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Everything posted by Celerity
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While I don't have high hopes for this title, I think I can safely say that it will be better than KI. For what it's worth, the character designs and descriptions at http://www.necrostorm.com/games/deathcargo/character.html are all pretty badass. There's one guy who can mutate fear into weaponry, and another guy whose face is a hole.
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Damage scaling feels a bit off to me; it's strange that I get more damage doing the same BnB from a 5P starter than a 5S starter. I might be missing something though. You might consider adding a little bit of leniency after the blonde girl's 214D to buffer the next input, but I don't know whether it's just part of your design philosophy to keep the game slightly more execution-heavy. Either way is fine.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
Celerity replied to InWithTheAshes's topic in Misc Fighter Central
If the game is going to be released in March, I guess we're going to end up with a really small roster. That's disappointing, given all that they had to pull from. -
You don't actually need to pick up with 2B in that combo either, you can use 2C for more damage.
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That's a guard crush combo, right? Pretty much any corner BnB into Phorizer should break 4k, or just do something cheesy like CT > CT > 5C > 236C~6D > 2C > 236236C > 214D > 5C > air ender.
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You actually just have to hit them with 5B as low to the ground as possible. An instant microdash into 5B is appropriate for most heights, but you do have to delay it slightly if they're way above your head. If you suck at the timing, just go straight into 6A > 4B, don't waste two wind.
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It's just: Stuff > j.[C] > j.2D > j.C > 6A It's kind of a weird thing to do with your fingers, but I believe the best timing for the 2D is right before you release C and then press it again. Ideally you want to land early enough that 6A > 236A will connect perfectly and you go from there, but I've also seen 6A > 4B > 66 5B > etc. I'm no expert on this, hopefully someone will correct me if I'm wrong.
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Regarding midscreen for 8 stars: 5C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B > 214B > 623C > 66 j.C > j.236C works on the whole cast assuming you can get to the j.BAC. In the corner, you can add a j.B before the j.BAC for a little more damage. First combo was known, but it's my fault for being incredibly slow at updating the wiki.
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To me, reversal is pretty much what BobMan said. It doesn't need to have full invuln, but it's any move commonly used to make the opponent's attack whiff due to some invuln property, or catch them during startup because it's so fast. DP is just this overused term without a real definition, but it's more narrow than a reversal. The input isn't important, but usually DPs share similar hitboxes and punishability when they are blocked. You can see this in characters with traditional DPs: Ragna, Jin, Makoto, etc. Very few people would refer to a full-screen reversal super or a parry as a DP, because they're not "dragon punch-like". Still, some people do use the two terms interchangeably. Every R-Action in P4U is for some reason called a DP, even though very few of them fit that description.
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CH 6A is untechable, you don't need to use wind at all. You can just do 66 5B > 6A > 236A > 66 3C > 214C > 66 6A > 4B > 66 5CC. I haven't experimented with the j.[C] route from 6A, but I've tried it from air-to-air confirms, and it's fairly picky about height. You could try controlling their height by adding/omitting stuff like j.BAB between the 5B > j.C and see what works.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Celerity replied to HiagoX's topic in Makoto Nanaya
I would say Makoto has it easier against Jin pressure than most characters. You don't have to worry too much about Jin's standing overhead, since he can't combo from it without spending meter, and it's negative on block, giving you enough time to dash 2A afterwards to begin your pressure. Corona Upper is a real reversal in this matchup, since his 2B and 3C only go under it for a short time. 6A is great to stuff his jump cancels. You can also try to parry his long-distance pressure resets like 6D and 2D. The most frustrating part of the matchup is neutral, but Makoto isn't helpless or anything. j.CC has a good angle that's difficult for Jin to cover without using his 623B, which you can bait with j.2C or air barrier. Once you get in, it's just a matter of capitalizing and baiting DPs, same as most matchups. -
That's normally the best route for CH/crouching midscreen, but Phorizer combos do slightly less (like 20) damage at 50 heat, and significantly less at 100 heat. Also, Phorizer combos require you to be around half stage distance, whereas Trans-Am can be done anywhere. Stuff > 2C > Trans-Am! > 5C > 2C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214B > 5C > 2C(1) > 6C > j.C > jc > (j.B) > j.C > j.236C~D The 100 heat version requires you to omit 6C and do some fancy j.A's to get them high enough for Phorizer to hit. I don't remember exactly, but it's hard. With OD you can connect a 236D into CT somewhere for very good damage. Alternately, you can just use the OD swords to set up your standing reset.
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Midscreen counterhit/crouching into 2C > Trans-Am does a little more damage than Phorizer combos, but really only shines at 75-100 heat. There are various ways to combo into Trans-Am that let you end with the bit hitting the opponent for a decent standing reset into mixup. Unfortunately, unless you have a 6C(normal) FC starter, it seems like you give up too much damage, and since you use 5-6 stars for the combo itself, it doesn't leave you with much to finish them if your mixup connects.
