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Everything posted by Killey
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2B low profiles his 5C if timed properly and this is spacing dependent. Usually around his max range is where you can cause it to whiff but most Azrael's will want to space it out at that range during neutral or footsies. 6A is obviously a really good anti-air and will beat his jump in's and 6C (as mentioned previously) it can also beat/clash with his IAD cross ups. Azrael can escape a couple of Kokonoe's unblockable set ups with Growler cause it'll absorb both 22B and the super itself. The timing can be tight for Azrael depending on which set up you use. I like to use the following unblockable setup because it gives you time to decide whether to do the Black Hole super or not. 236B, 5C xx 22B, 214A, 2A, 5B, 5C xx Black Hole 1) If Azrael quick rises and blocks 22B, then he has to block 214A and the rest of the block string will guarantee the unblockable. 2) If Azrael mistimes Growler and eats 22B you get a full combo into a 2nd unblockable attempt 3) If Azrael immediately rolls forward 22B will catch him and you can continue the combo into a 2nd unblockable attempt 4) If Azrael Growlers 22B he'll hold it down to absorb 214A. Azrael is fully invincible while absorbing projectiles and this lasts throughout the projectile duration. You can back out of the unblockable setup at this point. The one thing I want to test in scenario 4 is delaying Black Hole super just as he finishes absorbing 214A. Apparently, Azrael's growler invulnerable state ends as soon as he finishes absorbing a projectile so I'm thinking it should catch him on his recovery. However, I think he recovers instantly off of a successfully Growler absorb so he might be able to buffer in another growler during the super flash and absorb Black Hole. I'll need to do some testing on this.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
Killey replied to Moy_X7's topic in Jin Kisaragi
What's the block string you're using to create the frame traps? 5B is -6 on block and his gatling options after wards are limited. Realistically, off of 5B you're trying to mix the opponent up with 2B low, 6A overhead, 5C/2C into a jump cancel, 6B to catch lows (not full proof), throw if they're content with blocking. 6A is fast but if they're mashing hard on a blocked 5B you'll probably get hit out of 6A. Pending the match up if they're mashing 2A then 6B will counter hit them but some characters 2A will hit you out of 6B. If they're using a standing normal you'll also get hit out of 6B. They could also just back dash out of 6B pre and post block. You can slightly delay 2B after 5B for a frame trap but it can't be a long wait after 5B otherwise their mashing will win. The delayed 2B gatling is probably you're best bet to catch their mashing, imo. If they block 2B you're at -3 on block (-6 if they IB it though, -2 if they barrier guard) so you're safe but not at advantage. At this point, if they're mashing hard you can't really press the offense unless they're mashing a slow normal so you can gatling into 5C and jump cancel to reset to neutral. You can 2B again after 2B to try and catch a delayed button on their part or go for a tick throw. Jin is not really the type of character who can just push buttons in your opponents face all day. He's got a good neutral and zoning game and that's essentially how you get your offense going. Up close, on block, it's really about conditioning your opponent with 5B -> 2B/6A and then mixing some options up to keep them guessing. On normal characters I usually did j.2C immediately but with Kokonoe I have to delay j.2C rather than j.C and that's been working better for me. The timing is definitely awkward though. -
Kokonoe's hit box is too small and makes the j.2C, j.C whiff after crouching combos into 2D. If someone finds a different timing to get this work please post up but as it stands I don't think this combo works on her at all. Have to do a different midscreen variant after 2D. Yeah, I've had this happen to me a few times as well but usually if I did a longer beginning string into 3C.
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Okay, so I'm seeing all these chip damage setups but ultimately if the opponent just barrier guards it this isn't an issue and could leave Kokonoe susceptible to punishment, right? How much barrier guard meter is it eating as well?
