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Everything posted by Alpha152
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I'll make sure to ask his reasoning for DOMI BURSTING.
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Good luck to the Aki players making it out to EVO!
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Didn't want to necro an older thread so I'll ask here. Can someone explain how attacks with throw invuln bait throws (ex. HOS 6K)? Since there is no throw whiff animation do people get countered because 5/6H usually have slower startup than the attack with throw invuln?
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Teddie CMV http://www.youtube.com/watch?v=LZ-AAqJN7dw
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Are you talking specifically about AH or just games in general? I think the Rebel Up player base is pretty faithful to ArcSys games but the amount of committed MB/etc. players is small. A lot of people enter the various games but as you mentioned just play to mash and have fun. Not so sure about the SD players but I know a few of them are strictly BB players and don't play much else.
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Yup that's a good point, same applies to Makoto and a few other characters with not so great DPs. If Noel were to do any D > d.6D, Makoto's DP would be low profiled. Although for Jin, using 2B would be an fairly safe option. Especially if you IB the drive starter which will guarantee your 2B to beat out anything Noel does...except d.2D lol. It's a pretty silly guessing game but if she does d.4D Jin's 2B will beat it.
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If you use drive, you only really need to confirm the first or second hit to go into the optimal SR combos which isn't too hard considering how slow most of them are. And auto-piloting the first one or two drive attacks after a drive starter isn't bad because you still have 2-3 options after that and if the first attack hits you can easily confirm afterwards. To further reinforce auto-piloting the 2nd drive follow up, any D > d.5A is her tightest string (which is still pretty ass being an 8F+ gap) so using most of the time is a decent option. Of course if you get a hit late into a drive blockstring you can't do a SR combo. Ya, she has numerous ways to create solid frame traps in her drive blockstrings but anything into the 2nd drive attack is always an 8F+ gap, so like Litherain mentioned good players can react to blocking the first drive attack then DP or mash out. That's when Noel does d.4D :3
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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? -
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.