-
Posts
762 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Celerity
-
It's just too good to be true, right?
-
http://www.dustloop.com/forums/showthread.php?9906-Arizona-Arcsys-Release-Dates-Give-Us-Erectile-Dysfunction-Thread Go to locals, I promise you won't feel unchallenged anymore. Or just stop playing randoms and visit the online matchmaking threads here.
-
It's definitely practical online. Keep in mind against some characters (Jin, Kokonoe, Relius, Platinum, Bullet IIRC) you can use the j.BABC version where you just mash it out as quick as possible, and maybe stick with the basic 623Bx2 combo against everyone else until you feel comfortable with j.BAC. The least lenient part of the timing in j.BAC is the j.B. You have to buffer super jump from 5C, then input the j.B immediately during the prejump frames. It has to be instant. After that, delay j.A for as long as you can...the visual cue will be around when Izayoi reaches the peak of her jump. j.C timing is easy vs most of the cast. I don't recommend learning j.BAAC at all since it's just a less damaging, character-specific version of j.BAC and I don't find the timing to be any easier.
-
[CP] Makoto Nanaya Combo List Thread - v1.0
Celerity replied to Bibiquadium's topic in Makoto Nanaya
I don't have anything set in stone, but from half stage distance you can try routes like: 5B > 5CC > 2D(2) > 5B > 6A > 2D > OD > 5B > 5D > 214A~D > etc. 5B > 5CC > 2D(2) > 5B > 6A > 2D > 2C > delay 214A~C > 236D > OD > 214B~D > etc. They should do more damage with Particle Flare ender because you get the guaranteed damage from the OD version. From a little closer (starting distance) off of a better confirm, you can do: 5B > (5C) > 6C > 214A~C > 236D > OD > 214A~D > etc. If you're in the corner, you can do: 5B > 5CC > 2D(2) > 5B > 6A > 2D(side switch) > 2C > 236D > OD > 214A~D > etc. If you need full corner-to-corner carry, there's also this, it works from 50% or lower I believe: 5B > 5CC > 2D(2) > 5B > 6A > 2D > OD > 5B > j.623C~D > 66 5B > 623C~D > 5D > 214A~D > 236236D - 5491 damage -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Celerity replied to HiagoX's topic in Makoto Nanaya
I haven't tested all the possibilities, but a few things I know after a blocked Noel 4D (or most of her drive moves): Corona Upper beats most followups (all except 6D?), loses to no followup Shooting Star beats 6D or no followup You can activate OD, since the invuln will protect you from 6D/2D/d.236D etc. and the freeze will give you time to figure out an optimal punish. The downside to this is if she does something airtight like d.6A or d.5B, you will burst and look very stupid. -
Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
Celerity replied to furix's topic in Misc Fighter Central
Gotta get on IRC if you want games I think. -
If you like Bullet, you might like Makoto, but if you're getting frustrated with Bullet's capabilities then it might not be a big step up. Noel could be a good choice if you want something easy to pick up that will reward you for good reads. Hakumen is also a really strong character that gets a lot of damage from counterhits like Kanji does. Kagura, I dunno...similar problems to Makoto I think; if you're feeling frustrated with Bullet against zoning and whatnot, Kagura is going to make you feel a hundred times worse. Pick a top tier!
-
The standard one, GA corner, from challenge mode: Stuff > 236C~6D > 2C > 236D > 5D > (66 5A) > 623B > 214B > 623C > 623C I was just theorizing how much stuff you could fit in before 236C with a 3C FC starter.
-
You can learn other characters if you want, it's at least a good idea to understand how their pressure works and what's punishable. Don't bother fighting the CPU, just head online, you can get all the real matchup experience you want.
-
Just want to say that if you are planning on maining Terumi once you get your hands on CP, Lambda might not be the best option for you. She's pretty unique and I could see why she'd be difficult for you to adjust to. A simpler character like Ragna/Jin/Tsubaki might be a more appropriate placeholder, or even Hazama if you like his design, he's not so hard to use.
