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Everything posted by OutlawVinegar
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[P4AU] Tohru Adachi Gameplay Discussion
OutlawVinegar replied to Antiquarian's topic in Tohru Adachi
Super-cancels only detract blue health if they follow a Special move. If you're performing Heat Riser off of a normal, there's no deduction. -
If it's a 2A+B, it's a low. Sweeps are the Universal low in the same way AoA are Universal overheads.
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On Minazuki teleports. 2B 2B 2B. It's absolutely essential for any character with an AUB 2B to learn the timing on hitting him out of teleports and taking full advantage of the Fatal Recovery to maximize your damage. If you can antiair a Minazuki and optimize a FC 2B, most characters can deal around 4k for 50 meter. Marie already has non-CH 2B combos that do that much, so I'm sure on a Fatal route she can jump that up to 5-6k for 100 or even more. If you can create that kind of threat, Minazuki players will be extremely hesistant to use teleports in neutral, pressure, or even in general.
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[P4AU] Tohru Adachi Gameplay Discussion
OutlawVinegar replied to Antiquarian's topic in Tohru Adachi
I don't think it's documented anywhere yet; can anyone summarize which moves gain status in Magatsu Mandala(?) mode? I've seen him inflict Fear (Evil Smile), Rage (Heat Riser), and Poison, Silence, Paralysis. Heard he can inflict Confusion, but I haven't seen it. -
That's an incredibly vague question when you stop and look at it. What move are you talking about that you can't punish with FC j2C? You're more or less asking 'what are Yosuke's strongest combo starters', and those haven't changed from last game; 2C, j2C, and to a lesser extent Garudyne. 2C is still a ridiculously strong starter despite losing FC property; most JP Yosukes in videos will punish with 2C > AoA >stuff on 2C CH, or 2C > SB Run > stuff on non-CH. I think the combo thread should have some good examples listed at this point.
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https://www.youtube.com/watch?v=nYy2VuRIl2Y ?
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GGs to netplay, BGs on me for being such a slow learner. GGs to the 1-2 games with Icekin for Nanase mirrors. I won't dodge the fact that my confirms and combos are still lacking, but I feel like fundamentally I'm missing something as well. I'm not sure how to force respect from my opponents in this game or any other, and I'm starting to think it's not something that will come naturally to me. I have to figure out how to make myself more 'scary' so I don't get mashed out all the time in every fighter. .-.
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I'm not at my console to test, but does anyone want to try SKD's combo but with exploiting the projectile unscale glitch? If a projectile hits an opponent at key points during the startup of an IW, it unscales (or something similar) and does much more damage. I'm curious if the damage is comparable, or if it's even doable in the first place. Since Nanase's IW pulls the opponent out of the corner during the animation, it might not work/require specific spacing... Akatsuki can do it (documented here: http://www.dustloop.com/forums/index.php?/topic/8887-uniel-akatsuki/page-5#entry829502), and Chaos apparently can with 6C > IW (documented here: http://www.dustloop.com/forums/index.php?/topic/8884-uniel-chaos/page-3#entry829631)
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I wasn't sure where this ought to be listed, so I'm putting it here: http://sp.nicovideo.jp/watch/sm24154508 Ways to punish Merkava's 236C/EX hands/Super slapfight for most of the cast.
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I don't know if Tenryo bothers coming around here anymore, so in his stead I'll link to the Chaos Code loketest changes: https://twitter.com/TenryoTheLight/status/495640728769687552 http://pastebin.com/WaV1EA1W
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There's a trickle of decent-to-okay Nanases out, but it feels like it'll be a good while before any 'God' player appears using this character. As of right now almost all the YT footage is of Abelcru and a little of Ciddypoo. There's a decent Nanase in this Linne video (they're solid, which is better than most right now), so I'm taking notes from these matches. http://www.nicovideo.jp/watch/sm24135134
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Maybe it's already been displayed here but if not, some Orie frame data: https://twitter.com/ninoa_Sub/status/494993362588418049
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So after playing with my scene's better players for several hours, this character really is having a bad effect on my mental health. Most of the issue is mine and mine alone, not being able to calmly apply pressure and dropping combos at all times, but I really need some advice on general neutral. In particular, what in the world are this character's antiairs? Does she have any? 3C is super-sketchy and I've had so little success with it, probably 10% of the time it manages to hit someone or trade (probably in my favor if I learn a proper trade confirm). The rest of the time it either gets CH (I'll assume I'm doing it too late) or I swear people can sometimes clear it with a normal jump or even an Assault and simply outrange the vertical space. It feels totally worthless against Merkava and Waldstein, not very helpful on Byakuya either. Do I just have to block, shield, or hold that?
