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Everything posted by Lucalibur
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Shameless propaganda aside, I am going back to U Azrael for a second to say I found out(as shown in the video) that Scud has positive proration as well. Not bonus proration, actual higher than 100 P2. Double scud combos are absolutely disgusting so long it was not off from a 5A\2A starter.
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Right, I totally forgot he has more than just 2 buttons for himself. No wonder the knives were confusing me. Thanks for the info. What about EX command dash? Would you say it's fast enough to be consistently useful? And do the command grabs have any special properties like projectile INV? Lastly, it could be me being stupid, but I -think- his AOA is a crossup?
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Ok so, from what I can gather, only his no persona version is available now. No Persona version only has autocombo supers as supers, no counter super. He has a command dash(looks like a good command dash too), knife throw(slower version doesn't seem to hit crouchers), and what appears to be a parry? I didn't see him successfully parrying anything with it. Can't tell what the other specials are. Anyway, I'm really loving this guy. He is what I have been searching for in a P4A character and if the game gets a console release, I'm picking him up for sure.
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It was always like this, it's just that our options suck now so we're scrapping the piggy bottom.
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There are option selects for throws iirc, but other than that you just have to predict and\or react. The basic rule is that you block low and react to overheads, though. You can also use Haku's Drive if you KNOW something that is not a throw is coming, but that is always risky and only Yukikaze is useful against overheads this time around.
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Yeah, it definitely feels like Sol's Bandit Revolver. Since we're on about it, you can go into 6C from practically all normals since the startup is MUCH faster now(due to the new first hit). Same for 3C which has no more delay required...He can go into gigantic combos off of anything now thanks to all of that. Kind of hard to properly get oki because his Ds are all into constant weakpoint state now, though. It seems 2D is the go to oki tool in U form because of the hard knockdown, since everything else will just bounce the enemy and they may air tech or something.
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A somewhat 'easier' alternative I found is: 5B>6A>214B>214D>5D(2)>Delayed 214A>5B>6A>TKed J.214D>Dash 5B>5C>5D>ID Ender Damage: 2998 Heat Gain: 21 Carries from one corner to the other, and I find that TKing Blood Scythe from that combo is far easier to get down consistently than off of GH>6A. The only 'issue' with that combo is confirming at which height you hit 214A, because you may need to either dash 5B to get it to work if you hit too far, or do the harder version of the Blood Scythe TK if too close. If done 'correctly', you will be able to 5B>6A without having to do any dash beforehand, and thus TKing BS will be easier since you're not required to do J.2147D.
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Oh, that is cool. I didn't notice that because I always have my Phalanx stocks maxed out on training, haha.
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Alright then, I will go a bit wild here and post the info I can find. You guys do what you want with it. -Backdash can be jump cancelled. Don't know if it keeps the INV frames like Slayer's jump cancelled backdash does. -Most links are now gatlings. An exception seem to be 2C>6D\3D\3C(Still has the delay required), but everything else is as simple as pressing the button one after the other. -5BB 'removed'. Is now 214C, and works much like AOA's in Persona 4 Arena, button mashing required to get FC and everything. Yes, it can be looped on air hit despite repeat proration. I don't know why. -6C is weird now. Has 2 hits. First one floats, second one downs(slowly). I'm having a hard time following it up at all. Groundbounces on FC and can follow up with no problems there. -All D moves work as if they had their respective marks applied. They all got repeat proration. -Growler has much shorter recovery. Not punishable at all on hit. Can still be charged. -Scud and BHS work as if they were in normal OD. Scud's startup is MUCH faster than normal. Can easily go into it from just about anything. It might actually be 1\0F after superflash, but I'm not sure. During OD, BHS does around 4625 damage raw and Scud can easily be followed up since the stagger is massive. Hell, you can follow up the normal version too, it's just easier to follow up the new OD version. -New super's input is 214214A during OD(had to try random inputs until something happened). To have Azrael avoid an attack when it's active, move forward the moment the attack would hit him, just as if you were IBing an attack, only...press forward instead. -Has all of the benefits U chars have, such as higher HP and always 1% HP OD duration. Also always has Scud's aura activated for cool points.
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I got U Azrael. Didn't waste too much time with him, though. At the risk of posting info not related to competitive play(since U char), I am going to say some stuff I noticed with him. First, all of the links are now gatlings. 5B goes into 2B, which can go into 5C, which can go into 2C...etc. All D moves have the same effect as if they hit with a mark, the all out attack can be looped like shown in the videos, and BHS and Scud work as if they were in OD. Funnily enough, they get buffed EVEN FURTHER in OD, with BHS doing over 4K damage and Scud being very easy to follow up. Didn't trhy Musoi Tensei DD yet though since idk the input.
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I assure you that the reason the anime is as 'bad' as it is, is not because of the budget alone. Sure, a good budget helps, but there HAVE been shows in the past with a low budget that WERE good. The reason for this show's low quality seems to be a combination of lack of skill AND effort from the studio. Good budget doesn't help much with characterization and things related to story telling in general other than having to cut it a few chapters short depending on the episodes limit. It does help with the animation, fight scenes and whatnot, but you CAN make a good story, AND show with the limited amount of time this anime gave so long you put effort into it, which the studio sadly doesn't seem to be very willing to do because of points I mentioned before. That is just my impression of the situation, anyway.