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I'm not claiming to be an expert at the match up but I have to play this match everyday vs a friend so I'm trying to circulate information and see if anybody else has anything to make the match up easier. Number one thing to do is get yourself familiar with Azrael's toolsets via the wiki. http://www.dustloop.com/wiki/index.php?title=Azrael_%28BBCP%29 This match up is apparently considered to be slightly in Jin's favor. I'm being told it's 5.5-4.5 in favor of Jin. Match vids: Fenrich (Jin) vs Mato (Azrael) http://www.youtube.com/watch?v=dFEYx--GIVs#t=0m11s Fenrich (Jin) vs Dogura (Azrael) http://www.youtube.com/watch?v=dFEYx--GIVs#t=5m46s Match StartBoth characters have a lot of opening gambits that can start offensive momentum so there's a yomi game at the start of the match. Azrael - Walk back 5C - This will beat Jin's 5C. Jin's 5D or 2D will beat this. Azrael - 6C - This is air unblockable and +2 on block grounded; it'll be even more positive on block if you barrier guarded this in the air. This beats jump back j.C into a counter hit combo. Fubuki, Jump forward j.C, 2C, or IAD back j.C will beat this option. Azrael - Gustaf Buster (236A) - This will beat Jin's IAD back j.C, and 2D openers. 5C will counter hit this option. The safest option for both players is either back dash or chicken block barrier guard. Neutral Full Screen Azrael has issues against zoning tools from various characters so you should be leveraging all of Jin's keep away tools at this range. However, Azrael does have options to get around zoning but he needs to make reads in order to get around them. Hishouken's and air Hishouken's (preferably TK'd) are safe at this range and gives you enough time to Fubuki any air dash approaches on reaction. Azrael can use Growler Field to either phase through the projectile or absorb them and store a fireball of his own. He has to charge Growler Field in order to absorb the fireball and it has significant enough recovery. If you see the opponent opt to absorb the fireball, this is a perfect opportunity to approach him. If you have 25% heat you can follow the fireball with Musou Tousshugeki and punish him (spacing and timing dependent). If he does absorb a fireball, you need to be aware that he has a fireball of his own that is fast and will blow through your own fireballs. At this point you should be more cautious with your fireballs and should transition into a footsie based neutral game. Neutral and double jump j.C's are good at this range and will stop forward dashes and air dashes. Be aware, that j.C whiffs against crouching opponents and will lose to normals that low profile an opponent's hit box. Depending on your timing of j.C, Azrael can time a 6C to beat j.C air-to-air or get within a range where 3C will low profile j.C. A more risky maneuver for Azrael is to dash in range and charge Hornet Bunker to guard point and anti-air j.C. Long-Mid Range Hishouken's are less applicable at this range, as there's not enough time to Fubuki IAD approaches. Azrael can IAD against Hishouken's at this range to punish you. You can bait these approaches with fake fireballs, such as whiff 5A or 2, whiff 5A and then Fubuki the IAD on reaction. Neutral and Double Jump j.C's are still applicable at this range but again be aware of Azrael's options to beat this. If they start dashing to get underneath you and then low profile your j.C you can fake the j.C into a j.2C to beat that option. Azrael can opt to use 5B instead, which is a really good anti-air tool with a hitbox that goes behind him and is air unblockable. j.2C will not beat this head-to-head so it's best to just barrier block on the way down. You can use air Hishougeki (236D) to keep yourself in the air longer and potentially beat the 5B anti-air attempt. 2C, 5C, 5D, and 2D are good tools at this range but a lot of these attacks have long recovery times so whiffing these attacks, allows Azrael to get in close. 2C is more of a fishing tool against Azrael's air dashes, forward dashes, 6C, and awkward situations like his j.2C. 5C at max range is ideal, as it lets you go for IAD j.2C cross ups or gatling into 2D for frame advantage. Be careful with 5C in the footsie game because Azrael's 5C has more range and can be used as a whiff punish. 