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Everything posted by OutlawVinegar
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[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
OutlawVinegar replied to A.X.I.S.'s topic in Kanji Tatsumi
Requesting a link to that Kanji combo that involves breaking 11~ chairs over the course of the whole thing. At least 4-5 are whiffs while the opponent is stuck in a 236C/D. I remembered seeing it in one of the Regional threads, but I don't know if I would be able to track it down. I think Circuitous or A.X.I.S. did it? I'd like to use the video as a reference for troll combos. -
Okay, so I mucked around with Megidolaon a bit, and for what it's worth, here are my general findings. - As we know/is stated in the wiki, the counter hit is blockable and can be Evasive Actioned. - Hitting Elizabeth is treated as hitting a blocking opponent, so the opponent is allowed to Jump Cancel/OMC/Invul-Super if they react in time. - If you meet the 3-hit requirement for it in one round, it is removed for the rest of the round. If your opponent hits Megidolaon 3 times but manages to dodge/block the counter, for the rest of the round, Megidolaon will activate off of one additional hit. So currently, the wiki claim of 'your captures are used up' seems to be incorrect (unless this is something specific to Training mode). This is a very cool feature of the move, but it unfortunately requires 2 good reads and 200 SP, so I doubt it's worth it. Having the counter activate on one hit certainly makes the move jump up to 'Major threat', though, since the number of moves you can now punish become pretty ridiculous. So, to correct my speculative list from earlier a bit, you can punish the following moves if the opponent doesn't OMC/Super Cancel, due to poor recovery. Narukami: 214D/CD Swift Strike, 236236C/D Ziodyne Chie: 236A/B/AB Rampage Yosuke: 5B, j236C/D Flying Kunai, 236236C/D Garudyne Yukiko: 5C, 2C, jC Teddie: 236A/B/AB Bearscrew Kanji: None Naoto: 2[C], 214AAAA Snipe (any) Aigis: 2B (specific spacing, non-Orgia), 236A/B/AB 7th Gen Gatling Blast, j236A/B/AB 7th Gen Vulcan Cannon, 236C/D/CD Megido Fire EX, 214214D Heavenly Spear Mitsuru: 236236A/B Myriad Arrows Akihiko: 236A/B/AB Kill Rush Elizabeth: 5B, jB, 236A/B/AB Maziodyne, 236C/D/CD Magarudyne Labrys: 5C (mid-long range), 2C, 5DD Shadow Labrys: None Additionally, characters who use their Persona for oki or tandem attacks need to be more aware when Liz hits 100 SP. This can of course be completely blown up by safe jumps and baiting (like any counter), but characters who autopilot their offense can very easily cost themselves the match if they overcommit. I have to admit, I'm slightly disappointed in this move. It's not like Elizabeth really needs another way to instant-kill opponents, but this move would be so much better if opponents were treated as though they whiffed a move, or if it went off instantly with the superflash. Teddie's jA, for example, would be a really easy way to land this, but he can double Jump Cancel and air block if he still has air options left. I'm really surprised at how easily it can eat Aigis' 2B bullets, though. I highly recommend people try it out a few times in Training just to see how free it is. Be warned that if Aigis is in Orgia, she can back/up-dash to invul through it, but most Aigis use 2B when they're stalling for Orgia to recharge, so I think it might actually be threatening in that matchup. My main thoughts on Megidolaon at this point are that it's most viable in Elizabeth mirrors (whoever Maziodynes loses), then probably Aigis (braindead 2Bs will cost the match), then Naoto/Teddie/Shadow Labrys (Persona/Item oki and an airdash jump-in are riskier) after that. Unfortunately, it doesn't seem to help in Liz's lopsided matchups in either direction, as Mitsuru and Kanji only seem to use single-hit moves for their usual starters. And that's that, I think. There are other moves it can counter (Yukiko Maragidyne, Chie Meteors), but the spacing is too specific to really justify doing it unless you're really confident.