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Well, if I can say my personal opinion of this anime, I would call it a mess. Sure, we all know the animation is lazy as fuck and fight scenes pretty much suck, but I find there are other issues with it. The pacing was a total mess at the start and I still don't think they fully recovered from it, and there are way too little things explained so far considering we're almost at 2\3 of the show. Also, it's pretty damn clear there is Noel favoritism going for the show, which is a bad thing since she...is not really a good character, and even without taking that into consideration, favoritism is a terrible thing per se. Overall, the show feels lazy and like a fanservice to the franchise's director, rather than the fanbase. However, I do love Ragna pointing out just how stupid everything is, and I feel like that he alone is saving the anime from an otherwise terrible fate many low budget shows suffer from.
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Yeah, it could definitely get fixed if such a thing was done, but it's not TOO big of a deal. It only happened once to me in a 'real' match and it was not a real one, just me and my friend messing around. She did Mu's new crossup move I don't know the input and I tossed a full screen Scud DP. Hit her out of it but she ended up behind me because she was directly above me but very likely slightly leaning towards my back more than my front.
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I think it's because the enemy is already in front of Azrael, so they are pushed forward together with him. If you need another example of this happening on air hit, do 6A>Delayed 5B>Scud in the corner. The enemy will end up behind Azrael as well. There is an old ass video of CT Ragna doing Carnage Scissor on the enemy and they bouncing behind him, even though correctly they should bounce in front of him. It's stuff like that which makes me believe it's a matter of hitboxes, and the enemy just getting pushed to the wrong side of where they're suppose to end up at since at the moment they got hit, they were leaning towards the position behind the enemy rather than in front of them. The game has to decide where they end up since two chars can't be on the exact same place like that, so it just puts the enemy on the closest ground there is, which at such moments just happens to be behind the enemy, even though the attack is designed to work against the enemy in front of you. It's a bit of a mess, really. I don't know how to properly fix such a thing other than give the move a very specific animation that outright FORCES the enemy to be in a specific position, such as say...most astrals, or Ragna's Devoured by Darkness.
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See, I THINK the issue is that the attack's hitbox hits the enemy while they're above Azrael, but when them slightly more towards his back than his front. Since Scud forces standing on hit, it causes them to go back to the closest ground there is, which is behind Azrael. Scud moves Azrael forward A LOT during the startup, which is why they end up behind him after being hit even though it may look like they should fall in front of him instead from the earlier startup frames. Like...let's say Azrael is standing on ground spot 0, and the enemy is on air spot 1. Azrael moves forward during scud and hits the enemy, but he moves toward ground spot 2 while doing so, and without changing direction. That means the enemy is forced down towards ground spot 1, with Azrael's backs turned to that spot. I think that is the best way I can explain it, but I could be wrong as well.
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Good or bad, discussion is discussion. Freedom of speech and whatnot. If this anime gets badmouthed and such, it's probably for a good reason. If it was good, we would be praising it instead. I just don't like when people go 'HEY EVERYONE STOP BADMOUTHING X IF YOU GOT NOTHING GOOD TO SAY THEN DON'T SAY IT' because I find that stupid. I think that so long it is within the boundaries of what is allowed to be said, it can be said. I'm not trying to sound like a jerkass or anything, just saying we are allowed to badmouth just as much we're allowed to praise, and people will continue to do so for as long they think it should be continued. P.S: By no means do I imply people are not allowed to praise or like something that gets badmouthed often, or vice versa. Just that to everything, there is a common opinion and we should not tell people to stop mentioning that opinion just because we disagree with it. Anyway, if we were to continue this then it would get off topic and we don't want that, just wanted to make my point just like you wanted to make yours.
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Please, don't be THAT guy.
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I pointed out this 'glitch' like, 10 pages ago and nobody noticed. It's not really a glitch, more like an issue with the hitbox. Kind of like Jin's ice arrow whiffing all follow up hits after the first if it's done super close to the corner.
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It's not really THAT much of a loss until I can get it down. The damage difference is...rather insignificant due to proration issues, and Ragna kind of carries the enemy from mid-screen to corner without the need of it. The only big loss is the life gain which is admittedly kind of huge IMO.
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Honestly, I'm having such a hard time consistently TKing J.214D I'm considering not even bothering with it anymore. I already hate CP Ragna(highly considering dropping him), but having to deal with an inconsistent TK motion for some combos is making me doubt just how worth it this learning, specially when both 6A and J.214D prorate the fuck out of the combo anyway.
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Absolutely delicious.
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I like how everyone but Ragna and Bang(to an extend) are complete retards in this anime, but only Ragna points out how stupid everyone else is and how little sense some of the shit that happens makes. No, seriously.
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I find myself delaying 5B after air HF every time so that it combos into 5C consistently. I do delay it a little but I often don't need to when I delay 5B unless the air hit was really high up.