5D is situational but can be used to stop forward dashes, 5C pokes, or low air dash approaches. It should be used sparingly though and as a means to scare your opponent into taking a different approach where one of your other tools can be used to punish. Max range 2D is a good zoning tool against Azrael and a good means to catch forward dashes, air dash, 5C pokes, 6C, and a few other approach options but the recovery is significant on whiff so you must maintain distance when using this. Point Blank From midscreen, all of your up close normals (5A, 2A, 5B, 2B) are faster than Azrael's so you can apply a lot of pressure on him for frame traps and place him in the 50/50 of 5B -> 2B (low)/6A (overhead). Mix up your guard strings significantly to create openings but don't become over aggressive because 5B (1 or 2) ->6A, 6B, 6D, throw all have significant enough gaps that allow Azrael to either poke out of with 2A, 5A, Growler Field reversal, or back dashes to escape further pressure. A couple of successful mix ups/frame traps can get players antsy so they may go for one of the above options to get out of further pressure situations. Exercise caution and mix in baits to punish the opponent. You want to get Azrael into the corner as soon as possible so don't be afraid to blow meter on Musou Tousshugeki to force him close to the corner. If you got Azrael into the corner but are not close enough to apply additional pressure then you want to be just outside of his 5C and 3C range and be ready to whiff punish either. You can control the space in front of you with 5D or 2D to catch button presses. This is also a good range to Fubuki non-barrier guard chicken blocks or air dash approaches on reaction. Offense and Defense Your Offense vs His Defense Azrael's pretty much has 2 go-to defensive options - back dash and Growler Field. Azrael's back dash is fast, long range, and is invincible on start up so it's great at avoiding a lot of unfavorable positions for Azrael. It's particularly good on wake up and can avoid some oki situations. You can maintain offensive momentum if you read the back dash and in some situations punish it. As mentioned in the point blank section, all of your go to normals up close are faster than Azrael; however, you're at slight frame disadvantage on block on all of them. Always keep in mind that if the opponent is barrier guarding you're +1 more frame of advantage but if they instant block you're -3 more frames. This makes a huge difference in your pressure strings if the opponent is aware of them and IB's something like 2B and you try to stagger strings for frame traps. This is why varying your guard strings as much possible can prevent them from retaliating. If you over abuse 5B->6A/6B/6D/Throw on block, the opponent can use 5A to poke you out, Growler Field to reversal, or back dash to escape. Mix in some 5C->2D at max range to gain frame advantage and reset your pressure string. They can back dash after 2D to escape 2A, 5B, 5C if you try to reset the pressure. If you read the back dash you can delay another 2D to punish the back dash but if the opponent reads the 2D they can forward dash instead to punish the 2D. Either delayed buttons or 2A spam can auto correct the forward dash though. 5B->5C jump cancel on block are also alternative means to mixing up your guard strings but you should jump cancel into a barrier block immediately. If the opponent reads the jump cancel they can mash 5A or 5B to immediately anti-air you and then transition into a combo that leads into their oki. You can try for jump cancel cross ups with j.2C off of a jump cancelled 5C but the opponent can 5B anti-air on reaction. In these situations you can chicken barrier block to avoid getting anti-aired or double jump to bait the 5B and then try to whiff punish with a falling j.2C. Alternatively, you can use air Hishougeki as a means to bait and punish the 5B. From midscreen knockdowns off of 214B~C you can go for a meaty 2A on emergency tech and if you see their back dash you can use 5D or 2D, which will counter hit any button they press after the back dash or force them to block to keep offensive momentum. There are more risky options that require you to make a hard read on the opponent by following the back dash and then punish on the recovery. If the opponent opts to wake up pushing buttons or reversal Growler Field you'll get hit out of the run. Learning to limit or punish wake up back dash will force the player to either block on wake up, go for a Growler Field reversal, delayed techs, or rolls. Forward rolls can be caught with meaty 2A or 2B. Back rolls will require you to chase them down. In order to punish the back roll you have to read it and chase down with 5C preemptively. Reversal Growler Field will beat all meaty 2A attempts; however, this is a risk for the opponent because it's a guaranteed counter hit combo if it gets baited. Max damage punish should always start with 5C->6C->2D from midscreen or if you're closer to the corner with 25% heat go for 5C->6C xx 214D~C (whiff the first hit) to maximize damage and go into the corner 6D reset situation. His Offense vs Your Defense Get familiar with his guard strings that lead into his high/low game. 5A, 5B, 2C or 5BB -> Highs: 5D: Safe on normal and barrier guard. Punishable by 5A on IB. 6D: Safe on normal, barrier, and IB. Valiant Crash: Punishable on normal, barrier, and IB. Lows: 3C: Punishable if done point blank. IB to reduce push back for better punishment options. 