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RurouniLoneWolf

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Everything posted by RurouniLoneWolf

  1. Me not being completely thorough is the reason it wasn't there ^,^ Fixed it. If you notice anything else wrong, you can feel free to edit the wiki directly or if you're uncomfortable doing that, just keep posting stuff here and I'll fix it for you.
  2. Found this nifty Evernote pinned to the twitter of Kurenai's neta account. It seems to have evernotes detailing her movelist, combos and the Okizeme evernote that got translated earlier. @SoWL Not going to ask you translate because there's way too much here but if you get a chance, could you skim through it and see if there's anything major/important worth pointing out. Like tips for landing certain combos and so forth. https://www.evernote.com/shard/s310/sh/05b87f2e-8598-4417-af64-275a9d1287ea/572f182c17f3d033c5a99acf4e174f8b
  3. There's more Es being streamed at a SoCal event right now https://www.twitch.tv/kogamingnetwork
  4. Evernote link for easy passing around: http://www.evernote.com/l/AnDYVMK7slhM8rNAK-KMcUxX7-g1GSVc10M/ Note: If you have any feedback or suggestions for my guides, I'm always all ears. Hit me up by posting in the Dustloop thread, Private Messaging me on Dustloop or tweeting at me @RurouniLoneWolf Overview Naoto is a character with pretty basic mixup and pressure options. Opening up the opponent is going to come down to solid fundamentals more than anything else. However, his drive and Shift Sway do give him a few extra options to help him out. Tools 6A Naoto's overhead. Has deceptively good reach because of the hop forward before he does the downward punch. 6B 6B is somewhat plus on block but it doesn't seem to be plus enough that people wouldn't consider challenging you resetting pressure. As a result, Naoto players tend to mostly just go for a frame trap by chaining into 236B afterwards to try and catch people trying to mash out of the pressure reset 2A A Low2B Another Low 3C Yet Another low Throw Standard throw. You'll probably be getting a lot of mileage out of this as a mixup since Naoto has few other options to rely on opening up the opponent with. 5/2[D] Guard breaks when fully charged and can be dash canceled anytime while being charged to reset pressure, 5D and 2D are a solid component of Naoto's pressure. 6D Sometimes, 6D can be an option to catch jump outs but for the most part, it isn't used in pressure Video Example - https://youtu.be/OKaatxwhDmM?t=52 Shift Sway (214A) Similar to the charged versions of his 5/2D, Shift Sway can be dash canceled as an extra point to reset pressure Enhanced Shift Sway > Phantom Pain (en.214A > 28A) I'm not 100% sure but I think that this is mostly good for beating Fuzzy Jump OSes. Enhanced Shift Sway > Phantom Pain aims to catch people as they would jump back barrier out of your pressure and open them up with an unblockable Phantom Pain. Phantom Pain whiffs on crouching opponents though so this can be a somewhat risky callout to the OS if they try to use it. Slash Kaid (214D) Good for ending combos and possibly catching people trying to jump out of pressure Pre-Canned Blockstrings So a lot of your success is going to come down to blockstrings so I've listed a LOT of blockstrings I've seen Kaqn and Kamikaze use. Microdash 5A catching roll tech Video Example - https://youtu.be/Z3wkBxzeLns?t=866 Run Up Throw Go for a throw straight away. It can be a good way to open people up expecting more extended pressure first. Video Example - https://youtu.be/oGUWKC2iSrg?t=323 Max Range 5[D] > dc Throw This mixup works best from midscreen combos where you end in rekkas and have to chase after the opponent afterwards. The threat of max range 5[D] can convince the opponent to not try and jump or backdash out of your pressure while you're still far away. You can take advantage of