-
Posts
1,775 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by AchedSphinx
-
Sweet. It looks like they gave her SP boost like Elizabeth. Also, I didn't know there were two slits in Margret's dress. Gotta show some leg I suppose.
-
What does the star/asterisk thing mean beside the numbers?
-
Hmm, I guess something like Chie from P4A. Lambda's normals aren't the best. They're short, but pretty quick, and she has some good oki. So her gameplan would be like Chie's. Lambda would need a good hit and hit confirm it into 236D. Her drive would then be used to space until she found an opening. And just like Chie, her damage would be absurd with meter. Anyways, that's just a thought. I don't want her to be like Chie, other wise I'd just play Chie. Just an idea to make her rushdown a bit more effective.
-
I kind of understand what Nu's gameplan is. She will focus a lot more on teleports and try to get her opponent under gravity. If they're in gravity, she can teleport to them and high/low/cross up. Otherwise zone and junk. Her gravity is a bit better now since it can have a 100% uptime (provided she doesn't get hit). Not sure how Supra fits into this, but I believe someone said it'll be a knockdown into gravity. I'm not sure what Lambda's gameplan is. The basics is probably just get them in 236D oki and force them toward the corner. She does have some gimmicks with 236A > 22D. I guess if I want to use a comparison, it would be like Mitsuru doing a backstep on an opponent's wake-up to bait a throw or DP. She might have stronger damage than Nu, which means Lambda might be more rushdown-oriented (since she can now do 5C > 5D). Anyways, it's mostly just speculation until some loketest stuff comes about. So the characters are sorta copycats/clones. But, they're not like Super Smash Bros. clones like with Mario and Dr. Mario. There's a decent amount of difference between Nu and Lambda. Though, I was expecting Lambda's playstyle to be more in your face, less D spam.
-
Since she has Yoshisune I hope she has Hassou Tobi. That move was just too amazing in Persona 4. I'm guessing her trailer might coincide with Mitsuru's this week. I'm hoping for some gameplay soon at least
-
Basically, Nu will be really teleporty after this news. Based on the frame data from the current version (they'll probably tweak it a bit) she can cancel Spike into Act Parser and still connect with something like 2C before untech wears off. So she might be able to do really flashy combos like Izayoi with teleports. Also, I'm wondering if Nu's gravity has a hitbox like Lambda's. If not, that would means she can teleport from Gravity, Crescent, Sickle, and Spike on whiff. Anyways, that's just optimistic stuff. Gravity is possible, I don't think the others are. At any rate, Nu looks like she might become a bit more mobile compared to the current version. I can't wait to see her in action.
-
Well, as long as she has the ability to zone, do 236D oki, and has a high and low, she will still be solid. My suggestion isn't actually a gimmick either. Nu's already do this to bait DPs like Ragna's or Kaguya. Now she has a stronger punish than j.2DD. Move List Also, Exiga Nail command is 22D. So if A parser can cancel into Exiga Nail, does that mean Lambda will automatically jump and do Exiga Nail or is there a ground version?
-
Exia Nail crumpling on counter hit seems awesome to me. I know sometimes Nu's like to bait DPs by doing 2C > IAD backwards. Then they would follow that up with j.2DD or something. But now they can follow it up with Exia Nail and get a really strong combo.
-
Actually, it's 13+0 frame start up. So if they're not already doing something after the superflash they're dead. Unfortunately, something legit, like a blocked 5B > Astral didn't work because it pushes back too far. 5B has about 13f of blockstun, so it was something of a dream of mine to get it to work. I could get behind Lambda's astral being a grab if they increased the length to normal grab range, or, by some miracle, the length of her air grab range.
-
Her dashes did seem a bit faster. They did the dashes a lot and seemed to be talking about them, so maybe they did change them in some way. Or they could just be reiterating how mobile of a character Nu/Lambda still is. Well, I can be optimistic and say maybe they improved her 5D starter enough so that she can get that 2.8k combo more consistently. Since her drives do a bit more damage now, it's safe to assume they're now N starter rating, so she will have better combo routes available to her. The 2.8k dream is still alive, hopefully. On a side note, I'm honestly curious if Nu or Lambda retain projectile lv.2. I know it was Luna mode specific so it would be cool if one of them retains that ability by default. It would make match-ups against Litchi, Hazama, and Bang slightly easier. Though, if one of them has projectile lv.2 and the other doesn't, one will basically counter the other.