2D: Safe on normal and barrier guard. 3D: Safe on normal, barrier, and IB. Hornet Bunker: Punishable on normal, barrier, and IB. In general, you want to block low and then just react to the overheads. 5D is his fastest overhead and is tricky to block on reaction but all of his overheads in general can be blocked on reaction. The main issue is when the Azrael player starts mixing in 6D or 3D as the two have similar start up animations. Usually, it's the 3D (low) that gets people rather than the 6D overhead. The usual block string leading into the 6D/3D mix up is 5A, 5B, 2C or 5BB because he's +5 on block after wards. The transition into 6D or 3D is not a true block string though and there's enough time to poke Azrael out of both 6D and 3D with 2A, or 5B. You can use 5C to counter hit 6D but not 3D and you'll end up getting counter hit yourself. Also, if you're late on the poke you're looking at a trade or loss but both situations are at your disadvantage because it'll place you in a counter hit state and Azrael can get a full combo from it (trade counter hit is situational and depends on what you counter hit him with). If the opponent expects you try to poke them out they can opt to frame trap with 5A/2C or wait for your poke and then whiff punish. If you're blocking and anticipating on the mix up they can pause and do 3C to catch you if you're stand blocking in anticipation of the overhead. Chicken blocking can get you out of the mix up as well but they can stagger the string and catch your pre-jump frames. Barrier blocking the start of the string can push him out, but places you in his max ranged 5C so it's much easier for Azrael to whiff punish your normals at this range. You can opt to DP at this juncture which would beat 6D, 3D, or 3C but it's an obvious risk if you get baited. If you barrier guarded Azrael out of range then be more weary with the DP's as they'll whiff if he uses 5C. For the most part, you won't see Valiant Crash or Hornet Bunker in guard strings due to how unsafe they are but be aware of them in a one off situation. Hornet Bunker is mostly used as a hard read anti-air situation in neutral but is extremely punishable on block so it's not really used outside of combos. Azrael's midscreen BnB without weaknesses usually ends in 3C, 22C, 2C, etc... You should always go for the neutral tech after 3C to avoid a blue beat combo if they mistime the 22C follow up. However, Azrael's is still at advantage if he slightly mistimes the 22C and wake up buttons will lose to his 2C if he continues the combo without confirming the 22C. If they mistime the 22C by a larger margin you can wake up DP to beat any buttons they push after wards but if the 22C was just a slight mistiming their next attack is too meaty for a reversal DP. If Azrael does a combo ending in 6D without any weaknesses applied do not emergency tech. If you emergency tech, you'll have to deal with his left/right mix ups utilizing his forward dashes. If you read the cross over mix up you can auto correct the DP to beat him but this is a hard read on your part. He has the ability to bait the DP with a back dash or clash with C DP with a well timed 6A allow him to recover and get a full counter hit combo. You can try to do a tech roll away from Azrael if you delay your get up but he can try to pick you up from the ground or follow your roll with his dashes and create the mix up again. Delayed get up is usually the best option, which allows you to react to his cross over mix ups more easily. If Azrael, is trying to go for a raw forward dash cross over during his pressure game you can poke him out of it on the recovery but it's not easy to react to the raw dash like that unless you're mashing. Gimmicks and Miscellaneous Info Gimmicks Misc. Info Understand how Azrael's drive works. All high hitting drive attacks will place an upper body weakness on you (brown crest on the upper body) and all low hitting drive attacks will place a lower body weakness on you (yellow crest on the lower body). If Azrael hits you with a Drive move that targets one of