. At farther spacing where Liz can't sweep to punish Duck/Weave it's not bad but is still susceptible to RC > 5C etc.
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Thanks!
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Don't know if there's anywhere better to post this but I have a system mechanic question! Is there a certain amount of frames while outside of blockstun where you can't be thrown? I'm using the example of Aki's 5A > C Duck > throw which leaves a 4F gap but the throw whiffs. If anyone could answer I'd greatly appreciate it!
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Memorial day weekend!
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Thanks! I want to make an actual CMV next except most of the swag combos have already been done
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Thanks so much for this! I thought there would never be a higher resolution version of the Persona Noel image! I've been using an ugly, blown up 1280x720 image on my stick for a while now...
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Ya that would be cool. There's a few more traps you can do with casear and SB Hook but I'm sure people can just calculate the gap to see if it's any good.
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Here's a video to help visualize how some of his already mentioned frame traps look like, as well as some other info. http://youtu.be/tK3nFG25oz0
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Akihiko CMV: http://youtu.be/tK3nFG25oz0 Check it out!