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larkvs
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Milpitas, CA
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lark
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citronettest
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antifield
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Perform a double jump as soon as possible to get that effect.
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He's (真田) probably my favorite Arawn to watch.
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Mirrored the recent Examu Cup Qualifiers at Tokyo Leisureland. The key takeaway from this tournament is the amazing run CBA has. Definitely one of the best Multi players.
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Not to be one for semantics but, I recorded the video almost half a year ago. I just haven't uploaded it until today.
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Recorded this awhile ago
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New Fighting Game Based On Shining Series
lark replied to Malcopunch's topic in Misc Fighter Central
Hit me up if you wanna netplay and are somewhat close to the west coast. I want to get some more games in. Anytime after 8pm is OK. -
The most common assists are Maryan and Rina. Other strange combinations I've seen are with Satsuki and Yuki. May I ask where this community of Karulau players are lmao
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That track is actually an arrange of the main Utawarerumono theme. Matsuoka Junya is probably responsible for Aquapazza's as well and is the main composer for a lot of Aquaplus tracks for almost 2 decades.
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Alpha 2, Alpha 3, 3S, CVS2, KOF12, Phantom Breaker, Mugen
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Common assists for Tamaki are Ulthury, Yu, Serika, and less commonly Llyr.
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New Fighting Game Based On Shining Series
lark replied to Malcopunch's topic in Misc Fighter Central
It's fairly whack but this is one guy's list (whom I respect). I do believe that some of the characters on the lower end can overcome the list, but it takes exceptional effort. It's just a matter of how overwhelmingly strong the normals and specials arein a slower game vs what options the other characters can have against these overwhelming odds. D against S tiers is definitely a 3:7 matchup or worse. https://twitter.com/tkintheglobe/status/669527488591081472 S: Sakuya, Rage, Roselinde A: Urayukihime, Fenrir <THICK WALL> B: Roona, Ryuga C: Rick, Isaac, Xiaomei D: Pairon, Melty, Dylan <WALL> E: Altina I definitely agree that Misty belongs in the D or C category btw. -
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I only really played Aquapazza online for about one week when the JP release dropped before I got frustrated and stopped playing. These guys are netplay veterans in my book and me playing Oboro online sounds like a horrific idea. I'll probably steal some depressing Japan tech and use Rathty. We'll see how it goes.
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So is this game a Chinese product now?
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I was mainly talking about using Yu as a meterless OTG pickup prolonging the knockdown so Oboro can focus on emotion and meter gain. Not just for oki. Regardless, this does bring about another layer of strategy that I haven't really been thinking about which is using assists as a buffer to get resource advantage since I primarily play on Satsuki (meaningful combo extension, corner carry, consistent guard cancel punish). I've only actively thought about this being done with Rina/Yuki but having a shorter cooldown assist to do this on a knockdown would be great. The problem is having the consistency for this comparable to Maryan which lets you gain emotion and tempo in neutral and oki.