these weaknesses it provides additional hit properties for him to get bigger damage combos. Knowing this can help you predict what kind of mix up the opponent may go for. For example, if you have upper weakness applied and the opponent is pressuring you they may want to go for a overhead drive attack again to capitalize on the additional hit properties for a high damage combo. On the flip side, the opponent could use that information to try to apply the opposite weakness in preparation for a more damaging combo. One thing to be aware of is when the opponent does Black Hawk Stinger with weaknesses applied to you. If you have an upper weakness applied, Black Hawk Stinger can't be blocked high but if you have a lower weakness applied, Black Hawk Stinger can't be blocked low. If both weaknesses are applied then you must barrier block it in the air. This super has brief start up invincibility so if you have a long active frame attack in play just outside of point blank range you will counter hit Azrael. On block, Azrael's is placed in a counter hit state so you can a huge punish combo. There's some moderate push back on block that puts him out of range from certain normals so you'll want to try to avoid Barrier Blocking it to reduce the amount of push back to get the most optimal punish. The opponent can rapid cancel it on block but you could also use Overdrive activation to cause it to whiff and punish the recovery of the attack. If you find yourself with both weaknesses applied you want to stay outside of his 5C range because Azrael can do 5C xx Black Hawk Stinger for a guaranteed unblockable. There are also a few other setups he can try off of emergency techs so you'll need situational awareness to avoid emergency teching into an unblockable Black Hawk Stinger. Frame Advantage, Disadvantage, and Punishes Frame Advantage Frame Disadvantage Punishes SummaryIn the neutral game you want to zone Azrael out from full-to-mid range without backing yourself into the corner. You want to place Azrael in the corner asap because it eliminates his back dash from being a viable escape option in your pressure game. Also, the footsie game is in your favor when you have him cornered as your long range pokes out ranges his and forces him to make reads or take risks to get out. Will fill in more information later.
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Yeah, meter gain feels crazy in this game. It always seems like Jin has meter for whatever he wants. I'm always blowing it on Musou Tousshugeki midscreen for the corner wall stick into 6C combos. I need to start doing 3C xx Sekkajin~D combo as it has better corner carry capabilities. I've been experimenting with his reset game and there's just so many reset possibilities it feels ridiculous. I'm just going to post all the resets I know of. I know a lot of these are known for most people. There's a few other corner options I'm experimenting with. Midscreen Resets: *Air combo ending in j.D: 1a) land, dash behind 5B - Opponent breaks out of ice just as they land. The dash 5B becomes a cross over. 1b) land, 5B while they're still falling - This is height specific, usually requiring a double jump combo into j.D. 5B is air unblockable so if the opponent is not paying attention they get reset into the same reset situation. *5B (2), 3C, delayed Ice Car - If the opponent emergency techs you recover behind them. If they don't tech they take a blue beat combo. If you realize the opponent prefers to take the blue beat it can open opportunities into blue beat combos off of 3C knockdowns. I like this reset for corner swapping purposes. Corner Resets: *Corner combo ending in 6D: 1) Empty Jump 2B (low) repeat combo into the same setup 2a) Late air dash into j.B (overhead), j.2C repeat combo into the same setup 2b) Late air dash into j.B, j.2C xx Hizangeki, combo into the same setup - If they guard j.B, j.2C the cancel into Hizangeki makes into a triple overhead situation 3) 5B (1), IAD j.2C (cross up), j.D - 5B pulls them out of the corner slightly for the IAD j.2C to cross up 4) j.2C, j.C, 5B (2), 6A (overhead) RC combo into same setup - Basically, the combo is long enough that the opponent forgets about 6A overhead. 5) j.2C, j.C, 5B (2), 2B (low) combo into the same setup - If the opponent is aware of the above than you mix in 2B. Both of these are just plays off of the 5B, 2B/6A guard string. 6) j.2C, j.C, 5B (2), pause, throw - The super gimmicky reset from the CT days. 7) j.2C, j.C xx Hizangeki - If you went for max damage you can combo into Hizansen into a meaty 6D. Using Hizangeki instead mixes in a last minute overhead.