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Ack, I just kinda typed that on a whim based on both theory-fighting and the handful of matches where I've seen the IK used. I definitely wouldn't take it as word of god based on my observations or anything. Ahh... Tell you what. For the sake of science, and also so I'm not responsible for any misinformation on the wiki, I'll test each of these moves in Training later on tonight. I don't know for certain how the game interprets attacks hitting Liz's counter (is it treated like a whiffing a move, or hitting a block: can the attacker do OMCs/jump cancels?), so it's possible that certain attacks aren't as punishable as I think they are.
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Off the top of my head, moves that a well-read IK should work on, usually due to multiple hits + poor recovery: Yu: 214B/AB Swift Strike, raw 236236C/D Ziodyne Chie: poor 5/2DD oki, raw 236A/B Rampage (ghetto bicycle kicks) Yosuke: j236C/D kunai (easily), raw 236236C/D Garudyne Yukiko: 214214C/D Maragidyne Elizabeth: 236A/B Zio, 214C/D Maragidyne, 236C/D Garudyne approaches Teddie: 236A/B Bearscrew, jA(?) Akihiko: 236A/B Killrush, (perhaps?) 214214C/D Ziodyne Mitsuru: ... 236236A/B, after a DP, I guess? Aigis: 236A/B Gatling, raw 214C/D Megido approaches? Labrys: Nothing that she should ever really try in neutral... 5DD oki, I suppose. Shadow Labrys: Nothing that's truly unsafe, but probably off of Asterios' 236C/D mouth laser when attempting mixup Kanji: ...Does he have any move that even hits 3+ times besides his leaping grab? Naoto: 5DD(?), braindead 214AAAAAA gunshots
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http://www.youtube.com/watch?v=s9BRdfPcdEc&feature=plcp During the first 50 or so minutes of this GameAcho video set, the Yosuke player (vs Yukiko) typically did xx 5C 2C 236A... and then nothing. He definitely knows how to do the followups for more damage, but he usually would land and start pressure again. Can anyone explain why? Is it a matchup specific thing, since Yukiko's normals are much slower? For that matter, how do different Yosuke players continue pressure off of some of these setups? I thought Moonsaults and dash spring had poor landing recovery, but sometimes I see Yosukes doing these into tick throw setups? Am I just mistaken, or is there some trick that I'm missing for reducing landing recovery?
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
OutlawVinegar replied to ludwig van's topic in Archives
I'm not sure if I understand. During round 2, the Chie player regained how many skulls, exactly? If it was 7, that's normal. If you deplete skulls from a character and win a round without using Mudoon/Hamaon, the other player recovers half of whatever Fate Counters they were missing, rounding up. So if they were at 8, they'll recover 3, totalling 11 Counters. If they were at 3, they'll recover 5, to 8. If they were at 2, they'll recover 6, to 8, etc. -
Hello all. I'm attempting to copy fubarduck's training series somewhat, learning every character at a beginner/beginner-mid level, and Labrys is first on my list. I've been lurking all the character forums for a while now, so I don't have many questions. I do have an answer to a question (almost) nobody asked, though. Someone had asked in the Q&A Thread, at what axe levels does Labrys' D Super become worthwhile over the C? Ideally you always want to use the D Super only when in Red Axe, but not every matchup gives Labrys much of a chance to get or keep Red. With that in mind, I did a quick test in Training just now, to see how much damage Laby's Weaver's Beast did at each axe level to a standing, unAwakened Yu (as if that matters). This is off of a raw hit first, then off a simple 2B > hjB > jC > j214A ender where possible. Gray C - Raw, 1776. Combo, no dice. Might be my lack of execution, though. D - Raw, 2350. Combo, 2451. Blue C - Raw, 1848. Combo, 2412. D - Raw, 2491. Combo, 2817. Green C - Raw, 1920. Combo, 2731. D - Raw, 2640. Combo, 3181. Yellow C - Raw, 2136. Combo, 3102. D - Raw, 3070. Combo, 3781. Red (I know, why bother? For completeness sake, I suppose. And practice on that staple air combo + ender.) C - Raw, 2640. Combo, 3757. D - Raw, 4080. Combo, 4957. Conclusion? Not much of one: this test doesn't contain any major surprises. The damage from a Red Axe 'Mojuu' is so far above and beyond all the rest, you're best off shooting for it whenever possible. Everybody already knew this, but I guess it's nice to have some solid numbers to go off of. If you're at the end of a round and someone is below 1500 health, though, you might as well D Super anyway, even if you just did and are in Gray Axe. Even the autocombo into D still does 1849 normally, 1156 in Awakening, which is, often enough, less than they have after a 'proper' Red Axe into 236236D.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
OutlawVinegar replied to PozerWolf's topic in South
The MonHan devs always make the most hype teaser trailers. I know I'll do it eventually, but I really don't want to have to buy a new handheld/console to play them, though... -
It's active for a deceptively long time, but the thing about it is it can be baited and punished by a number of ranged moves, and a number of rising attacks. It also doesn't lead into damage for Yosuke except in very specific circumstances (unlike, say, Yu, Mitsuru, or Teddie), as well as taking a respectable amount of blue life from a low health character. Yosuke players who spam his FA do much more damage to themselves than they do to their opponents if they use it consecutively.