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If true, this would be the worst thing Kokonoe has ever done.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
Celerity replied to InWithTheAshes's topic in Misc Fighter Central
VF characters? Blech. Feels so out of place. Even if you're a VF fan, I can't imagine you'd want to see your favorite character shoehorned into a 2D anime-style fighter like that. -
Uhh, I don't know what's optimal, and it depends on exactly how many stars you have and what your confirm is. From 0 stars, the basic route is to go RC > 5D after 236B and finish it like a normal mode combo. From 1 star in the corner you can do 236C~6D > RC. From 2 stars you can do Strike Fall > RC, and there are a lot of ways to get them high enough to catch with 236B after, but again, I don't know the routes exactly.
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She isn't good, but it really isn't going to matter while you're learning. You'll have more success with her early on due to how easy she is to play. Besides, every character in the game is competitive, you don't really have to worry about your character holding you back.
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As soon as Strike Fall recovers. It's height-dependent, so the higher they are when Strike Fall lands, the better your chances are of hitting them with Phorizer. You'll never do it too early unless maybe you were launching them off the top of the screen.
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Most likely if you have 50 heat, even with no stars, you're better off staying in GA mode and getting stars from an RC mode change combo. Normal mode would only be better if you're trying to build stars by zoning, or if they're still near full health and you need your meter for a comeback.
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In this context, charge would mean a resource that makes your character stronger. If you want a heavy mixup character who's reliant on charges, then you're my best friend because that applies to the two characters in my sig. I don't recommend Rachel for a new player, however, since she's highly technical. Izayoi is an alright choice; you'll have to work as a gimped character for awhile to build your charges, but your mixup in GA mode is pretty strong and easy to execute. There's also Tsubaki and Bullet whose mixup is not that great, but they are both very beginner-friendly momentum characters. Kokonoe is DLC, you can download her for 800 yen. Also not a bad choice for what you're looking for IMO. Like Rachel, she has zoning tools, but they're just an excuse for her to get in and be aggressive. Edit: Find info on the Dustloop wiki or in the character threads.
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You've just described about 80% of the characters in the cast. Every character in the game benefits from a more aggressive gameplay style. Ragna, Tsubaki, Makoto, Valkenhayn, Noel, Bullet, Terumi all fit into what I would say is the "traditional" rushdown mold, and then there are less conventional characters who still have very scary pressure such as Litchi, Izayoi, Rachel, Taokaka, Kokonoe, etc. I think you should be more specific in what you're looking for: Do you want really strong mixups? callouts? frametraps? Do you want to be always working to get in, or controlling space and waiting for an opportunity? Do you want good oki options? A good reversal? Do you want to be reliant on setups or charges to increase your potential? Stuff like that.
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This is just my personal experience, but I have been using pad for 2 years now (I can't use stick for prolonged periods of time due to a wrist injury), and my execution is still better on stick. Like Manta mentioned, pad is just less precise. sj.B easily becomes TK 2369B, IAD easily becomes a double jump or ground dash. Half circles tend to randomly drop one of the diagonals. It's annoying. I do believe that everything can be conquered with time, but these problems never come up for me on stick at all. There are some other cons to using pad, the most notable one for me is not being able to hear button presses, which makes it take longer to learn the rhythm for combos. Also you won't be able to use macros in GG tourneys because of the glitch, so you'll probably need to go with some kind of alternate button layout. Thumb pain: not usually an issue, eventually a callous will form and you'll be good to go. For the first week or two you should soak the front of your thumb in rubbing alcohol to make it form faster. Old guitarist's trick. I did wear it down so much on BBCP release week that it started bleeding, but it took like 100 straight hours. The pros you mentioned: I dunno. I find stuff like 956 and air throw etc. much easier on stick, but if that's not the case for you, then I guess that's a pro. Reaction time on blocking might be slightly faster (~1-2f). Reaction time on pressing buttons is probably slower if you're not covering each button with a finger. At the end of the day, there's nothing significantly different between the two aside from execution quirks, but I don't think it's worth your time to master the frustrations of pad if you're already good on stick.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
Celerity replied to InWithTheAshes's topic in Misc Fighter Central
The only reason I can think to make Holo a support is because it might be hard to figure out a moveset for her. I mean, she's not exactly a fighter in human form, and her wolf form is gigantic. -
B Lotus is the one with homing. A Lotus isn't really seen (by me anyway) outside of combo videos. I messed around with it some, but it's a pretty big investment just to hinder the opponent's movement, and it changes some of your combo routes in annoying ways, making stuff like j.C 2D impossible.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
Celerity replied to InWithTheAshes's topic in Misc Fighter Central
Profound sadness.