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I've been trying to do this combo and I've maybe gotten it to work once or twice. The 2D timing seems extremely weird or there's a specific distance that you need to land the 5B so you can get the 2D spacing right.
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Sorry, I'm trying to visualize this combo. At what point in this combo does the side switch occur? Is it during the dash 5B after j.2C? The other side swap technique I've been using is just the reset with j.2C, 5B(1), 5C, 2C, sj.2C, j.C, j.D, land, dash under for the cross over reset. You can insert other reset gimmicks like 5B on landing then go for a back throw reset. This won't work on anyone who's familiar with Jin's resets though.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
Killey replied to InWithTheAshes's topic in Misc Fighter Central
Yeah, I'm pretty sick of ToD combos that are common in recent fighters. I also hate the trend of auto combos and I'm disappointed that this game uses that mechanic but I hope there's more damage scaling on an auto combo to promote people for doing the combo legitimately. People were figuring out some reset options in tandem with assists so depending on how fast paced the game is the low damage output might not be an issue. I recall someone using Shana and combo'd into Leafa assist where it kept the opponent in the air while they recovered on the ground first, then they could dash under the opponent multiple times during their air recovery for a left/right mix up. -
Dengeki FIGHTING CLIMAX: Announced at TGS.
Killey replied to InWithTheAshes's topic in Misc Fighter Central
http://en.wikipedia.org/wiki/Dengeki_Bunko Looks like they'll have a huge source of titles that they could pull characters from. I would be so hype if they added Kazuma and Ryuhou from Scryed. -
Dengeki FIGHTING CLIMAX: Announced at TGS.
Killey replied to InWithTheAshes's topic in Misc Fighter Central
I'm pretty impressed with the game after yesterday's stream. I wasn't really expecting much but the game looked really smooth and I'm liking the pacing of the game a lot more than Aquapazza. Aquapazza felt really sluggish to me but Dengeki Fighting Climax looks faster paced to me. Really early to say anything about character and assist balance but Shana, Mikoto, and Kuroyukihime stood out the most in this build. Random thoughts on characters: -Pretty surprised at the play style design for Kuroyukihime. That JoJo stand-esque style is pretty cool though unexpected since she's basically summoning herself. Would have thought her Accel World form would have been the playable version but I guess they wanted the character look to be more prominent for aesthetic purposes. -Shana's fireballs look really good. Fast start up, low recovery, good hit box, and she can TK them. The hit boxes on her normals were pretty big but most people during the play test yesterday were zoning with her. -Shizuo could use a little bit more work. The active frames on his jumping attacks looked short and most people seemed to rely on the car door or an assist to get in. I didn't catch the whole stream so maybe people were figuring out better approaches towards the end of the night but it seemed like people were struggling to figure him out than the other characters. -Mikoto is my current favorite with her versatility and range but it looked like you needed to be more aware with your spacing. She seemed to be designed as a zoning character and people were paring Touma with her to protect her during her zoning game but Touma doesn't seem to be active for long. I would think Haruyuki, Leafa, or Kuroneko assist would be a better compliment to her for space control purposes. I did see some interesting combo extensions with Wilhelmina assist though. I actually really like the design of the assists as the play testers were able to make use of most of them (except Celty at least from what I saw). We got good assist for the neutral game, assists for lock down to help certain characters get in, combo extending assists, assists to help zoners, assists for oki, etc... -Touma assist could definitely use some adjustment. He doesn't seem to be active for too long but his hit boxes are huge. -Haruyuki reminds me of Strider Vajra assist but he moves in