-
Waldstein Infinite Discussion (Tournament Legality)
AchedSphinx replied to Tigre's topic in Under Night In Birth
Well, you don't understand how competitive gaming works. If you have a strategy that works and will win you a round, match, Grand Finals, or w.e then you do it until it can be stopped. Just because it is boring and awful doesn't mean its detrimental to the game as a whole. Only one character can do this out of sixteen. There are a lot of strategies in fight games that are boring and awful but people still continue to play fighting games (and do said strategies). Personally, I don't think it should be banned because it won't affect the game much. Walds will still lose to better players. Hell, even at casuals (or I guess tournament play), they might be more reluctant to even use it, considering there's a difference between playing someone online than playing them in real life. -
Waldstein Infinite Discussion (Tournament Legality)
AchedSphinx replied to Tigre's topic in Under Night In Birth
Well, I don't want to draw this out longer than it needs to be. But the situations are comparable. Can anyone else aside from Naoto and Wald do SMP Loops/Infinites? Can anyone else in P4A do 7k damage combos off any starter? You make it sound like 6k-7k damage isn't a big deal when the highest health in P4A is 10.5k (even that amount isn't safe considering she can OSK). It is a big deal and as pointed out earlier, it can lead to a non-interactive win. In both situations, when it happens, you lose. Comparing the two mechanics isn't totally off base. -
Waldstein Infinite Discussion (Tournament Legality)
AchedSphinx replied to Tigre's topic in Under Night In Birth
The double standard is still there because both Naoto and Wald can cheese their way to a win in the same manner. It's a non-interactive win, which is basically what everyone dislikes about how Wald can time out a win. The time factor doesn't seem like a reasonable argument since they're both essentially the same (or achieve the same thing at any rate). Unless the argument is "If Wald's 6C loop killed the opponent then its okay." -
Waldstein Infinite Discussion (Tournament Legality)
AchedSphinx replied to Tigre's topic in Under Night In Birth
I'm pretty indifferent on the matter because this feels like a double standard to me. For instance, Naoto has an SMP infinite in P4A, but it was allowed because Naoto wasn't a high-tiered character by any means, and often times it felt like Naoto cheesed her way to a win (if they used this method to win). The set-up isn't even impractical since most Naoto's did it. The only difference I could see was that P4A has bursts and UNIEL doesn't. -
That could be her 5B. In the video, she jumped in with j.B > 5AAAA. So it looked like an auto combo to me. Auto combos don't share normals usually, so I'm not sure yet if it's her 5B.
-
Hmm, then it's possible that Marie will be released sometime after the Japanese launch since this isn't offered for purchasing the Japanese version as far as I know. I suppose this is some incentive to get people to not import the game as well. I just wish we had a release date.
-
You can do anything you want basically. Your primary goal for midscreen should be to get them closer to the corner and scare them with command throws. Just keep the pressure up and eventually they'll open up. Consider going for set-ups like this. Assault j.C > land > j.[C]. If hit, it makes for an easy combo follow up. Also, depending on match-up, consider spamming Assault j.6C or j.B, and on landing do a command throw, 360B preferably since you'll probably be out of range for 360A. It gets really awesome when you have enough meter for 360C. Always be on the look out for command throws. You can even buffer 360B during Dash B, it should be in range. Also, Assault, is so good. Oh and Dash B. I'm falling in love with Dash B.
-
Oh, I didn't notice that the blade wasn't going backward. Her 236D moves really far this time then.
-
SWD, consider putting this in the topic post. I don't want it to get buried in the hype thread. Nu's 236D wallbounces. Nu's drives appear to have better proration or damage. Lambda doesn't have the 20% damage boost anymore, but her drives have better proration or damage than the current Nu. Or it's possible her drives have varying damage values.
-
From the looks of her sickle storm does at least 4 hits, but some of the move missed, and they only did it twice in the video. The speed is the same, but it look like it could be 6 hits. The 236D~C version also seems to move a bit more, so it's kinda like Nu version in a sense. Also, I'm not sure what's the more effective air ender, nail or saber. I guess whichever one positions them on oki best.
-
Oh yeah, Nu's gravity seems to have a shorter cooldown. I remember when she did gravity in BBCP, once it ended there was still some meter left to fill. In this version she seems to fill the meter all the way up when gravity ends. And also, Lambda has 236D~C back. So she can do oki from fullscreen now. The speed seems to match the BBCP version, so probably still 5 hits.
-
I also noticed that Lambda can pick up an opponent off the ground with her drive now. So it makes me wonder if she do a ground combo and easily take the opponent in the air for a full drive combo (say for instance cancelling into the nail or something). Lambda's 4B (6B now I guess) crumples. Also, Celica does soviet damage. So I guess we can look forward to that.
-
Just something I thought was worth mentioning. If you end a combo with B version Flash Kick, Vatista can do an orb in the air, at which point it's probably better to go for the slow orb. Once she does the slow orb, she can dash forward in the air and do j.C for some high-low mixup.
-
Well, we don't know what the eye thing comes from because it was already set when the Yu player was knocked down. But since she does have the present and the eye thing, she could be an oki/set-play kind of character. Her damage seemed quite good as well, but I guess it depends on how easy it is for her to get mid-screen damage. There are still some things I would be interested in seeing, her 5B and AoA. It would be useful if her AoA was somewhat fast. I'm still hoping she has a good air-to-ground normal.
-
Well, I don't think they showed her Awakening Super, so she has at least one more trick up her sleeve.