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Everything posted by Alpha152
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To answer Bubbles question a little more thoroughly, what causes AT to not cross up is when it is too far where the attack will not cross up. AT always moves a set distance and when it is not far enough to cross up the opponent, it will stay on the same side. As for drive hit confirms, it depends on how far you are into a drive string. If you get the mix up or hit on the first or second drive attack, you have plenty of options to confirm into a combo. For example 5D > d.6B (opponent gets hit) > d.5C > d.6A > d.5B > 236A > etc. To confirm into a full combo you need a minimum of 2 additional drive attacks, and the follow up is almost always d.6A > d.5B (the exception being a d.6D confirm where you should d.5C > d.5B instead). If you have less than 2 drive follow ups left, your options are limited to a RC combo (i.e. drive attack > SR > RC > 5C > etc) or BT/CS ender. Hmm 4D combos were discussed somewhere already but I can't seem to find it. A few good routes for 4D are either 4D > d.2D > d.5C > d.5B and 4D > d.6A > d.5C > d.5B, CH state and air/ground does not affect the first combo but it does affect the 2nd one. Right now I'm thinking the 2nd option is better because the first 3 hits are gapless and if blocked, lets you switch into mix up.
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No it's not, but it's the smartest thing to do. You can try mashing super or 4D on wakeup, but that isn't going to teach you anything about defense.
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Noel CMV
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Also using 5C > 5D is the safest way to initiate drive pressure where her mix up becomes much more powerful.
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Ah nice, just be wary though when going for a j.D throw bait. Yes it will work if you condition them to look out for a tick throw after AT whiff oki, but even then players who throw OS can punish the blocked j.D (unless you SR ) TRM is much safer in that situation I think, and nets almost identical results minus 200-400 damage.
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Would you mind explaining how your setup will work? And no problem, I'm just glad we have a definitive answer and no more confusion.
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You are able to block after roll teching, just hold back. I've tested this with dummy and recording so I'm absolutely positive. Not that this is bad at all because it still forces blocking and they cannot reversal during roll recovery. Also, this does not punish down tech but if they try to delay tech too long then yes it will reset them for not teching. Just keep in mind the difference between down tech and no tech.
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Luna, please set the dummy to block when you're testing this and see if you get the same results. The 3rd column from the left and 2nd option down, either set it to block all (1st option to the right) or block only first hit (3rd from the right)
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Hello everyone! We need people to bring consoles! With most new games being the downloaded version, it makes it very hard to switch around set ups and still have the proper amount to run the tournies. If you have a copy of any game (GG/BB/P4/UNIEL/SG) please try to bring one. Even if there is enough for tournament use, we have extra space for casual setups. Please bring one! For this next event all games will be Red vs. White format (15 vs. 15 etc, best of one match, winner stays) with the entirety of it being on stream. For most games teams will be decided through team captains, though certain games (GG, DFC, etc) will be decided through a different format that is TBA. There will be no entry fee for any game this time so feel free to enter! Depending on how much time we have, we can run a +R Red vs. White as well! Since the entirety of the tournies will be on stream there will be a plethora of casual set ups so relax and have fun this coming event! Location TBA Entry Fee Venue - $5 All games will be free for this event Time Super Arcade: 12:00PM-2:00AM Skullgirls Encore - 4:00PM BlazBlue Chrono Phantasma Under Night In-Birth Exe: Late Guilty Gear Xrd Vampire Savior Persona 4 Arena Ultimax Dengeki Bunko Fighting Climax *This is the general order we will go in as the time per game will vary per entrants (and/or if someone OCVs very quickly ) Other Info Stream Brackets Contact Current Schedule TBA
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1. BrkrDave (RA) 2. Nano (NO) 3. Bond (TE)
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Forward and back tech are both able to block on the 18th frame of teching. When I use 5D it will catch both techs, but 6D does not. There's a 2F difference between both moves so if you're able to punish one direction you should be able to punish the other direction as well. And vice versa if you're not able to punish back tech, then forward tech should not be punishable either. lol Someone else try this please, not knowing which is correct is :/
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On block d.2D crosses up after j.D? Luna one last time lol but when you tested punishing forward tech with 6D you weren't delay teching or anything like that? You mentioned it doesn't punish back tech but both forward and back tech are able to block on the same frame.
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It depends on your tolerance for netplay; from what I've heard it's playable. English VA is only for the battle dialogue. It's not available in story or any other mode. There is no English text aside from the character names and yes both versions are netplay compatible.
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Losing A Optic Barrel isn't detrimental I think. At most you're losing a good air confirm tool but even then it's still possible to air confirm well, it just takes faster reactions. 4D is much easier to confirm in this game. 4D > d.2D will always work regardless of ground/air and CH/non-CH with the exception of not working around max air height. I think 4D > d.5D might also work off air/ground and CH/non-CH, with the advantage being that it's gapless on block. d.2D does not cross up on crouching, if it did it would not be practical off a jump in as they would not low block.
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Ok cool. So right now I'm only able to punish delayed forward tech, but not immediate forward tech.
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Ya, imo letting people understand her combo theory as opposed to just memorizing a list is much more effective. I kind of did that when noting how d.2D after j.D will always side swap, which characters whiff when you do 214A > 5B and j.D > d.5C etc.
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Hmm, I'm can't seem to punish the forward tech with 6D. Could you explain it or upload a quick video please?
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Having Fenrir and the extra hits necessary to combo into it in brackets? For example 5A/2A > 5B/2B > 6A > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > [6D > Fenrir] > 22B (2.3k, 17%) [3.3k] 5A/2A > 5B/2B > 6A > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > [Fenrir] > 22B (2.3k/3.2k, 17%) Just a suggestion since you mentioned it being unnecessary to list 5 different ways to combo off the same starter, but list the same combo twice.
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Luna is it really necessary to list the same combo twice, with Fenrir as the only difference? And are you only listing specials with SMP? If you're listing all attacks you missed her Drive starters and for special attacks 22B/C.
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That's a valid point but this also can be applied mid screen. It worked better in EX since it forced blocking on down tech and punished roll tech but it doesn't quite work as well in this version lol Oh and Luna when you said Drive oki beats roll tech, did you mean it forces blocking?
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However with the regular set up both d.4D and d.6D are beat by more options. When using d.4D you're committed to baiting a dp and you lose pressure, and when using d.6D it is not meaty and gets beat by mash. Of course this OS also has flaws such as not dealing with delay/roll tech but specifically against neutral tech it covers more options.
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Jin DP OS
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Indeed, that's another option when close to the corner. The reason why I didn't include that route is because it's very spacing dependant and becomes unstable at max ranges, compared to the OB route which lets you convert a midscreen combo into 22B corner oki when at the right spacing. I haven't messed around with d.6A > d.6B > 236A but I'm pretty sure that's character specific. d.5B shouldn't whiff on any characters, you just need to slightly delay it against some characters.
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I'm pretty sure the timing for drive buffering has not changed at all. An interesting thing I learned recently is that you only need to press D once for any D buffered attack. For example when doing 623D, just buffer the input before landing then press D as you land.