Leona's V-Slasher arc. Towards the later half of the stream most people were starting to use him more. Free combo on hit from almost full screen away looks insane (saw people just dash in from near full screen and do an air combo after) but he also seems incredible for the neutral game since he tracks the opponent. There's probably a bunch of good options for him for oki or against zoners but that's getting into theory fighter at this point. -Did any of the play testers find any use for Celty assist? She seemed to be the worst among all of the assists. Is she active as she's driving away? I could imagine there could be some good oki with her if she was active all the way through. -Leafa seemed like an all around good assist for both combo extension and neutral game. There was one Asuna player testing ways to combo into it and it seemed pretty versatile. He was doing things like sword dive special into Leafa assist then transition into a combo. -Wilhelmina also seemed like a good assist for combo extensions and neutral game. Saw a player call Wilhelmina got hit but Wilhelmina caught the opponent in their recovery frames. -Kuroneko looked slow on start up but the rose petals looked like they tracked and were good a lock down tool. Shizuo players were using it at the beginning as a tool to get in. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Killey replied to Hecatom's topic in Under Night In Birth
The new update looks like it resolved a lot of the issues the game had. I'm actually hyped for this game now. -
The pacing of the game doesn't flow well and the animations look too stiff. Having objects in the back ground obstruct the players view of the characters is a bad idea and it's overall unnecessary clutter on the screen. Not impressed at all so far.
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http://youtu.be/GrPuQ1FvTmg @ the 0:37 mark you see Jin land 5C, 6C, 2D, Crush Trigger, j.2C, j.C, land, dash 5B (2 hits), 2B, 5C, 3C, 214B = 4168 Dmg I'm wondering if he was able to combo into the Crush Trigger only because 5C landed during a tech roll (height specific) or if that combo could be legit on a crouching opponent. Tetsuwo was using 5C after 214 to punish tech rolls. Shit was looking mighty sexy when he was converting off of them. I haven't been keeping up-to-date with BB since the CT days but holy fuck at the CH hit stun from fireballs and how people are converting off of them for like 3k dmg.
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Yeah, can't we (CDN's) can just make a XBL USA account and dl it then.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Killey replied to Hecatom's topic in Under Night In Birth
Unfortunately, Carmine looks really weak so far but I wonder if it's just people not finding the good stuff yet. It's nice that he can finally break 6k damage now but the amount of resources he needs to spend (including his own health) is a bit much. Other characters can get the same damage output (or more) from stray midscreen hits for less resources. He seems like he has a hard time opening people up as his offensive pressure can just be down backed the majority of the time. You can't really keep up that offensive pressure as well because you have to spend life to keep it going. I guess it's a balancing mechanic since he might be able to control the entire screen and/or put people in perpetual block stun if all of that could be done for free. It looks like he doesn't have a good AA or reversal options since Yuzu could just do jump ins all day in the corner. I don't know...it seems like he's lacking several tools to make him really good or maybe there's more to be explored with the character. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Killey replied to Hecatom's topic in Under Night In Birth
When I was watching the stream it was only Yuzuriha, Hyde, and Vatista with Yuzuriha getting the majority of the wins. -
Where's the cheapest place to get digital Japanese PSN cards? I know play-asia sells 1000 yen digital cards for $18.
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Got the game yesterday but I only played it for like an hour. I liked what I played so add me up on PSN - Killeykun. I'm in West Coast Canada. I'm starting off with Morgan and then see what other characters I enjoy.
