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Everything posted by Celerity
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Celerity replied to OmniSScythe's topic in Archives
Guys, don't fight over me~ -
Yup, 50SP if you use AB again. Didn't know about 236B being safer on block, but that makes sense. I figured there's a reason I never see anybody use 236A.
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After messing with it a little more, I do find the version without 236 to be a little easier. It doesn't seem to matter what you input between 236AB and A/B, just do it very fast and right as you're about to hit the ground. I use the B version because it does more damage. I don't know if the A version comes out faster or not, but if so it's ~1-2F max.
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Same. I haven't tried the method described to know if it's easier, but I just do 236AB > 236B. If you can get the blue flash you've got the hardest part down.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Celerity replied to Hecatom's topic in Under Night In Birth
So how does Vatista play? I thought she was going to be more of a zoner, but it looks like Hilda is filling that role. Also I was expecting everyone to jump on Orie. -
Sounds good, you should do it!
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Realize that the windows for inputting each trap are huge, so every person's preferred timing will vary greatly. The best way to perfect it is to do the 214C > 214D > 236A at your preferred interval every time in training mode, and then vary the timing of 214C until it fits. For me, I do the 214C very early and have a large delay between that and 214D and 236A. Again, delay between each of 214C, 214D, and 236A should be equal. Try that.
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j.AA into SMP is ~6.5k damage if not more. Honestly, there isn't anything that isn't worth going into SMP if you have 75 meter. j.AA > 5AA > 2AB > 236AB > 236236D > 214D > 5B > 236A~D (214D hits) , 5C > SMP x9 > 236A~D (75 meter, 6.5K damage) j.AA > 5AA > 5B > 2C > 236236D > 214D > 2AB > 236A~D (214D hits) , 2[C] > 5C > SMP x6 > 236A~D (50 meter, 5K damage) Gunshots might do a little more damage in the corner, too lazy to test it.
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214CD doesn't FC, personally the only time I ever use it is against Yukiko for the super armor. I know you can do these: 214CD(CH) , 5B > 5C > jB > jC > djBB > jC > 236C (25%@3261) 214CD(CH) , 5C > 236B > 236B > (66) 5C > 236B > 236B > 214C > 236236C (75%@4474) Second one only works if you get them to the corner.
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Personally I have my buttons (PS2) set up like: Triangle - C Circle - D Square - A X - B L1 - B+D R1 - A+C The R1 for air turns is a must for me, like you said, I like to have it on the opposite side of the controller from the D-Pad. Everything else I don't really need a preset for, I don't actually use L1 to DP very often, but I use both shoulders to OMC/OMB by pressing them + one additional button. I don't bind L2/R2 at all because they can be pressed accidentally.
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Good post, you're right, and I'd agree that most new players just expect to be good without any assistance. Those players will barely attempt to learn the game, toss aside any help that's thrown at them, cry about certain things being "imbalanced" or "too noob-friendly" (*cough* fchamp *cough*) and just quit like a baby without giving it a real chance. Still, we should strive to offer them help instead of assuming they won't accept it. There are plenty of people out there who really do want to learn, and who will give up if they think the community is too hostile.
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Yes, we should be unsympathetic about new players who quit our games and tell them to "suck it up" instead of helping them. Surely that is how our community will grow!
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It seems like I fail similarly with or without the jB. If I don't use it, I usually dash too late. If I do use it, I dash immediately but hit B too late.
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So, any tips for getting the 66B link after 5AB > jD ? It's still the only thing with Chie I can't do, or even come close to doing. Sticking in a jB while going down doesn't seem to help at all. Does the timing of the jD matter? Any step-by-step explanation of this execution would be appreciated.
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One would think it would be obvious, but sure, fair point. Sorry if what I said was confusing.
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Minidash cancel the 5C. 5C xx 44 > 214D. That's what I see in the videos and what I attempted to replicate, since it's what sparked this whole discussion in the first place.
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Like he mentioned and I added in my post, if you don't dash cancel it, you just get hit, so why wouldn't you? That's my understanding of the trap.
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I did all of my testing in the corner with a dash cancel, since I thought that was the most practical. Without the dash cancel I figured I'd get punished, like you said, but I didn't spend very much time on it. It seems to work out often enough that your persona just takes a hit and you get a FC 214D setup, which is pretty nice.
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Hmm you're right, it seems to depend on the timing though. When I tested it some more, I got a lot of FC Black Spots after Yu jabbed the persona, but sometimes he'll jab it at a weird moment and the Black Spot won't come out. It's like there's 1-2 frames when your persona is being broken where it can't perform any actions.
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236236C OMC > 2A > 2B > JB > JC > JBB > JC > 236C (100%@4298) Should be 100%@4898
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Well when I was testing it, Yu could 5A pretty easily between 5C and 214D, which is actually a problem since that means 214D doesn't come out (the persona disappears). Felt loose enough that anyone could probably mash out, that's why I think you need to do it when they're going to respect you. And 5B I believe has much less blockstun than 5C.
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214D is a good +9-10 on block. It's actually not unreasonable to go into IAD jC crossup or minidash kara throw right after, or pretty much whatever you want. I feel like there has to be an anti-Mitsuru frame trap in here somewhere. Still, 5C xx 44 > 214D is probably only really useful in the corner when they're respecting you, or vs Chie/Akihiko, or some other weird cases that I'm not thinking of.
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Some people would say he's #2, I don't think any list would rank him below #4. Difference between #4 and #10 isn't that huge in this game, though.
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Chie.