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Everything posted by Medic Haus
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Man, if there's anything I've learned from these Cecil combo videos, it's that 6C is the only starter that matters and no other starter exists. I've been trying to explore Caligula a bit, and it's proving to be...difficult. His damage is awful midscreen, and though it gets better in the corner, it's still lower than the rest of the cast. Has anyone else tried messing around with him? For anyone that's curious I uploaded a video of some meterless midscreen BnB's for Caligula yesterday.
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Apparently juggling with c.5B after Sisca's 214214A allows her to chain c.5B and f.5B into each other endlessly.
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This frame advantage on block display thing is actually really impressive. I'm messing around with Reinhard blockstrings, and 5D on its own has a frame advantage of at least -270 (distance dependent), because of the huge recovery on Cletia's animation. However, if I use 5D mid blockstring, the frame advantage listed will apply to Reinhard instead. 5AA > 5C > 236A > Delay 5D gives me a frame advantage of about +10 on average, more than enough to run up and continue my string. Very cool.
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You have to land the first 236HS from far away. It's really situational. 5HS > 236S > BRK > 5HS is actually really hard. The idea is to cancel into 236S immediately, BRK it as soon as possible, and then do 5HS ASAP. If done properly it should almost look like you BRK cancelled 5HS into 5HS. I wouldn't worry about learning this though, it's a bit too difficult to go for in a match and by the time you actually get a chance to land that combo, they should be dead halfway through it. 23 Yep, your translation is right. Her interactions with most of the cast aren't too interesting, but that one's pretty cute.
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I think Chartette's most damaging combo so far is: (corner, counter hit) 236HS > 236HS > 2S > 5K > 236P > BRK > 5HS > 236S > BRK > 5HS > 214S It does enough damage to (probably) kill every character in the game, but 5HS > 236S > BRK > 5HS might not work on some characters. I can't say all that much about her gameplay wise, but as someone else pointed out, her meter build is awful. Walking and dashing seem to be her most efficient method of gaining meter. 5S > 214S is pretty damaging for how simple it is, is really easy to hitconfirm, and builds a bit of meter. 5HS seems to be pretty good for tech punishing, but I don't know if it'd be any good against an actual player. Her Original Action doesn't seem very good to me. It can be BRK'd, so you might be able to get a simple combo after it, but it's really hard to actually land. I think she's fun so far. Flawed, yes, but definitely fun. Definite sub, potential main if I figure her out enough.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Medic Haus replied to Hecatom's topic in Under Night In Birth
Jesus christ, that 9300 damage Hyde combo... EDIT: Oops, make that 10000. -
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Zeromus pretty much nailed it, good job. A few things I'd like to add: -Oki Meta-Super is scary. Really scary. Figure out the odd spacing on it and abuse the hell out of it when you can. -The black holes are all extremely unsafe at close range, even on okizeme (with the exception of the A version, but you have better options than that). -The arc on 6B and 3B makes them surprisingly good anti-airs at midrange. They can be airblocked, but they can't be punished due to the ridiculous pushback they cause.
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Oh, oops. Can't believe I didn't see "round" up there. I'm kind of afraid to try this game with three rounds though, it sounds like it'd take a few years to finish a match.
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3 bars and 180 seconds is the standard in most games, from what I've seen. I've watched a few matches that were only a single round though. How do I set it up to play like that?
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Yeah, I'm also messing around with Lambda/Jessica. It's a really nice team, other than the fact that you can't benefit as much from the extra chip damage Jessica gives you.
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^This. I'm getting pretty tired of all the people insisting that she's a zoning character when her rushdown is so much better. Hell, she's better at rushdown than few other characters.
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It's ok, someone else got me a link for the manual patch and it works fine.
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I can't get the 2.20 patch working, I keep getting the following error message: "The upgrade patch cannot be installed by the Windows Installer service because the program to be upgraded may be missing, or the upgrade patch may update a different version of the program. Verify that the program to be upgraded exists on your computer and that you have the correct upgrade patch."