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I'll be honest You're being presumptuous about why I posted the video. I directed the video here more than anything else as a reply of sorts of nadakai's post (http://www.dustloop.com/forums/index.php?/topic/8882-uniel-yuzuriha/page-3#entry827392) on using stance during strings and whether it's putting yourself in a compromising situation. As best I can see, yes you lose your rebeats but instead exchange them for a free out and potential frame traps, though of course whether it's a good or safeish idea is very matchup-dependent.
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I don't play this character (yet) but for those of you discussing how she ought to be played and what works, watch this Yuzu player in game a-cho's most recent UNIB upload; https://www.youtube.com/watch?v=h2Qr9Qkfd4E (Rough times they play are from about 7:30-55:00 and then again from 1:20-video end) I don't follow top-level players so it's very possible this is someone well-known and I'm clueless, but this player gets a lot of mileage out of 4C>stance and just generally floating around using the stance to make opponents feel pinned down. Maybe there are some staples of Yuzu mixup you can all get from this and work into your own gameplans.
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(Double post, ごめんなさい、ごめんなさい) On the topic of optimizing combos, do we feel comfortable enough with this character to start doing a writeup on her combo theory? I feel like it would help other players who have no imagination like myself to understand what we ought to be going for on BnBs. Chain Shift is a different story of course. It seems like Nanase has three routes that most players have experimented with; Off short starters (5A, 2A, Assault) xx > 2C > 5C > j[C] > jB > j2C > 2B/C > 214A~A Off stronger starters (Bs, Cs, Special > Chain Shift) xx > 2C > 5C > jBB > j[C] > j236A > rejump jA > jB > j2C > 2B/C > 214A~A Oki (any j2C ender) jump combo > j2C > j236B Does this seem right? Also, I advise everyone to experiment a little with your BnBs; I've noticed that sometimes 2B nets a smidgen more damage than 2C in the 2C > 214A~A ender. (Surf's 5A > 5B > 2C > 5C > j.[C] j.BB j.2C > 2C > 214A~A [2481 damage] turns into [2492 damage] with a 2B at the end instead. Weird. Also also, are people aware she can do an instant overhead sort of thing at about 5B range? I'm awful at converting into things, but jB > jC > jA > hits reliably on everyone except Linne in my limited testing, and it's definitely possible to pick it up into at least 2k. jB > jC > jA > 2A > 2B > 2C > 5C > jBB > j2C> 2C > 214A~A gives 2555 jB > jC > jA > 2A > 2B > 2C > 5C > j[C] > jBB > j2C > 2B > 214A~A is 2551, so go with whichever route you're more comfortable with. Omitting the second hit of jBB appears to sideswap at certain ranges. Maybe a swag way to get out of the corner after staggers? jB > jC > jA > 2A > 2B > 2C > 5C > 214B > j236C gives 2499 and could be good for closing out a round. The distance is a little hard for me to gauge well, but I'm sure you can find an optimal range to make it a threat with staggered/reversebeated normals during a blockstring, especially in the corner.