this fact to just dash cancel the charging of 5[D] and properly close the gap between you and your opponent for a mixup Video Example - https://youtu.be/Z3wkBxzeLns?t=109 Run Up 6A Go for an overhead straight away. Much like run up throw, it can be good for opening people up expecting some extended pressure first. However, you should make sure to properly condition opponents to neutral tech before attempting this. Delay teching can mess up your timing, causing you to whiff and allowing your opponent to get a free punish while you're still in recovery. Video Example - https://youtu.be/oGUWKC2iSrg?t=501 Dash en.214A > 28A Unblockable Mostly good for catching people trying to Fuzzy Jump OS Video Example 1 - https://youtu.be/uCz9GyrIPz4?t=2258 Video Example 2 - https://youtu.be/KaQGaLVR3p0?t=200 Video Example 3 - https://youtu.be/oGUWKC2iSrg?t=67 Careful! Phantom Pain whiffs on crouchers and leaves you wide open to punishes!!! Video Example - https://youtu.be/gqD8OkApILQ?t=347 Video Example - https://youtu.be/fpK1pHTZZNE?t=297 5A > 2A > Reset Pressure Video Example - https://youtu.be/upLhgYi0egw?t=29 2A > 2A > 5AA > 2B > Reset Pressure Video Example - https://youtu.be/upLhgYi0egw?t=385 2A > 2A > 6A Overhead Video Example 1 - https://youtu.be/kud4oqJFnew?t=589 Video Example 2 - https://youtu.be/gqD8OkApILQ?t=402 5A > 6A Overhead Video Example - https://youtu.be/VX52-sbpXew?t=31 Video Example - https://youtu.be/VX52-sbpXew?t=562 5AA > 6A Overhead Video Example 1 - https://youtu.be/gqD8OkApILQ?t=558 Video Example 2 - https://youtu.be/oGUWKC2iSrg?t=24 Video Example 3 - https://youtu.be/oGUWKC2iSrg?t=345 Video Example 4 - https://youtu.be/5mId7rd6BdE?t=112 5AA > 2B Low Video Example - https://youtu.be/oGUWKC2iSrg?t=150 5A > 2A > 5AA > 5B Low Video Example - https://youtu.be/KaQGaLVR3p0?t=367 5AA > 2B > 5C > IAD j.B Reset pressure Video Example - https://youtu.be/upLhgYi0egw?t=465 5AA > 2B > 5C > IAD Cross Over > falling j.C Reset Pressure Take advantage of 5C being jump cancelable to reset pressure. A good option to go for after making a lot of use charged drive and Shift Sway dash cancel resets to keep the opponent guessing. Video Example - https://youtu.be/oGUWKC2iSrg?t=124 5AA > 2B > 5C > 5[D] > dc Reset Pressure Take advantage of the fact that charging drive normals is dash cancelable to reset pressure Video Example - https://youtu.be/oGUWKC2iSrg?t=46 5B > 5C > 5[D] > dc Reset Pressure 2A Video Example - https://youtu.be/gqD8OkApILQ?t=658 2A > 5A > 5C > 2D > 5[D] > dc Reset Pressure Double your chances of successfully using the dash cancelable charging of drives to reset pressure by using two drive normals and varying up whether you dash cancel the first or the second drive Video Example - https://youtu.be/KaQGaLVR3p0?t=100 2A > 5AA > 2B > 5C > 2D > 5[D] > dc Reset Pressure Video Example - https://youtu.be/oGUWKC2iSrg?t=91 5D > 2[D] > dash cancel Reset Pressure 6A Overhead Taking advantage of the pressure reset to go for a mixup right away Video Example - https://youtu.be/KaQGaLVR3p0?t=33 6B > 5C > 5[D] > dc en.236B This is mostly good to catch people trying to mash out of the dash cancel pressure reset since enhanced Banishing Fang (en.236B) has great reach. It's preferable to go for this when you have 50 meter to rapid cancel in the event that they just continue to block Video Example - https://youtu.be/Z3wkBxzeLns?t=120 5B > 5C > 5D > 214D Blockstring ending in Slash Kaid. Slash Kaid is a good ender to try and catch a jump out or just end pressure on a good note because of the spacing Video Example - https://youtu.be/gqD8OkApILQ?t=425 Wakeup Divine Reaper > RC > 6B This technically isn't something you do from a natural mixup and pressure workflow and it's a pretty pricy move (100 meter) but it's still good to have in the toolbelt. Divine Smasher > RC completely visually obscures what you're doing and presents a good opportunity to go for an unseeable 50/50 mixup Video Example - https://youtu.be/KaQGaLVR3p0?t=85 Corner 2AA > 5AA > 5C > IAD j.B > j.C Reset Pressure Take advantage of 5C being jump cancelable to reset pressure with instant air dash jump back in. Works best in the corner where you don't have to worry too much about spacing. Video Example - https://youtu.be/Z3wkBxzeLns?t=790 5AA > 2B > 5B > 5C > jc j.