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Everything posted by BatousaiJ
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I'm having a bit of a hard time getting the 2A continuation after j.2C in the corner off AoA FC. AoA FC corner bounce > 5C > 236B > j.2C > 2A I seem to get it more or less consistently off a 2C FC starter but with the AoA. Is there a timing difference here for any of the inputs or is it just tighter?
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Only normal that seems to have been mentioned to have been changed is 2C being faster? That would be nice which would allow for easier punish of quick jump ins/jump resets and what not. Not sure if it would help the whole not auto-correcting problem I've run into a lot of times.
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[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
BatousaiJ replied to A.X.I.S.'s topic in Kanji Tatsumi
Guys! Guys! I think Kanji is totally broken. I just beat story mode using Kanji and manged to land a IK on all the fights, how else could you possibly explain that?! -
Every iteration of the game came with new combos changing up our go-to combo for most situations every time. I'd be rather shocked if it wasn't the same this time around. It's part of fun of the game though, coming up with brand new combos and setups is a big part of why I play fighting game.
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I'm using my claw approach which has me using my index and middle finger on the buttons while using the L2/L1 button for 3 button press macro. It's working well enough for me but it is taking a bit of time to get used to. If I like playing as her enough, I'll just get used to it, otherwise it's something I'm not gonna worry too much about.
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How are you guys adjusting holding down the button for her 236x series attacks on pad and how important do you think it play a part in her overall game?
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Yukiko's jump in attacks that end in ground continuation seems... limited at best. Am I missing some making normal she has or is she just more of a grounded character?
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Yukiko seems pretty fun for what little I played of her in... story mode. Not sure if I'll main her but I'll throw her in my sub pile at the least. Make some cool stuff for me to learn already, jerks~
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The things that will most likely stick to the final version are the new moves although the property of some of them might change. Which means we get to keep that command grab/projectile so there's that. I'd like to hear more about her normals but that's probably difficult to test accurately at the loketest so I'm not expecting much. If we get our CS2 5B back in the end of things would just be gravy though.
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That's crazy though. If the duration is handled by how much life you have left and he activated at the beginning of the 2nd round with full life for a duration of around 3 seconds, that means he got 3.5 charges in 3 seconds. If that's a consistent recover rate for the charge during overdrive, during 15 seconds when you activate it at low health, you'd get back 17.5 charges which is simply insane. It's like a Mugen that doesn't take any meter/charges to activate and lasts for 15 seconds, that would be incredibly broken.
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A quick question on the description of overdrive in the OP. It increases your character's strength(?); Fills up over time, then when its full you can activate it. At low health it lasts longer, and will freeze the timer when used. I was looking at the UI on the screenshot and I haven't figured out just exactly what needs to charge before you can activate overdrive. Maybe there isn't one and you can activate it as long as you have a burst available. The duration then is determined by how much life you have. Thoughts?
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Ya, unlike most other character's overdrive the best part of ours doesn't require us to be hitting our opponents at all. If they burst your overdrive combo, you wouldn't be missing out on much of the benefits which is a nice change of pace from "MUGEN! -> Get Burst'd during 3-D series -> (Insert Sad Panda picture here)".
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Hum... making j.236A actually useful out of combos with the orb release eh? Yet another bit of good utility for space control. I'm starting to feel like some random Tsubaki player wished upon a star and got his/her wish granted.
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A command grab that gives instant charges? This just keeps getting better. Next you'll tell me you can Mugen cancel the command grab for stupid damage.
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Good info, Error. Keep it coming.
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I didn't even know that was a feature in P4A. Spiffy. And yet, we still need to shake out of ice. Again. Two steps forward and one step back, every time I tell ya.
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Looking at the changes to many other characters thus far, it seems Tsu's doing pretty good all things considered. I hope Tsu comes out as top tier this iteration so I can get called a bandwagoning tier whore. That would be amazingggggggggggggggggggggggg.
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The threat of an option is oftentimes more deadly than actually landing the thing. If you condition you opponent to be afraid of your command grab and have them either mashing or up backing all the time, they become rather free to frame traps and the like which in turn you could do even more damage than had you landed the command grab. If they aren't afraid of the grab, you use it until they are and so it goes on. Also, I'd disagree on the whole "I think you could remove it entirely and most Hazama matches would be completely unchanged." because that's plainly flawed. That would not only change the way a high level Haz player adept at using all of his tools would approach pressure but the way his opponent guards and looks for holes in the pressure to escape from. I hope not, having to double dip two utilities overdrive/50 meter to activate Mugen would limit its utility quite a bit since overdrive has a duration and so does Mugen and given the best point of overdrive is the native charge generation, that would be gone during Mugen too. Unless they made the rewards something insane, I'd say that's probably not how it's used.
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It's match up specific in all honesty. Would I spend 50 meter in order to get in on Ragna, Jin, Tager or Makoto? Most likely not. Would I against Rachel, Arakune, Lambchops or Tao? Most definitely. I can't tell you how many times I've gotten in on a good Lambchops and they simply CA me away making me work for it all over again. Trying to bait that CA can let them get out for free as well so if you aren't on point. After getting CA and I need to just get in on them again to finish them near the end of the round, I'd throw this DD out and run in on them while they're in block stun. Utility wise for match ups, if it works the way I think it does, it's quite a great addition.
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Think of it as a utility DD that allows you to keep your opponent in hitstun and rush in. Kind of like Rachel's where she throws animals at you and then rushes in for free pressure. The start up is too slow to be really used as a full screen "gotcha" attack kind of like Jin's DD.
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Hazama's command grab also has that awesome invulnerability to it too which I would love to have for ours but it's not essential.
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Lumin knows what's up. I hope they don't rape my Bk > DbD too much, if that's gone I don't really have a lot of reasons to use the scrubedge. Hey, you wouldn't know. It's not like your main requires you to TK anything!
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The real question is her follow up option after it. Can you do anything after you land it? In midscreen, in corner? If not, can you with the use of overdrive/RC and how good is the proration of it to make it worth while to overdrive/RC afterwards.
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The higher the level the opponent and more match up experience they have, the more difficult it is to land an unblockable. It's fun whooping newbies and average players with the unblockable but it's use was a bit limited against better opponents. Command grab on the other hand is just plainly good versus everyone so it's a fair trade off. I'm sad to see it go if it is indeed going to be gone in the final version but we'll see how that works out since it seems you can still charge 22B/D so I don't think they're dead set on getting rid of unblockable just yet.
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Oh look, dustloop is back. Her losing her unblockable is quite a blow since it was something that was unique to her utility wise. A command grab is an exciting addition and should make her pressure even better than before(should offset pressure woes from unblockable loss mostly). A slow projectile is generally more desirable than quick ones as long as you can use it as a approach tool and control space to make it riskier for people to jump in on you. Given as how Tsu's anti air is very good, forcing opponents to the air to approach you is generally a good thing footsie wise(I.E throw a projectile and start 2D waiting to 2C if they try to jump in). Like Dae pointed out, many of our specials having less variations is generally a positive sign since they'll focus the positive aspects of the specials and boil them down into less variations making them more useful. That overcharge for Tsu is actually that DD that I've been wishing Tsu to get which is the ability to get charge in a bunch quickly or natively without any down time and a awesome addition. Lastly, the j.214x to 2B continuation is incredible. Simply put, it means that almost every hit you get in the air can be hitconfirmable into a combo which is huge. It seems like a small change but honestly, it's probably the biggest deal out of all the changes for the positive side. Anyhow, I'd suggest to all you excitable people that things will most certainly change during loketest so take everything with a grain of salt and don't get too disheartened/excited.