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She can do it when the opponent is grounded as well.
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The range and speed on your normals are superior to Kanon's, and Will has lots of anti-air potential. f.5B in particular is very fast and can beat out lots of jumpin attempts. Be careful not to whiff if though, since Kanon can easily punish the recovery on it. If Kanon goes for a tick throw, you can take advantage of the timestop on 623A+B or 22A+B to escape before he can throw you. It's obviously better to tech the throw or try to interrupt him with 2A, but these are some other options Will has.
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Erika's BnBs are, like xlolxlolx said, usually combos into 421A off of 2C. One example would be 2A > 2B > 6B > c.5C > 2C > 421A > j.C > jc > j.B > j.C > j.214A, which is her meterless corner BnB and does 1646 damage. Her 421A combos are really iffy at midscreen; the closest you can get to the previous combo at midscreen is dashing 2B > 6B > 2C > 421A > j.C > jc > j.B > j.C > j.214A, which requires you to be right in your opponent's face and does 1421 damage. Whenever I play Erika, my meterless combos at midscreen are typically just some ground string into [4]6C, since it's much more reliable. As for Erika's options with meter, you can link off of [4]6A+B when spaced properly, but it's pretty tough and honestly not worth it in my opinion. You can replace j.214A with j.214A+B > A+B in her 421A combos for something that does a bit more damage and gives knockdown. Her Meta-Super can be mixed into a lot of combos and tacks on some good damage (for Erika), not to mention the really long knockdown it gives. Siesta 410 honestly doesn't have very many practical combos. Usually you just do basic ground strings ending with 2C > 214X/63214X for okizeme. You can extend combos with the delayed arrow hits, but it doesn't add that much damage. Her 236A+B gives her a bit of frame advantage, however, so you can link into a few things off of it. The most notable examples are dashing 5A, f.5B, and 236236C. The 236A+B loop is exactly what it sounds like; you land 236A+B, and then link off of it with a standard ground string and go back into it. The damage is pretty bad compared to the meter used, so I don't recommend learning it for anything other than shits and giggles.
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Practical or impractical?
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Lucifer can link off of her 6B on any hit when the opponent is grounded, it's just spacing specific. Battler can combo off of his 6C on counter hit by Meta-Cancelling it and immediately doing a 2A. It used to work on regular hit as well, but they changed that in the Will update. Beatrice can't combo off of her 6B. Every other character can do pretty standard combos off of their ground overheads, like Jessica's 6B > 236A > etc., or Rosa's 6C > EX Reload > etc.
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Kanon: j.B > j.C > Land > j.A > j.B > j.C > Land > 5A > 5B > 2B > 5C > 2C > 41236B > j.B > j.C > Land > 5B > 623A. 2204 damage, stuns, meterless. Lucifer: j.C > j.B > Land > 5B > 2B > f.5C > Dash Cancel > f.5C > 3C > Meta > 3Cx4 > 632146C. 2399 damage, 1 SP. Seems pretty good to me I've been messing around with Will's ability quite a bit, and I found something pretty interesting; upon activating it, it forces the opponent into a juggle state until the super you canceled into hits. The cool thing is that you can actually hit someone out of the super they cancelled into with Shannon's seagulls and the juggle state remains. Here it is in action: Will/Kanon and Will/Dlanor.
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236A+B is the best move ever, that's all you need to know. Those loops
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Here's Lambda's. And yes, Will's alternate color is another Vocaloid reference. EDIT: Here's my translation for the Ougon Musou Kyoku CROSS part of Ryukishi's newest blog post. I'm still somewhat inexperienced when it comes to Japanese, so I might have made a few errors, but I'm fairly confident in this. The rest of his blog post talks about Guns N' Roses and Modern Warfare 3, so I didn't bother translating them.
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Here's Bern's alternate color as well. I'd also upload Lambda's, but since I'm restricted to one attachment per post...
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It's BlazBlue's Beginner Mode but with a weirder name.