[D] An alternate way of making use of 5C's jump cancel. Not as useful as the above but it's still an option Video Example - https://youtu.be/oGUWKC2iSrg?t=181 5B > 5C > 5[D] > 214A > dc CT Take advantage of a dash cancel pressure rest to go for a Crush Trigger mixup. This can be a good option because opponents tend to stop barrier blocking after you've been pushed out far enough to start doing 5D/2D stuff to save barrier. Video Example - https://youtu.be/gqD8OkApILQ?t=681 Anti-Overdrive Raid and Exceed Accel Anti-ODR en.Sway > Phantom Pain (en.214A > 28A Naoto has a unique way of dealing with Exceed Accel because of his enhanced Shift Sway. Enhanced Shift Sway allows you to dodge the Exceed Accel as you side swap and then proceed to punish it with Phantom Pain. Video Example - https://youtu.be/UpnUf_jYRh4?t=364
  5. FYI guys, Aksys brought a build with Es to Wednesday Night Fights and they're streaming it on https://www.twitch.tv/leveluplive A few Es players have played a bit if you're interested in checking it out!
  6. Mai footage being streamed at TGS right now!! https://www.youtube.com/watch?v=aMGUepa7OWM EDIT: Looks like it's over. It was great footage though. Hopefully someone can grab archives for you somehow
  7. Hmmm, guess you have a point. From my experience with the Xrd discords and the google docs, it really did end up just one or two people contirbuting. Maybe an evernote is the best way to go. Hmmmmmm. I haven't compiled the combos we've seen up to now yet unfortunately. I was thinking we might see some better stuff this weekend at TGS so I thought I'd wait a bit.
  8. Assuming you meant CPE instead of CSE, maybe? Wouldn't hurt to try. I know you can do the IAD routes from frog and sword Iris starters so long as you add a 2D wind to the j.Cs. The biggest thing you need to look out for that might cause this to drop is 6A not floating the opponent as much in CF. You also might have trouble at the j.C > land 6A part. You might be able to fix that with a 2D wind though.
  9. Es will be playable at TGS this week so everyone keep an eye out for new info and footage! hmmmm, seems like we couldn't get much conversation going for Breunor. Oh well. I'll just put what I've got in the guide later. We can expand on it after Es releases. Moving on. For the next topic, I thought I'd go with something a little lighter since everyone's probably still busy tinkering with the BBCF demo. So as far as combos go, I'm planning to list them in the combo section of her wiki but I also want to do a separate document because A) sometimes Dustloop is down and B) I feel like I can do something prettier. Right now, I'm leaning towards a google doc over an evernote because it'll allow everyone to contribute and edit it. Thoughts?
  10. Hey guys, just letting everyone know I've updated the Combo Theory section of Rachel's combo page on the wiki with some extra details for doing her combos that have come up while discussing stuff in the discord. If you're having trouble with anything, be sure to give it a read! I'll be sure to update it with more info and character specific stuff as we work out the details. http://www.dustloop.com/wiki/index.php/BBCF/Rachel_Alucard/Combos#Combo_Theory
  11. We've been discussing it in the discord a bit. Shin Oni tested the double snaphance combos are a number character and it seems like it's problematic on some characters but works on most. Timing does feel pretty tight so far though. Maybe that'll change in a few weeks when we're more used to doing this combo part.