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How are they spacing j.A and j.B in a way that you can't challenge it with 2B? Also, her 5AAA is jump canceable.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Killey replied to Hecatom's topic in Under Night In Birth
From a system mechanics perspective I would think only damage and hit stun scaling (also if Chain Shift is not possible within Veil Off) would make this not work/practical. From a competitive match play standpoint I don't think it would be that far fetched at all. Probably the equivalent of a OMB combo in Persona 4 with some of the associated meta gaming with it. -
I've ordered the game and just waiting for it to arrive. I've noticed the front page says the wiki is down and the other wikia I've found doesn't have really detailed information. Is there any other place that I can go to for character specific information and strategies?
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Killey replied to Hecatom's topic in Under Night In Birth
Can someone elaborate on what the D button is? The only information we have is this: -D (EXS Action). -Shield (press D while blocking) requires some EXS (around 20%). If successful, you will gain a lot of momentum in GRD. -In GRD Vorpal state, by pressing D twice, you can convert all of your GRD into EXS gauge. -ou can boost your GRD by holding D. I have some questions for this button. 1) When they say Shield is activated by pressing D while blocking do they mean 4D or while in block stun press D? 2) Does the D button also act like BB's Drive button in being an extra attack or action? I know it has other functions tied to defense, movement and GRD/EXS bar but I'm wondering if 5D or j.D do anything. Other system questions: 1) Veil Off State only consumes your EXS meter and changes the EXS meter to a depleting bar. You still have your GRD and can gain GRD while in this state but can you extend your Veil Off State by doing a Chain Shift (provided that option is still available)? 2) It says "In GRD Vorpal state, by pressing D twice, you can convert all of your GRD into EXS gauge.", however, in this video (http://www.youtube.com/watch?v=m2uZxJOEh9U) at the 36 second mark Orie does a chain shift while being in GRD Vorpal state but has no GRD but there's a bar that depletes over time and she's continually gaining EXS meter (not associated to her attacks she's doing). Is it just automatically depleting her GRD that she's gaining in that time? or is it the meter gain dependent/not dependent on how much GRD or GRD Vorpal State (the timer around the white circle) you had prior to Chain Shift? If the answer to system mechanics question 1 is a yes, then I think there's a possibility of ToD combos (or just extremely high damage combos) utilizing both Veil Off and Chain Shifts. Probably something like Veil Off state combo into EXS moves, Chain Shift, continue the combo into Infinite Verse. -
Can you punish 5B (1 fan) on reaction with Swift Strike from full screen? Most good Yukiko players I play don't throw 5BB because you can crouch the 2nd fan, swift strike, or with their Persona covering the fan. Most of the time it's usually 5B, crouch block and then 2B in case you air dashed in. Additional Match-up Notes: -I've noticed her 5C and 2C trades with Swift Strike but it's possible I timed it too late. -Most of her Persona frontal block strings are 5D, 5C, 2C xx Fireball. There's a gap within 5D to 5C that you can 5A the persona but keep an eye on Yukiko, as 5B could be behind the persona. -2D hits overhead so watch her block strings because she has unblockable setups with 2D into 2A. The escapes are set up dependent but your options are usually roll, chicken block (has to be preemptive or you can eat 5A in your pre-jump frames), late tech (after a knockdown), or back dash. Swift Strike can be viable depending on the spacing of 2D. Chicken block is not always viable as she might have a fire trap on top of you so you'll eat the fire trap during your pre-jump frames and eat bigger damage then if you got caught by the unblockable. -Keep an eye on her gauges to see if Fire Break is activated. If they do fire break after a knockdown into Maragi you have to roll through it. From neutral game with Firebreak you have to avoid getting put into a block string or you're eating fire unblockables into 3-4k damage. Also, have to be aware of her Awakening Super from full screen (with firebreak on). I'm not positive on the escape but I'm thinking on super jump air dash or BD to try and avoid the super or go for the trade with air raging lion. With the Raging Lion option you end up minimizing your damage by only taking 1-3 hits of the super.
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What? j.D is not an overhead.