-
Posts
141 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by MarkusArx
-
It is really depressing. I'm thinking of going either back to Orie, being a man and playing Akatsuki, or learning Phonon/other obligatory new male character that goes with her. But until then, I'll hve all the fun I can to give her a good send off, and wait for the day they buff her fairly.
-
Real talk, they UMvC3 Dante'd our Girl. Made her less execution heavy and nerfed her damage to make her more accessible to people wanting to play her. Though, Yaei'Ichirin having more recovery is some shit, imo. Damage nerf is fine, it is kinda nuts she'd get ~3k off of every confirm if you did it right. I hate to say, but I might go back to Orie, or switch to Phonon if these changes end up staying with Yuzu, as I don't think she'll be as fun to play.
-
Trying to figure out some pick ups from the 66C > 421A > 214A/B (Oki) When the oki flip kick hits. Having trouble with finding it. EDIT: Nevermind, had tons of tries but there is a way to pick up with 2B or 5B afterward if you wait a little more. How full proof is the flip kick oki though in terms of beating reversals/being safe afterward?
-
Hey, what are some good ways to teach yourself how to move around with Yuzu and her teleports? I have a hard time using them effectively and I can tell it really hurts my Yuzu game.
-
NVM Understand things now.
-
Hi, so I was wondering what a good place would be to start really learning this character. I'm decent with Orie, due to how much easier she is to play, but I'd really like to learn Yuzu, and any tips would be very appreciated.
-
[CPEX] Makoto Nanaya Video Thread - "S A D S Q U I R R E L S"
MarkusArx replied to Yazumatto's topic in Makoto Nanaya
Hey guys, just dumping match times from a vid since it's so dead here. VS Hakumen: https://www.youtube.com/watch?v=McGlHE_S1Ho#t=988 (has 2 3/5 sets back to back) VS Terumi: https://www.youtube.com/watch?v=McGlHE_S1Ho#t=1555 (2 3/5 sets as well and a SICK LOOKING carry combo at 27:14 Notation at end) VS Bang: https://www.youtube.com/watch?v=McGlHE_S1Ho#t=3375 (3 3/5 sets as well) VS Jin: https://www.youtube.com/watch?v=McGlHE_S1Ho#t=4570 After this Jin Match, it goes back and forth between Bang again and Jin, so yee haw. Happy Thanksgiving, btw everyone~! Terumi Match Combo: 5B>5CC>2D(2)>236A~D(1)>665B>6C>214B>j.B>j.D(wallbounce)>land214B>j.A>j.B>623C~D - 2964DMG -
Adding the name here! Just learning to play Yuzu after switching from Orie. PSN: Markus_Arx
-
Question: How should I go about Anti-Airing opponents? 2C seems to be an alright option, but that isn't always available and I personally question 2B as an AA. Should I just do j.A and make it an Air-to-Air situation or what?
-
Whoops, you're right. It gives about an extra 187 Damage. I never thought to use 236B that late since I thought it would drop with it, since you have to be really quick to get the chain from 5A>5C to work on the combo. Will edit with the info for a cohesive post and give you credit!
-
Hi! So, I've decided to take the liberty of testing this for you. This may help others though with optimal ends if this isn't already know though, so here we go with this explanation. First Question: It is /SUPPOSED/ to do 13 hits. Problem is, there is a minor hitbox problem with the actual sword swing Tanatos (the Persona) does. Apparently, only the last half of the sword when she swings down has an actual hitbox and CAN ONLY obtain a maximum of 13 hits midscreen with the use of STUFF > 2C > 41236D. This also nets the most damage. 2B > 2C > 4C > j.C > j.B > 214A >(Land) 623A > 5A > 5C > 214B > 2C > 4C > SUPER = 4045 2B > 2C > 4C > j.C > j.B > 214A >(Land) 623A > 5A > 5C > 214B > 2C > SUPER = 4161 This is the combo I used to test it (My BNB) It's only really an extra 116 Damage, but hey, whatever we can get sometimes, right? Any other combination besides just the 2C>Super ends up with less damage, so yeah, we should probably just do 2C>Super to end on it from now on. Member iFaiska blew my shit out of the water and thanks to it, 2C>236B>41236D is the most optimal damaging version of the above combo. The full combo damage is now 4348. I made a little informational Album about it here, on imgur so you can have my findings found. If you have any other questions, I will do my best to get back at you and explain them. Bye Bye~ http://imgur.com/a/77xiX You are mostly correct. Orie should actually spend her meter converting far range pokes into damage out of Thrust, which is more useful, IMO. And yeah, the reason it repositions her is so it can get the full wave. If you recall in BB, Jin's wave Super will deal less damage the closer you are and you have to be a full ranged 3C away for it to do full damage. Same concept, except this game fixes it itself (In all but one case as I've pointed out) so you get as much damage possible from it. It's pretty nice, yeh?