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Shadow Labrys.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
OutlawVinegar replied to ludwig van's topic in Archives
Just gotta point out, Raid > OMC is only a guarantee in certain matchups, or when your opponent has already pressed a button. Most character's DPs beat it clean, since the invul on Raid Kick is very brief. I've at least seen Yu, Yosuke, Mitsuru, Teddie, Kanji, and Chie all beat it on reaction to the superflash. Naoto can do a glide as well, then? Trap limitations are 3 of each type, right? Or is it 5 overall? Either way, it's potentially a way to do airdashes-into-lows, if your opponent is respecting you enough. -
I think that's a silly interpretation of what constitutes a Martial Art. It sounds to me like you're complaining entirely about what it's called, rather than what it is. Using multiple techniques, a Mixture from different schools of Martial Arts is using a form of Mixed Martial Arts. Arguing that it's not a legitimate fighting style because it doesn't follow the discipline or philosophy of one particular school sounds to me like just an argument of semantics, especially when you say "It's fine if they call it something that means almost the exact same thing". Since when are an Armbar, a Mount, Sidemount, and a Spinning Backfist 'Vale Tudo' techniques? Almost any ground-fighting style will cover the first three (like Brazilian Jujutsu), and a number of Hard styles will handle the latter. Thank you, bookmarked and I'll be sure to check them out.
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Except that, y'know... it is. If you've learned more than one style of fighting, and you use the different techniques within them, you're using a form of Mixed Martial Arts. Japanese Jujutsu that utilizes Muay Thai's elbow and knee strikes, Kenpo that uses Aikido wrist holds, Kenjutsu that follows the movements and patterns of Escrima stick fighting; these are all considered 'Mixed' because they aren't dead-set on following the inherent limitations of their styles, so they borrow some of the arguably superior concepts from others. Martial Arts debates aside, should all this character and system information be gathered in the first post? Or would that be considered a waste (no one ever reads the first post of a big thread anyway...)? I've never been big into DoA, but a lot of that is because I didn't understand the pacing and flow of 3D fighters at all until recently. What is the premier forum/wiki/community for DoA, anyway? I can only hope that train was just carrying cargo.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
OutlawVinegar replied to ludwig van's topic in Archives
Naoto players use Mudoon for a few reasons outside of confirming Fate Counter Instant Kills: 1. For full-screen carry/ wallstick 2. For the dramatically increased unBurstable hitstun it has while active 3. Most importantly, SMP loops. Point 2 and 3 are the most notable, since if you know the SMP loop/variations of it, you almost need Mudoon to start it, and if you don't know the loops, it still gives you a day and a half to set up oki. It helps that Mudoon is pretty easy to confirm into off of a lot of different 'starters'. -
In all fairness, he's actually just continuing the drama that's already been started. As was said before, it's easy to misinterpret what someone types online because there's no tone of voice to draw context in. That said, I gotta admit, the "I don't feel safe" and "I don't trust you guys" comments are borderline insulting no matter how I attempt to read them. This is an open, public forum for anyone in the New England area to get together, and while that doesn't guarantee anything, just reading people's posts should make it clear that 'casuals' are a friendly, fun affair. If there was something amiss or 'untrustworthy' and people were very unsatisfied with something (stuff stolen, fistfights), it would be fairly obvious. As for whether people are 'totally casual' or not, that's something you'd have to decide for yourself. Personally, I think your 'might not be worth my time' attitude is pretty snotty for someone who says they haven't played seriously in a few years, but I freely admit that I'm one of the worst players to go to casuals. You won't know until you go, I guess. Besides, even if you completely outclass everyone in GG, I'm sure you'd have a harder time in, say, KoF. You could help GG players level up, and probably learn a thing or two yourself in P4U or Melty. But come on, the 'casual and competitive players don't mix' mindset is just about dead and gone, and for good reason. [Aftermath-of-the-shitstorm-edit] S'what I get for taking half an hour to type out my thoughts, as usual. Disregard that, ISC or something.