-
Things to know and learn in fighting games
Celerity replied to Vixsinationz's topic in Beginner Mode
The definition of fundamentals is subjective, and moreover, it's meaningless. It's one of these vague terms which has no real purpose other than to confuse new players. If you want the best definition, it's a bunch of small skills like situational awareness, spacing, and reads that carry over from years of playing fighting games. You cannot develop good fundamentals without experience, and it's also very hard to consciously improve them, so don't worry about it and just let them develop naturally. As for what you should be working on: Proper neutral and spacing with your character are the most important skills, but even a player who lacks in those areas can be a big threat if they excel in mind games/hitconfirming/etc. You should pick a character that works to your strengths and then consciously try to shore up your weaknesses. Work on your overall neutral game while choosing one or two other small things to focus on each day, like "today I'm going to make sure to hitconfirm every anti-air" or "today I'm going to get this combo down and use it a lot online", and eventually you'll have a more complete game. -
Like I said earlier in this thread, Izayoi is good for learning the game, but you will lose a lot. Bear in mind that most of the problems you're having will apply to every character in the game, and you can expect to sit at a 10% winrate when you're first starting out. The difference is, if you pick someone like Ragna or Noel, your hitconfirming will get a lot easier, and you'll have better buttons to mash when you start panicking. They give you a lot more leeway. The benefit to playing Izayoi is that you won't learn as many bad habits, since you will get punished hard for autopiloting and guessing incorrectly, and you have poor defensive options which forces you to learn how to block. As far as Izayoi blockstrings go, she doesn't really have any. In normal mode you're just going to be poking them with 5B > 236C, 5B > 236A, 5B > 623B/236B[charge], getting random 2A confirms, or using really basic pressure options like tick throws or mixups with TK j.236C. In GA mode you're going to be safe jumping them with j.C into various mixups...2B, 66 j.B/C, empty jump throw, j.B fuzzy, or just throwing out 236D to keep them locked down. Mix in 2C, 3C, and 6C if you feel like it. But she doesn't rely on blockstrings so much as endless mixups and the threat of getting huge damage from Throw or CH 3C/6C.
-
You can actually get a mode change combo that way from any starter in the corner, it doesn't have to be FC. I thought they're normally too high for the j.C at the end, but you can at least do double 623C for 6 stars. And yeah 3C > 2C > 236B > 214A > 5C > 2C(1) > 236C~6D > 2C > 236D is the highest damage route to mode switch, but I'm not sure what you can get after it. Looks like they're high enough for 623B to connect universally without the 5A, but I'm terrible at this particular combo and don't have time to test right now. Might have to whiff the 236C or something to make it work.
-
Cool psychological study. I bet if the lettering were done the opposite way, nobody would misunderstand it.
-
That's the most optimal punish I'm aware of. IIRC the old route was to link 236B into more ground stuff rather than taking them into the air and using j.8D. Maybe you were reading a really old post, or else there's something I just don't know about?
-
[CP] Makoto Nanaya Combo List Thread - v1.0
Celerity replied to Bibiquadium's topic in Makoto Nanaya
I know this was posted awhile ago, but I think you get more damage by squeezing the OD in after the 2D of your normal corner combo. ex: 5B > 5CC > 5D > 6C > 214A~C > 236D > 5B > 6A > 2D > OD > 623C~D > j.623C~D > 236236D - 5649 damage 5B > 6C > 214A~C > 236D > 5D > 5B > 6A > 2D > OD > 623C~D > j.623C~D > 236236D - 5717 damage -
What's the worst fighting game you've played?
Celerity replied to Verimeloni's topic in Misc Fighter Central
Project Justice one of the worst fighting games ever??? You're trippin, son. -
What's the worst fighting game you've played?
Celerity replied to Verimeloni's topic in Misc Fighter Central
Shots fired. -
6D~C is -8 on block, but it's drive cancelable, so that doesn't mean much. There is only about a 3F gap between 6D~C and 2D~C for instance, you cannot mash out of it. He also has the option of canceling into a super armor move that FCs on hit. I don't know about IB, but a lot of his drive moves will shift his hurtbox far enough away that you shouldn't be able to punish after that either, but you may be able to 2C.
-
It's not a free 5B though because he can cancel into another drive move and beat whatever you do. He has a lot of frame traps from there that will beat 2C, and one that even catches backdashing. You're best off trying to keep him far enough away that you can stuff it with 6B, jump over it, or 2C it on reaction.
-
I would've said Azrael.
-
She is and she isn't. On one hand, she's not an overly complex character, she has a footsies-oriented playstyle and very simple but effective pressure in GA mode. On the other hand, her control is much weaker than Jin's, in all aspects. Her pokes are very committal, her teleports are difficult to utilize well, she has poor defense, and it can be difficult to approach. I think she's a good character to learn all of the aspects of the game with, but you're going to struggle a lot if you're expecting wins. The execution is just something you have to attempt for yourself, it's different for everybody. You do need clean motions to play her correctly on pad.
-
Reversals are not low risk/high reward, they are the opposite. The damage you get from baiting a DP (oftentimes leading to your most damaging FC combos) is much higher than the damage the opponent gets for hitting you with one, so even if he is successful 80% of the time, he may be losing the trade. It usually costs meter to get meaningful damage or make a reversal safe, while it costs nothing for you to bait one. That's why you'll see top players use reversals much more sparingly than the average player.
-
(Only tested with Chizuru and Touka) It appears characters have 6F of prejump and 4F of landing recovery, 2F of which are spent "crouching". However when I try to catch them during that 2F with an overhead, their proximity blocking kicks in right away and they block it standing, so I don't think it's a real crouching state, just a different hitbox.
-
What's the worst fighting game you've played?
Celerity replied to Verimeloni's topic in Misc Fighter Central
Shaq-Fu, Criticom, Girl Fight.