-
Yo guys, just got it last night. Will add everyone here if they don't get to me first. PSN: Markus_Arx
-
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
MarkusArx replied to HiagoX's topic in Makoto Nanaya
Derp DERP Removed -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
MarkusArx replied to HiagoX's topic in Makoto Nanaya
-Cosmic Ray to either have Projectile Invul/1Hit Projectile Armor -Lander Blow to either have better Frame Advantage or a slightly faster charge time. -Lightning Arrow to be Overhead and at least do hard knockdown on normal hit. -5B -1 again or Jump Cancel on block or both. 2 out of these four things would be a fucking godsend imo. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
MarkusArx replied to HiagoX's topic in Makoto Nanaya
On the topic of Super Despair tier as well, how the hell are we supposed to deal with Noel? It feels like the matchup is worse than CSE somehow. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
MarkusArx replied to HiagoX's topic in Makoto Nanaya
Honestly, - 5B went back to -1 and became jump cancelable on block again. - Lander Blow had either A; better LV3 startup or B; LV2 was only -1 - Cosmic Ray had + frames on blocked LV3 - Combo Rate went to 75-80% If any of the above would happen, then we'd probably have a lot better rushdown character on our hands here. But apparently buffs that'd make sense don't go on Makoto I guess, ever since she was out of control in CS2. 6B ground bounce is honestly a retarded change, and giving j.B a gatling into j.D is dumb because you can literally make it happen by using your jump cancel anyway. She is supposed to be a rushdown character with a sort of bad mixup and Meh oki but be rewarded with above average damage or great corner carry when you do get that hit in. It's like the opposite with Order Sol, where he was originally designed to be a different character, but when ArcSys saw how people were playing him, they made changes to make him like that. Hilariously, the only character that was actually needing adjusting this version was Kokonoe and POSSIBLY Hazama only because of j.C loop being ridiculously easy to start on quite a few starters. Everything else honestly looked fine for this iteration so far, but apparently ArcSys thought everyone needed balancing. I guess for this version, I may finally learn Litchi or play Jin again. -
It's really just training yourself to do it frequently. The more you practice it, the less tired you'll get from it, similarly to doing combos and setups; the more you do it, the more natural it gets.
-
Bang Bang, rattled, Mind Charge Mabufudyne derp derp I can actually be defeated with you at level 40-something in P4. Edit: Seriousness here Reaper would be a weirder character to see. He'd probably be an Arakune-esque character in the scheme of things dropping traps from various angles similarly to Arakune's Curse after getting a Mind Charge install super or something of the like. He wouldn't have a Persona, obviously, but when you broke his cards, he would only have access to his physical skills like the high level piercing attacks he has in three and gunshots special like Naoto's, because why not he has revolvers. I honestly don't see the reaper coming in as a character, and I kinda hope not, but that's only because I find him lame now. Ya'll can wish for him though. I'd personally like to see Shinjiro. Honestly my favorite P3 characters and would probably be something like a combination of Labrys/Kanji with similar normals to Labrys and his Persona doing command throws of sorts or some shit. Minato being in and actually switching his Persona between Orpheus and either Messiah or Orpheus Telos would be pretty awesome. and I'd really love to see Dojima/Nanako. Just saying.
-
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
MarkusArx replied to HiagoX's topic in Makoto Nanaya
Some characters don't actually need a microdash for. Ragna is one of them, so you should just be able to link it without a dash. It's been a bit since I played, but I think Jin, Noel, Carl and Arakune require a microdash. -
Correct. Her Femshep voice or her Linda Vermillion voice from Killer 7 would be great ones. Grey Delisle could make for an entertaining voice actor for Bullet imo. Grey Delisle was a thought I had as well, but I personally feel Jennifer Hale would be better still. But you're right about the ENG VA being overall meh. The only ones I really like are Makoto's and Tager's. Also, on the Strep Throat note, I'd like to hear her as Dark Knight Batman, basically. FLIHINT SHOATER!
-
Highly doubtful, but I'd personally love to see Jennifer Hale do Bullet NA voice. Would probably actually have me switch it over when I do play Bullet.
-
Okay, so, after seeing the footage and going to training, it seems it only works on Tager. The positioning is kinda agitating and he has to be out of the corner a little bit, but you can do a crossup lightning arrow on him at the right distance. Now, obviously you're not going to get much benefit out of it outside of counter hit, but yeah. It works, for the most part. I only tried on Hakumen (Who I think suffices as enough of a test in such a case for the rest of the cast) and it didn't work at all. By the time you get to the height of Hakumen, Lightning Arrow doesn't come out anyhow, so yeah. It's Tager only with a mid-ish reward to it.
-
Oh. Fuck me then. I didn't actually see that part until just now.
-
From the looks of it, I don'tthink Bullet can lock on a recovering opponent. If she was locked, a circle would've appeared on Haz, but since she didn't lock on, her drive cancels itself, and she can do a different attack since the opponent would think she's about to get her drive off. I'm pretty sure it wouldn't work in blockstrings due to how accurate the system is about getting the lock on reticle on an opponent, I've noticed, it wouldn't work as seen in the vid judging how wakeups have some invinciblity that doesn't trigger her.