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Everything posted by Verard
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Tsujikawa stuff, sorry if it's been mentioned before; 3C > OD > 6A > 6C > 9D > 236D > 66 > [6]A > 2C > j.B(1) > j.C > j.6D > j.236D > 66 > 6B > 236B > 5C > 22B (4177, 30 HG) [Midscreen, 91~100 OD] 6A > j.B(2) > j.B(2) > j.C > j.D > j.236D > 2C > [6]A > 22B > 5B > 5C > 6B > 236B > 5C > 22B (4529, 32HG)[Corner, Airborne or CH starter] 632146D > ** > [6]A > 22B > 5B > 5C > 2C > 6C > JC > j.C > j.D > j.236D > 6[A] > 22B > 5B > 5C > 6B > 236B > 5C > 22B (4478, 32 HG) [Corner, 50 Meter]
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Best bet for this would be to keep away until you score a hit. Always throw out a 22B if he's not close enough to Gustav and try to control neutral with Gravitons, j2C the god is your friend. If on the defense spending meter for Guard cancels is nice since your reversal super can be blown up by him and teleport is risky against him(Well it's always risky).
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Might be worth nothing, if Kagura tries to approach with his 6D~C, you can Valiant(charged) to punish, no CH though sadly.
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For corner I usually go; B+C > 623C > 2B > 6A > 623C for damage(from combo thread) or B+C > 623C > 2B > 5B > 5D > 236D~A/B for drill oki attempt
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http://www.youtube.com/watch?v=Eb5NFcZnW1A&t=1m3s 5b starter instead of 6A > 5B, but essentially the same combo.
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Only way I found to escape it in the air is if you're in the middle of j2b during the superflash since it hits behind you, pretty much have to be reading his mind or be lucky as all hell.
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In addition to what DerQ said you can also make this combo easier by omitting the last j2C if you think the spacing isn't correct and go into j236C after j6C [2].
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I think mine was CT > dash > 2D > 236A > j.6D > j.236B > j.6C > j.6D Charge drill to 3 before CT, hold drills down for their max damage.
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Yeah 6C is the way to go since 6B has no force crouch I'd imagine, the only question I have is that is the startup short enough that it will connect after CT? The guard crush time has been reduced significantly.
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Not sure if 3C > 236A > 2C is possible on a standing target anymore, every Valk I've seen try that has to 2A after 236A to connect in time.
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Anyone know exactly what Valk's OD does to all of his moves other than DDs? So far I've only noticed A down Koing causing massive ground bounce.
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Meaty 6B has a lot of active frames so it's nice to use if your opponent is always trying to backdash/mash on wakeup, 2C works well too. The two options Kiba mentioned are better for Tager, as you don't risk getting wakeup grabbed, although I suck at timing my 6C and usually end up eating a grab half the time after it whiffs. Though once you have the lead against Tager you don't have to put yourself in that situation if you don't want to, if you aren't comfortable guessing wake up just put it back to neutral after you finish a combo. Even with spark meter Valk has an enormous advantage.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Verard replied to Hecatom's topic in Under Night In Birth
http://www.nicovideo.jp/watch/sm19188576 Gordeau's arcade mode. -
[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
Verard replied to A.X.I.S.'s topic in Kanji Tatsumi
Edit: Just saw the combos were posted by Tae Seong last page, dunno how I missed that. Sorry. -
I was training yesterday with Labrys and it seems 214C will make her j.b whiff. Edit: Nevermind, definitely doesn't work.
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This was mentioned elsewhere but you can 214C through Elizabeth's B normals. Weaving a 5B at the max distance will give you a clean Corkscrew punish(if you time it just right you can get a 6D before the screw, giving you a full combo), just make sure to wait until the cards are gone or you will eat a CH when they are traveling back to her.
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Any tips on getting that dash 5B in after level 2 B+D? I can't get it working outside of the corner.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Verard replied to ludwig van's topic in Archives
Anyone got tips on starting pressure with Naoto? Aside from taking advantage of a blocked trap I'm not sure of how to approach. At the moment IAD j.C seems to do well but it gets stuffed a lot or read to easily with a 2B. I'm also not sure what I should be poking with on the ground (5C? Dash up 5B?) -
From the list Tager has two new moves that are air only; "Air Driver" 360 + C "Guren Punish" 63214 + A Also Spark bolt got a 623 motion added in addition to the old one, so you can use either to do the move.
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Very interested in this character so I decided to translate, sadly my kanji is ass so I can't figure out what his drive or overdrive does. Azrael Drive - The Terror Overdrive - Mind Colosseum Gustav Buster - 236A Tiger Magnum - 236C Cobra Spike - 4~6C (During Tiger Magnum) Leopard Launcher - 6C (During Cobra Spike) Growler Field - 214B (Delayable) Phalanx Cannon - 236B (Can be used after Growler Field) Sentinel Dump - 623C OR 22C on downed opponent Valiant Crusher - 236 D (Delayable) Valiant Charge - 6 (During Valiant Crusher) Hornet Bunker - 214 D (Delayable) Hornet Chaser - 8 (During Hornet Bunker) Distortions Black Hawk Stinger 236236 D Scud Punishment 214214 D Yes all of his move names are weapons of war, also might have gotten the overdrive name wrong still unsure on that one.
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GGs to Lost & DWB.
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GGs to NeoGio, Lost, and Shiro And shoutouts to me getting blown up 20 games in a row.