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Everything posted by Arcknight
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Thanks for that information Luna. It does seem like Valk is incredibly safe when pressuring Noel. He also has decent enough meter gain from his long combos that he can throw out a RC for more mix-up shenanigans. As for 5D through 236C is that doable on regular block or is that only doable after an Instant Block? I also meant 5D on wake-up. 5C was a typographical error.
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After some interesting rounds with Sahgren today, I find I cannot punish Valk's 6C with anything and get counter-hit for my trouble. Is there any good place in Valk's pressure to launch a 2D offensive or a well times 5B? I had varying success with using 5D after wake-up but it was iffy due to connection(ahem) problems. Human or wolf form advice would be useful.
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I really dislike the after X stars(9?) the meter starts basically abandoning the ship feature Mugen now has(so to speak). Also, as mentioned before, once it is activated the opponent can just turtle up/run away/burst out of it, which wastes the entire bar usually. I rarely have 8 mags anyways unless I am really getting my head stomped. I also do cannot think of a way to make it viable without making it completely broken. Super armor? Haha.... Also that 6B change baffles me too. That move is basically crap outside of resetting a block string, upon hit. I want CT6B back with the counter-bounce and everything. Wishful thinking I know.
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Hey cheer up Mac. You can still do 6C>RC>6C>RC>6C. Why waste meter for Mugen? Anyone else think fully charged hits should break more primers? It seems like a hit with that much power should have more of an impact. I can see why it doesn't do that. I try and throw some logic into the mess sometimes. It never works....
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That seems incredibly unlikely. Unless they increase the vertical hitbox on it some to where the second hit would catch after the first one misses. Any time the move ceases to be available the input ceases to function. Like missing the spam post Fenrir in the corner. Although that is mostly just for spare heat gain. I like where you are going with that though. I am out for now. Keep up the incredible and plausible speculation fellow players. Do not worry. It is not over yet!
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As far as I am aware the Silencer(Haida) loop will technically still be possible(to an extent). However, the repeat proration will kill any and all damage done from it. I cannot remember exactly if proration/untechable time are directly correlated or not. I might have that somewhat confused. It seems to me like corner push is going to suffer a lot from this(thus less overall damage). I wonder if spamming Silencer in the corner will still be worth anything.
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Thus proving my point. These changes often leave me scratching my head.
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Well unless you did that right at near ground level (thus being pointless) then would you not be too high to land and follow up the j.D? Probably what you were already talking about. Carry on.
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Outside having 100 Heat and being able to RB>RC>Thor for a finisher, what good is being able to "jump cancel" Revolver Blast? Is this a troll move?
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If they really wanted to remove loops completely they would just have to remove Tao from the game entirely. Besides if they do any of those things above they might as well just change that back to CS1 version as well. It seems just like a character/driver rollback lol. You are right Luna about never say never. Tager is still the worst character after all.
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Thank you for that prompt reply Halcyone. That makes perfect sense now. I am going to have to play around with that. And ya, guilty of playing online. No other choice! :/
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I agree with everything in that giant black void above. Gurren repeats prorate into oblivion anyways as it is. I only ever saw that used to try and finish off an opponent. It was never a good use of meter. Everything else still seems good though. I always wondered why I got randomly hit out of 4C and now I know why. -_-;
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Wait wait a sec here. Are you saying there are times when reacting well to pressure can still get you blown up? Not that I am saying I am some kind of blocking guru or anything, however, there are times when I just scratch my head and wonder how the hell XY or Z hit me. Anyways, that is a big help clearing that up for me as well. Information is power.
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You can also use Muzzle Flitter off the 5B with that same mix-up opportunity. I remember Luna mentioning that a while back. I am not sure if you can squeeze that into your diagram though lol.
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Does 5D still have that awful slide forward? They can remove that and I would not be sad to see it go. I also never knew d.6D moved Noel forward any. Nor did I know that 6A linked into 2B.
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If that is true then I could see some use to it.
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Would Renka even reach an opponent if chained from 4C? I am skeptical of how useful that would even be. Not that more options are bad. Corner only?
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Maybe it is just me but I will sometimes use a fully charged 6C to gain a little meter. Most people will just tech neutral and block it in the corner(this is assuming one could not close the distance for better control) or even mid-screen. I realize it is a pretty lame tactic but it nets a primer and a little meter I suppose. 4C charged could do much the same but it just does not seem necessary. I have randomly hit people with a fatal from 6C though. Which is sad.
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CONGRATULATIONS SPARK!!! That was some of most amazing play I have ever seen. Period.
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Lambda is just a game of patience. Once you are in her face she cannot Gravity Seed you and get away free like in CS1. Just squeeze in an Optic Barrel at the right time and it can lead to a large momentum shift. Just take your time. Tager is another story. It should, however, be put in the appropriate thread.
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Does 6A still prorate combo damage into the crapper? I am not discounting it. I just remember it not being able to yield much. I actually experimented with 6A > IAD > Drive combos in CS1 and I could not find anything worth noting.
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Ya I understand that it would be a pain to do it all (especially if it were/is only a singular entity).
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That's very cool. I don't think it's universally updated though. Haku still has nothing for his. :/
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Axis: I came all the way over here just to tell you that there's a new Plinkett Review and it's pretty damn funny. It's only a single 20 minute video but I think you should check it out. Just so you can have a laugh.
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Okay, I have observed a certain instance a few times. I am sure many of you have also seen this. After say, a blocked Lotus(Renka), and you do a successful catch directly after, you do NOT get a star for this. I attribute this to the fact that Haku's meter stops after a 2mag+ attack and so meter gain is, apparently, impossible. Doesn't this fly in the face of what they were trying to do with counters? I find this to be perplexing. Am I correct in assuming that is the case?