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Her damage is roughly on par with most of the cast so far, and it's only Week 1. I don't expect it to spike, but with a little optimization she'll probably be doing as much as anyone else. I'm having a hard time adjusting to this game personally, but her combos feel like they're somewhere in the middle (easy execution being Gordeau/Linne, hard being Yuzuriha/Seth). The hardest combos I'm having trouble with come from relaunching combos with 3C>B+C>jBB. Week 1 Theoryfighter here, I feel like she's a solid character. She has good offense, mobility, okay health(?) and a DP that isn't total trash. I hope it's just early problems adjusting to the gameflow, but I agree with Surf that her normals are sorta mediocre in neutral; 5C and 2C are good but lengthy on whiff, 3C is a super-sketchy antiair if you aren't in the corner, and 2B is a solid normal and good starter but betrays me constantly because I overestimate the reach. Her air fireballs are very good. However, I have no idea how she's supposed to use them in certain problem matchups (Merkava? Hilda? Carmine?). The rush special feels like a bad idea to use outside of combos, as there's no invul, all of the followups are punishable, and there's no actual mixup component if you just stand block it. I need to experiment with the 214x series, but only the C version seems good outside of combo fodder. Her DP is good for what it is, the closest thing to a flaw is that it's a Rising Tackle-esque move in that it just goes straight up. With CS it seems to have potential.
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[UNIEL] Under Night In-Birth Q&A Thread
OutlawVinegar replied to Tigre's topic in Under Night In Birth
What are each character's Force Functions? There doesn't seem to be a complete list of them anywhere, and it seems like important enough information that it ought to be compiled. -
3) The scooter does two passes from one corner to the other if Teddie grabs the keys. If the opponent grabs them, it only does one pass. 4) It's some kind of ninja robot, like Teddie's green or red rocket items. It disappears and begins to move in one direction across the screen. When/if it reaches a certain distance from the opponent, it quickly appears and does a shin cut that causes soft knockdown. Hits low, so in the future I expect to see gimmick unblockables with it and Teddie's AoA.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
OutlawVinegar replied to Hecatom's topic in Under Night In Birth
http://en.wikipedia.org/wiki/Mayumi_Iizuka is the closest I saw from a quick Google Search. -
Doubtless it affects them and how they're played, but Teddie and Mitsuru use their autocombos frequently as well, not to mention Akihiko using his as an ender/side swap. Narukami does sometimes as well since it still leaves him at advantage. Long story short, Yosuke, Kanji, Teddie and Mits all have better autocombos. While the damage on them is roughly the same as before, they all provide positioning the character wants for their gameplan; Yosuke and Kanji can very easily use their air specials to provide the hard knockdown they want for their offensive game, and Teddie/Mits give them a respectable amount of corner carry and/or can be Super-canceled to give them more damage than a jab ought to warrant.
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Bad games to netplay tonight. Execution errors on my part aside, the lag was atrocious, and I basically got trolled by nearly every player to come into my room. Shame on all of you. .-. I should have stayed offline and just played Monster Hunter like I originally planned.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
OutlawVinegar replied to InWithTheAshes's topic in Misc Fighter Central
Not that I don't agree with you, but I'm pretty sure "this was an interesting idea, but so much wasted potential" is such a common complaint, it might as well be the title of this game... -
I'm gonna do that thing where a person replies to week-old posts. Apologies in advance. I'm pretty certain it's because you guys like doing DAMAGE seemingly out of nowhere as long as you have meter while still having meh mobility and an iffy reversal. Akihiko imo is the next best thing if those traits are what you're looking for. Paraphrasing, final panel Margaret says, "You're being childish, Elizabeth..." Pandora was probably given projectile invul because Arcsys doesn't balance games well and gives needless buffs to top tiers it was a slightly lackluster tool; many characters really didn't have to respect that move at all in P4A, either punishing her hard for even trying, or having reliable ways of completely negating it. Almost like P4A Liz Maharagidyne!
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The game room at Anime Boston is fairly casual; I haven't checked at all to see what floor it's on this year, but typically it's just a large ballroom with stuff like rhythm games against the walls, projectors for things like Just Wanna Dance and whatever flavor of the month game is out in back so anyone can watch them upon walking in, and tables set up roughly in each quadrant of the room for popular shooters, retro games, fighting games, and nonstandard fighters/Smash, respectively. That's how it's been most years I've attended, anyway. I don't know what you use, but the fighting game stuff is pretty much what you would expect; any consoles that are set up will have a controller or two to use, but outside of that it's BYOC if you want to use a stick.