  12. This was a nice catch. I missed that because I was in a hurry. Seems like you might be able to go for Mordred enders when you're close enough to the corner. Maybe midscreen too? I wonder if j.C reach would catch rolls midscreen. Got to add this to the list of things for us to test
  13. Kirbster-senpai <3 Can't wait to fight you again! (I might play Nine though because I dodge mirrors like the wind, lol)
  14. Some more footage Es footage from the recent ArcLive stream https://www.youtube.com/watch?v=Yxna5kWWyGQ&feature=youtu.be Possible Crouch Confirm from j.C? doesn't feel like that 3C? > 5D should connect otherwise https://youtu.be/Yxna5kWWyGQ?t=314 Gawain RC Combo for when you don't have a Bors buff https://youtu.be/Yxna5kWWyGQ?t=420
  15. Thought I'd post these before we all just hop on the BBCF Hype Train. Big thanks to everyone who participated in these exhibitions! I might skip the gym or come after I"m done to witness the BBCF hype. Maybe I'll try and run Tamashii 11? 9/2/2016 Meetup Exhibitions Skullgirls Tamashi 11 - ReynTIme vs Rurouni https://www.youtube.com/watch?v=ATOgNvFxwg4 DFCI Casuals - Level5 vs Rurouni https://www.youtube.com/watch?v=sqPAlIo3Dx0 https://www.youtube.com/watch?v=EyBD2M-lGKg WakeupDP vs Montreal Playlist https://www.youtube.com/playlist?list=PLDWtjrLCIkbtZexZMlhwCBFXX9P9Sczuz
  16. Evernote for easy passing around: http://www.evernote.com/l/AnCH36DGxqtDjKoszhrOiS379p9ZNI962SY/ Note: If you have any feedback or suggestions for my guides, I'm always all ears. Hit me up by posting in the Dustloop thread, Private Messaging me on Dustloop or tweeting at me @RurouniLoneWolf Overview Naoto is a rushdown character with short and sometimes awkward normals to work with to play footsies with. A lot of his success in the neutral game comes down to good use of his Bloodege drive and having great, good old fashioned spacing and footsies.Naoto's Drive: Bloodege Where Naoto's pokes can be lacking in reach for pokes, Naoto's drives can make up for it by taking some risks. j.D and j.[D] j.[D] has a very large hitbox that hits at just the right angle to be very effective when used well spaced as a neutral tool. Video Example 1 - https://youtu.be/-MiNg-1fyJ0?t=85 Video Example 2 - https://youtu.be/UpnUf_jYRh4?t=58 Video Example 3 - https://youtu.be/gqD8OkApILQ?t=21 Video Example 4 - https://youtu.be/gqD8OkApILQ?t=115 Video Example 5 - https://youtu.be/5AhkMJOc3UA?t=24 Video Example 6 - https://youtu.be/uCz9GyrIPz4?t=2271 Careful of the long startup though, pick your spot to use j.[D] well. You need to make sure to get the vertical and horizontal spacing right on for j.[D] or you'll get anti-aired pretty easily Video Example - https://youtu.be/uCz9GyrIPz4?t=2156 Video Example - https://youtu.be/5AhkMJOc3UA?t=68 Because j.[D] is vulnerable to anti-airs and air to airs, it is very important to well space your j.[D]s. You'll also want to make good use of uncharged j.D as well. It won't give you a full combo like j.[D] does unless you score a counter hit but it'll give the opponent reason to hesitate approaching you when they suspect that you'll use j.[D] Video Example - https://youtu.be/5AhkMJOc3UA?t=184 Video Example - https://youtu.be/Z3wkBxzeLns?t=102 Enhanced Slash Kaid (214D) The enhanced version of Slash Kaid can be a pretty good option for poking on the ground when used well. It has large horizontal reach and staggers on hit, which will allow you to close in on the opponent for pressure. However, it's vertical reach is lacking so its vulnerable to opponents jumping over it. Also, it's frame advantage on block isn't great either but if you space it well enough, this won't be an issue for you since it'll be difficult for