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Everything posted by Sashi
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Having most air moves shielded means that they can't cancel their attack as well as having extra landing recovery. If you shield and they don't do anything, they can land and punish your whiffed shield and GRD break you. If you can dp, you should dp. Dps are great. CS stops time for both characters.
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Can Akatsuki punish Nanase's 236B~6C? I was hella abusing that in casuals against an Akatsuki player and it didn't seem like there an easy punish.
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Nah, she's fairly easy as far as execution goes. Not as easy as Gordeau, but still fairly easy.
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I'm assuming 2A is shorter total duration.
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Neither are faster. It's just that the recovery of some moves are so long that you can go through the entire animation of 2A and still recover faster than if you let the normal recovery play out.
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Nah, Nanase is pretty struggle. Especially in this matchup. She can't use her fireball 'cause it's air only and needs to be tk'd which means you can 236A it on reaction every time. Even when she gets in (how is she gonna get in?) divekick is really good against her. Her dp will actually whiff when you divekick into another divekick, which is hilarious. If she tries float gimmicks, 3B beats it clean unless she's doing the float crossup , in which case you can usually just duck it. If she tries to slide in, just confirm that she isn't Ex canceling it or CSing it and punish, 'cause all her specials are really really unsafe on block except really well spaced 214s (not practical in this matchup) and 214C (not helpful 'cause it pushes her full screen from 236B). Only time Hilda really needs to be scared is just in Nanase's 2B range, 'cause it's hard to stick something out there without getting wrecked.
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If you get the chance to add new characters..
Sashi replied to JettyLovefield's topic in Under Night In Birth
Bob. -
10f is pretty big. I think a big part of why it hits people so often ('cause it does hit people very often) is lack of matchup knowledge. As for Hilda matchup... Well, that's why I started learning a sub. Some of Nanase's matchups are really obnoxious. Against the average Hilda, you can generally inch your way forward, though. It's generally safe to shield some obvious stuff from full screen to get GRD (her overhead ball thing is pretty slow and not really a big threat) and then go in with CS. At close range, all that's really scary is her divekick. Now, against a good Hilda...
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DP.
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It's very easy to jump the fireball, though, 'cause Nanase doesn't have the best air control.
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Right, it's basically Melty's crossup protection where the general rule was "You can't hit crossup unless you're facing the enemy."
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[CPEX] Celica A. Mercury Gameplay Discussion Thread
Sashi replied to Grimsley-San's topic in Celica A. Mercury
Really, that ground mobility alone is reason enough for me to give her a try. -
Waldstein Infinite Discussion (Tournament Legality)
Sashi replied to Tigre's topic in Under Night In Birth
2.03 Arcade should be fixing this. -
Waldstein Infinite Discussion (Tournament Legality)
Sashi replied to Tigre's topic in Under Night In Birth
If the bug were that Wald's 6C wallbounced and did 4k damage unprorated instead of not wallbouncing and being a timerscam, I'd be more okay with it. EDIT: I don't think most of you tried to actually do the infinite. The setup is not hard at all, the situation for it comes up very very often, and you literally just mash C while holding 6. It's legitimately hard to accidentally drop it. -
Can someone give me a good solid reason why arcade sticks are better?
Sashi replied to TastyPancakez's topic in Beginner Mode
There are multiplatform sticks out of the box now, too. And yeah, a 360 stick and a PS3 stick should feel the same versus 360 pad and PS3 pad. -
Can someone give me a good solid reason why arcade sticks are better?
Sashi replied to TastyPancakez's topic in Beginner Mode
I won't say that stick is better than pad, but it's a common input device across multiple systems. I use the same stick on PS3 that I use on 360, PC, Dreamcast, PS2, etc. If I need to play a game, I don't need to worry about their setup 'cause a stick is gonna feel the pretty much the same. -
Whoa, calm down, bro.
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Again, is that 4f startup or 4f until it becomes active?
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Waldstein Infinite Discussion (Tournament Legality)
Sashi replied to Tigre's topic in Under Night In Birth
I don't see a reason for not banning it other than, "Oh, but the Japanese aren't banning it!" It's extremely easy to setup and it's extremely easy to execute. There's zero reasons to go for the 6C loops outside of timerscam, 'cause his regular combos are much better in every aspect except actual combo length. It's just going to give people a bad impression of the game. -
Are we consistent with how we're reading frames? I'm assuming we're going by first active frame.
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It's like +50. Don't think you can punish it, even with a 5f jab after shielding.
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That's not really a scary mixup. I set it up in training mode with recordings and I can block it consistently. Plus, float is easy to dp on reaction.
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Air tech is fully invuln until you touch the ground. You also can't move after you air tech. It's Street Fighter.
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Well, she can keep you blocking, but then what? How is she gonna open anyone up? Her best mixup is dash up throw.
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Play against the computer until you can confirm your combos right. Reverse beat means you can pretty much always confirm into a combo. You just have to drill confirms in a real game situation until you don't have to think about what to do. EDIT: Also, mixups in this game are generally weak. You shouldn't be getting opened up that often, except by throws. Just pay attention and work on playing defensive. This game really rewards playing defensive.