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I'd like to see the slight invul on Moonsaults addressed (a few examples of moves you can invul through), and maybe some emphasis on Yosuke's air options when airdashing in/following up off 236A/B. Also, I've seen people OMC Yosuke's air throw prematurely before he deals 2 hits/poisons (which still seems to have full untech time on CH), and I'm wondering if anyone has come up with a useful application for it?
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[P4A] Kanji vs. Labrys: Clever subtitle goes here.
OutlawVinegar replied to Circuitous's topic in Kanji Matchups
Random note; Kanji can DP Labrys's Chain Knuckle to do damage/Shock, just like hitting one of Dhalsim's limbs in SF. -
Two YT channels I skim that play AquaPazza videos (amongst other fighters) are ReXXXSoprano's alternate, and Mr. TSUTAYA's; ReXXX - http://www.youtube.com/user/DoaGHThaDOJO/videos (most recent AP was 19 hours ago) TSUTAYA - http://www.youtube.com/user/MrTSUTAYA/videos (most recent AP was two months ago [EDIT: Disregard that, I suck, etc. Most recent was 4 weeks ago.])
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[P4A] Yukiko Video Compilation & Discussion (Updated 2/11/13)
OutlawVinegar replied to pktazn's topic in Archive
Now on ImShiawase's YT: http://www.youtube.com/watch?v=oGaJREPaNQ0&list=UUcPjl3aRGYy1Ot5bzblUeCQ&index=1&feature=plcp -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
OutlawVinegar replied to Hecatom's topic in Under Night In Birth
Haven't watched all of the most recent videos yet, but some cross-speculation: - Seth's projectiles seem like they can probably be held to delay them, and his teleports seem unsafe. Same for Yuzu's teleports, though I guess it almost goes without saying when you consider the range on pokes. - I kinda don't understand what you mean by 'Linne and Seth have the same gameplan'. They're both rushdown characters, obviously, but Linne looks like she has Rekkas and relies on outspeeding her opponent's normals (while having much better range than Seth), while Seth looks like he's about having poor range, but mixups on all fronts (high & low, left & right, dunno if he has a command grab). Also, it looks from Linne's most recent video like she might have a command roll? - Yuzu's ABC seems to me like a pseudo-rekka, but maybe that's just due to the aesthetic; if you notice, certain moves cause the ABCs below her health to light up, then any time a move is used, it blacks out on the HUD. It's probably very simple, those are different followups that you can do in any order, but only once per 'starter', and they probably won't always combo when done in just any order. - I could be wrong, but I thought I'd read someone say Carmine's grab leeched health? If that's true, it's something, at least. - Hard to tell if Orie is vulnerable to being zoned; imo, French-Bread has mentioned very little about her at all. What's up with her Stand? Is it just a glorified, fancy normal/special animation, or does it have some special properties? Health? Guard point? Can it get hit? - And I want to know more about Veil Off, as well. It regens health, like Blood Heat, but anything else? -
I was reminded of Valkenhayn's 6C, myself. Except for some unfathomable reason, even though he's jump/drop-kicking you in the face, it still counts as a low.