most characters to reach you in time. Video Example - https://youtu.be/uCz9GyrIPz4?t=2137 Video Example - https://youtu.be/uCz9GyrIPz4?t=2227 Video Example - https://youtu.be/oGUWKC2iSrg?t=86 Bad En. 214D Example - https://youtu.be/upLhgYi0egw?t=44 Footsies Although Naoto's drive helps in neutral, there are still risks in using them. As a result, it's still very necessary to have a strong footsies game in your neutral to compliment your uses of drive. Here are a few things you should aim to work into your neutral game Jump forward well spaced falling j.B An all around good tactic. Because j.[D] is one of Naoto's best pokes in neutral, you're going to find yourself jumping around in neutral a lot. Sometimes, you'll end up at a great spacing for the j.[D]. Other times, you'll end up at a spacing that's too close for j.[D] but it is a good spacing to do j.B Video Example - https://youtu.be/-MiNg-1fyJ0?t=577 Video Example - https://youtu.be/OKaatxwhDmM?t=224 Video Example - https://youtu.be/UpnUf_jYRh4?t=420 Video Example - https://youtu.be/KaQGaLVR3p0?t=53 Video Example - https://youtu.be/gqD8OkApILQ?t=264 Well spaced IAD j.B If you recognize you are standing at the right spacing for it, you can do an IAD j.B to jump in on the opponent and either open them up or get pressure started. Video Example - https://youtu.be/KaQGaLVR3p0?t=174 Falling Well Spaced j.C In some situations, there will be times where j.B won't reach but j.C has enough extra reach to tag the opponent. Video Example - https://youtu.be/OKaatxwhDmM?t=41 Video Example - https://youtu.be/gqD8OkApILQ?t=502 Well Spaced IAD j.C At spacings where IAD j.B won't reach, IAD j.C can give you that extra reach you need to tag the opponent. Video Example - https://youtu.be/gqD8OkApILQ?t=76 Video Example - https://youtu.be/gqD8OkApILQ?t=152 Dealing with Zoning Dealing with Zoning or characters that want to play keepaway can be a bit tough for Naoto compared to other characters because of his poor reach but he does have a few great tools he can use to help him out. Standard Good Movement Making good movement the foundation of dealing with zoning is always a good idea since it usually requires little risk on your part. Doing jump forward barrier, dash jump forward barrier or dash super jump forward barrier will all let you cover varying amounts of distance while keeping yourself safe. Jump forward Barrier Example - https://youtu.be/-MiNg-1fyJ0?t=150 Dash > jump forward Barrier - https://youtu.be/-MiNg-1fyJ0?t=569 Dash > Super jump forward Barrier - https://youtu.be/-MiNg-1fyJ0?t=102 Enhanced Slash Kaid (En. 214D) Even in the vs Zoner MU, Enhanced Slash Kaid is still a pretty good option if you can manage to get it out. Enhanced Slash Kaid reaches so far that it can easily hit a Zoner out of trying to use a projectile if you get the spacing right and even on whiff, it'll make Zoners more cautious of trying to zone Naoto from anywhere but full screen. Video Example - https://youtu.be/-MiNg-1fyJ0?t=98 Video Example - https://youtu.be/-MiNg-1fyJ0?t=538 Video Example - https://youtu.be/-MiNg-1fyJ0?t=642 Video Example - https://youtu.be/OKaatxwhDmM?t=235 Video Example - https://youtu.be/UpnUf_jYRh4?t=124 Shift Sway Shift Sway can be a good option to dodge a projectile, especially because of its ability to be dash canceled. This will give you additional options after dodging the projectile to do things like enhanced Slash Kaid to catch opponents out of recovery or even enhanced Shift Sway to try and dodge another projectile while gaining ground. Video Example - https://youtu.be/-MiNg-1fyJ0?t=157 Video Example - https://youtu.be/KaQGaLVR3p0?t=48 Video Example - https://youtu.be/gqD8OkApILQ?t=321 Video