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Everything posted by Surf
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
Uploaded and timestampped the OVER THE WORLD tourney if anyone's interested in watching. It was pretty good. Tournament 3on3 -
Im guessing there are no numbers anywhere in the mook for her Gain Art dash right. Nvm
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Surf replied to BladeOfJustice7's topic in International
lol -
This entire character is a gimmick Maybe you should do an action after the AoA so you can manage the massive frame advantage better. I'll test something out now. Hm. Simple but I found that walking back a small amount after the AoA recovers then inputting 5D is a really great way to time it. Getting it consistently.
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I don't even know what Kuresu is even doing anymore.
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I actually liked midscreen more because she has more options for her mixup. But after going through all this 5DD stuff, I'd say I like corner more now.
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That's pretty much the only way to get charged 22D midcombo in EX. That frame data. Not a lot has changed
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A-cho, almost 4 hours http://www.youtube.com/watch?v=BONmRizVfCM
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Pretty sure they can anti air or DP you during the gap between the 5A and when your airborne though. Setup would mostly be effective against really honest players. And it's not as hard to see coming as the IAD variant for example. Seems iffy
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4/8 Athena Nihonbashi Kazu@Ginga (TS) vs Valkenhayn Kazu@Ginga (TS) vs Jin Kazu@Ginga (TS) vs Bullet My Kazu Can't Be This Mashy
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No. Slower by 1 frame. And Ragna's is active for more than twice as long. Has a better hitbox too. But Ragna is -7 while Noel is -2
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The router is in my brothers room and it's connected to his 360 through the ether. So I need my own
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That feel when your fiance' kicks you off the game. ggs Errols. Noel's 5B. My favorite normal in the game. Does anyone know a reliable stable router for a reasonable price. I need to get off this wireless shit
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I say he's all of the above
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
It's to the point where I no longer watch any matches with Linne in it at all. Because almost all the players try to or pull that annoying shit off in the match. Heres some more btw Just realized that good Hyde's name is KEI. Wonder if it's the same Jin KEI -
I dunno. I watched some replays the other day and my Labrys was really good, around Sep-Nov. Compared to now. I may or not pick it back up. But in the meantime, I will try to continue creating tech for others to use.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
Pretty good play. Skip all the Linne matches and you'll be fine. -
No problem. Im just exploring 5DD myself. Been doing Tsurugi stuff this entire time. Even j.D with the right application is pretty silly in the corner. Ive been experimenting with some oki involving that has well. But its not looking too hot because of the stupid amount of landing recovery she's forced in after using it. Gah. This thread is making me want to play the game again.
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I was smiling pretty much the entire time I was watching this. Best combo video. Feels good to have a part in it, no matter how small. Sign me up for the CP iteration
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
So by his standards everyone in the game is "good". Why is Linne as high as she is. She looks so bad/lacking compared to the other members of the cast -
Experimented with a midscreen Tsurugi combo I did by accident about a week ago. It's great corner carry. And some decent oki in the corner as well if you got them there. New Path: (j.B >) 5AA > 214AB > 22[D] > 2A > Release D > 5B j.B starter doesnt work with Green Axe. This sends them into the Tsurugi from 5B (and looks pretty swag). From the P2 side on match start it sends them near corner. You can run in and easily continue the combo after this. Putting them in the corner. After the Tsurugi has them in place and their near the corner you have two options. Tsurugi or 5D oki. As the combo prorates a lot your other options are pretty null and void. This is best 5D setup I found from this route. (j.B >) 5AA > 214AB > 22[D] > 2A > Release D > 5B > Tsurugi catches them > run in charged 5B > Sweep(w) , 5D You must space the 5B correctly for the Sweep to whiff. While your running in start holding 5B when your about a characters width away from them. Labrys should slide a bit and be at the perfect range. It takes some practice though. The purpose of the whiffed Sweep is to lessen the frame advantage and bring you closer to them after the 5B. 5D from the whiffed Sweep is a link. And if you timed it right the 5D should be very meaty on their wakeup. Making jumpouts and rolls useless. This setup is also DP safe to every DP except Liz, Naoto, Yosuke, and Teddie. But for Liz, Naoto, and Yosuke, simply jumping after the 5D will avoid all their DPs. But in the case of Naoto her shot will hit you blocking and drop you back down. Teddie, wouldnt advise using it on him at all. Everyone elses DP whiffs/derp fails if you space correctly. Now that you have them scared to DP, you can try this psuedo safe jump I came up with a little afterwards. (j.B >) 5AA > 214AB > 22[D] > 2A > Release D > 5B > Tsurugi catches them > run in charged 5B > Sweep(w) , 5D - dash 5A > (2B) > jump and hold 3~5DD You can go into either empty jump 2A, or very late j.A. j.B is too slow in this case. But theres a lot going on in the safe jump setup. And in the end it all comes full circle. The inital 5D hits meaty making rolls and jumpouts useless. Then, if you space correctly their DP attempts will fail as well. So they have no choice but to sit and block. Theres no gap between the 5D and dash 5A so your safe from DPs. But Counter Assaults can become an issue. If you see they have the meter for one you can play it safe and just omit the 5A part. But if they do have meter and they counter assault either the 5D arrows too late, or the 5A, their welcomed by 5DD arrows and a confirm. 2B is optional, but 5A from 2B create a gap where DP's can hit you. But 2B helps for the next problem, which is a second roll attempt. After the jump and the 5DD there's a small gap where they can roll through. If you just went 5A > jump 5DD the blockstun from the 5A and the fact you pressed 5DD earlier will create that gap for them. Even if Ariadne is positioned correctly. Ill try to come up with a more universal solution though. Maybe rising j.A, ill experiment when I get home. With the 2B, it will place them in more blockstun and the 5DD will be later since you will be using 2B to jump now. So if they try to roll after you jump, they'll be CH by the arrows very easily. Going for 2B also gets hit by Counter Assaults if they attempted one. This entire setup can be used from any Tsurugi confirm really. Given that their near corner. And if you just want corner carry you can simple do: (j.B)5AA > 214AB > 22[D] > 2A > Release D > 5B > IAD j.B > Sweep > Tsurugi oki Or 236A/B~6~A after the Tsurugi catches them to send them even further into the corner. You can run a bit and jump back j.D to keep them in blockstun after they air tech Don't use the safe jump against Akihiko or Yu. 5DD is a pretty good move. If the attack level was just higher... It would be more effective. It places them in such a small amount of blockstun that those holes appear in the pressure and hurts the usage of the normal. Its also a crap starter/combo filler.
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Maybe the name should just be changed to Oki Thread
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I was experimenting last night and she has some 5DD oki setups midscreen. But I'd only use it after a Tsurugi confirm. Only works in Yellow or Red Axe. Example is: Tsurugi hits > j.B > 5AA > 5D You kind of have to delay the 5AA or the 5D a little bit. They will tech and the arrows will hit them very meaty. Stopping everything except invul reversals. If you did the 5AA kind of far away, you can bait and punish certain DPs like Akihikos and Chies. Didnt really experiment with the other characters much. But anyway, here are some decent setups Tsurugi hits > j.B > 5AA > 5D > jump > 5DD > land > 2A Standard empty jump low. Or you can j.B them in the air if you want Tsurugi hits > j.B > 5AA > 5D > 214A > 5DD Overhead into more oki. The 5DD wont be active that long after they tech from getting hit with the 214A, but the one or two arrows will be meaty enough to stop everything except invul moves. Tsurugi hits > j.B > 5AA > 5D > dash 5A~5DD > IAD Same as the Tsurugi cross up setup. And still hard as hell to see coming or block.
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She has an answer/tsurugi setup for every DP in the game except Kanji's (Other then just blocking). But A's are one of the setups that are very punishable.