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Everything posted by Isuna
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I remember doing 360B > Gadget > 360B because one of my friend didn't know what throw tech was.
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One ticket to the Izayoi train please! (`・ω・´) Yuzuriha's 咲 is "saki" not "shou". Rehhyou is Jin's 623C. Izayoi's is super-fast! 5A > 5B > 5C > 236B is 1,5k. If near corner you can do 623B instead and go for aerial.
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Agito is a projectile? o.o
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Izayoi is over expectation. : 3
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I'm pretty sure when I tested it on the arcade magnetized CT > 360[A] was purple.
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My friends back home said like "the pro's says it's best to hold the stick upside down, but no one does it, hold it like it feels natural" Result: http://imgur.com/YBf6Y
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Well they did add like 14F of start-up to 6D.
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Because 2D is slower, it is better to use to counter attacks with invulnerability, apparently. Now you get me tears in my eyes... T_T Dat J2A dash J2A T_T Thanks for the video, though I don't think I'm holding the stick that way. But now when I think about, I have no idea. Must say JD and that max 6C was pretty cool.
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Tager CT has ass long hitstun, but I am pretty sure throws are techable. I think it is quite funny that they gave Tager constant magnetism at first to battle the agile characters, but players thought it was too strong so instead he got improved D's and increases spark bolt regeneration. Kind of underwhelming if you ask me.
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lol, yes XD The drive attacks have 5 and 7F start-up, not the drive block. I'm back from the arcade and it went much better than the last times. Though I still find dashing left harder than it should be and step something is frickin' impossible XD. Also having a hard time with DP. : / This time I went for arcade mode and not sparring so I tried and use 6D as much as possible to see what you can do with it. I'm pretty sure it is slower than 10F. I input 6D and then see opponent attack, and still get counterhit, so it really is mega-slow. Probably like the JBBS guy said, it is probably around 15F. 5D is not instant that I can also tell. Regarding following up 6D, even on the easy setting in arcade mode you kind of have to trick the computer to attack your 6D so it really was really hard to try it out (as, once again, you cannot use it on reaction >_<). Against Tager it worked so-so, so I have found out one thing at least. If you hit them after 6D they will be grounded. I hit Tager with 2B in the corner (I have to slow reaction to actually step something). So whatever you follow-up with you will need magatama to get air combo. From Zantetsu or 2B 5A pick up you don't need to super jump. But for the love of Ra, I was mashing 6 like crazy after J2A half of the time. T_T .edit// I checked itsme list and it looks fine. The only thing I wonder is Arikai. The kun'yomi + on'yomi mix is quite unusual so I would probably go for "gikai". When I search it on google I get Dynasty Warriors video clips, so maybe it is a Chinese name? If such, maybe Yihui. Otherwise it is only taste; "Korai kara no ν tsukai", could also be written as "Korai kara no Nu tsukai". ("The one who has used Nu since ancient times") Shippu could also be written "properly" with two u:s, though this is not standard for romaji. (Apparently non-Japanese finds ou and uu scary)
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Isuna replied to Hecatom's topic in Under Night In Birth
I saw some statistics at my arcade, apparently Yuzuriha is most used. Then there were match-up statistics, with Waldstein in top and Orie lowest. However Waldsteins seventy-something was in red, while Ories something was in blue. -
5D is 5F start-up 16 active 6D is active 9F 2D is active 8F JD is active 7F And, yes, like itsme said, I think all drive attacks has 5F start-up except for 2D which has 7F. IIRC! I'm little busy right now to translate the list, but I'll look at it to night Feels good to be missed. and by the way, regarding zanshin mid-combo, I'm pretty damn sure one video in my playlist does contain a mid-combo zanshin against Mu. You only have to look for it in the ~90 clips and hope it wasn't a match pktazn uploaded.
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True, very true. Well, Shippuu (wave) is 2500 + 20% OD damage = 3000. However, intersting that the minimum damage includes the damage buff. Oh, yeah I completely forgot about that. Could be that I never found the logic in the super-mode-for-combos-that-makes-your-combos-damage-less thingy.
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Can't we use it now for that little extra damage needed to win the round? I mean, its lightyears more useful now with its less recovery. If 5D > Mugen > Renka (1) > Zantetsu (1) > Shippuu works it would be 5183.
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Then I wonder... is 5D > Mugen > something possible?
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But 5D and 2D are supposedly uncombable in CP. And only special cancelable during OD.
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New: * OD Shippuu (wave) staggers * Zantetsu(1) proration buff, Zantetsu (2) proration nerf and vacuum effect * 5D is super cancelable * Can perform a special version of Emma from ground Zanshin for one magatama * J2A is jump cancelable * Mugen vastly shorter recovery * Overdrive name is Kishin * Cooldown doesn't stop magatama gain, just slows it down Corrections: * Nearly all C moves recieved damage buff, while nearly all A and B got damage nerf * CT doesn't use sword * Agito doesn't kick * Tsubaki only comboable with Hotaru * Shippuu (wave) doesn't end mugen
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5D > Shippuu = 3720 http://www.youtube.com/watch?v=Cj9_nMvYmHM&t=3m9s
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Did we know that 5D is super cancelable?
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The training I did to learn blocking was to go into versus against Hell AI and try to lose on time without attacking. I didn't play standard controls on my pad. Two of the guys I played with really spammed throws, so I put the throw reject on A instead of Drive. Drive I put on the right bumper, kinda of a SS-layout if you want. Hakumen damage seems only to become more for each day that goes. 5D do look really fast, if it the start-up was 5F before, what is it now? o.o Zanshin Emma looks ridiculously rewardful, but I guess the timing is tight? Or is that what it is all about? Either you get damage from Emma or you get to switch places with 5D or 2D.
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Regarding the players at that a-CHO tournament, I can't still watch the clip for some reason at my main computer. I'm guessing my flash is out to date, but it won't update itself. : / Seems like you knew the players anyway, but if you wan't any clarifications I demand screenshots.
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SHOUryuuken ⇒ gaSHOUkyaku (〇Д〇)
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So now Mu isn't the only character without a command on B! : O
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Hmm... But considering that many people mash out with 2A or 2B, which of many are lows, I don't see why our overhead counter should fill that role. : / Keep 6D as it was and play with 5D I say. Oh, yeah we have jump start-up too. Frame advantage of successful 6D = ~25F? Even from old step you could do Renka then. Very scientific test of 6C: http://img22.imageshack.us/img22/825/6d2a.png 6D > 6C > Shippuu = 4526? Shouldn't this be bursts safe on this range as well?
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So you kind of rely on your opponent mashing out after one of your normals? : / Looking at the video, Jin techs about when Hakumen is halfway through his jump. Looking at the EX data, Hakumens jump is 42F so I guess he has about 21F to combo. In EX his step is 16F, so 5F + step speed buff so maybe step 2B is the way to go?