Example - https://youtu.be/upLhgYi0egw?t=242 Divine Smasher It'll cost you 50 meter but Divine Smasher has invuln and travels almost fullscreen, making it a great high damage option to beat projectiles. Just don't get too predictable with it since like any reversal, you'll be punished very severely if it gets blocked. Good Divine Smasher Example - https://youtu.be/-MiNg-1fyJ0?t=202 Dealing with Air Approaches 2C Naoto's anti-air. Very lacking in both horizontal and vertical range but it does shrink Naoto's hurtbox below the hitbox of the attack. This is an anti-air you definitely only want to use when your opponent has to commit to their jump in since it's especially easy to whiff compared to other anti-airs. In all other cases, you should consider jumping up and hitting them air to air with j.A or j.C instead. Video Example 1 - https://youtu.be/OKaatxwhDmM?t=216 Video Example 2 - https://youtu.be/UpnUf_jYRh4?t=191 Video Example 3 - https://youtu.be/KaQGaLVR3p0?t=437 Jump Up j.C Alternatively, jump up j.C is a great way to deal with air approaches. j.C has great horizontal range and the jump up will allow you deal with the issue of being outspaced vertically that you would have with 2C. Video Example 1 - https://youtu.be/UpnUf_jYRh4?t=383 Round Start All right. Time to go over some round start options. I'm only really going to cover a lot of the common general options here. It's up to you to fine tune your round start options for each individual matchup. Jump Forward Barrier A good option for fishing to whiff punish stuff Video Example - https://youtu.be/oGUWKC2iSrg?t=144 Video Example - https://youtu.be/oGUWKC2iSrg?t=392 Neutral Jump Barrier > j.[D] Go for j.[D] at round start. Neutral jump will give you just the right spacing for it at round start. Kind of risky though since it'll lose pretty easily to round start jump up air normals or an IAD jump in Video Example - https://youtu.be/Z3wkBxzeLns?t=248 IAD j.B > j.C Round start jump in options Video Example - https://youtu.be/kud4oqJFnew?t=346 Video Example - https://youtu.be/Z3wkBxzeLns?t=672 5C Round start ground poke. It has decent range compared to his other normals so it isn't too bad an option, especially against characters who also aren't blessed with normals with much range. Video Example - https://youtu.be/Z3wkBxzeLns?t=208 Video Example - https://youtu.be/Z3wkBxzeLns?t=585 However, although it has decent range, it still doesn't have much. If opponents with good reach just decide to walk back and observe at round start, they can easily whiff punish 5C Video Example - https://youtu.be/Z3wkBxzeLns?t=625 2D/[D] Video Example - https://youtu.be/OKaatxwhDmM?t=20 Video Example - https://youtu.be/UpnUf_jYRh4?t=162 Video Example - https://youtu.be/UpnUf_jYRh4?t=255 Slash Kaid (214D) A decent round start poke because of its range. It can be jumped over and whiff punished though so don't get too predictable. Video Example - https://youtu.be/KaQGaLVR3p0?t=238 Video Example - https://youtu.be/gqD8OkApILQ?t=446 Video Example - https://youtu.be/Z3wkBxzeLns?t=405 Got to be careful of quick round start pokes as well Video Example - https://youtu.be/oGUWKC2iSrg?t=333 Shift Sway (214A) Can be a good option to dodge and possibly punish round start pokes. It'll lose to lows though so be careful Video Example - https://youtu.be/oGUWKC2iSrg?t=536 Backdash A good option to create space to give yourself more options to approach your opponent carefully. Video Example - https://youtu.be/Z3wkBxzeLns?t=18 Video Example - https://youtu.be/Z3wkBxzeLns?t=319
  17. Hey guys. Not sure who knew this but Es is actually playable at a tournament in Munich Germany this weekend. Danaiden and a friend of his were kind enough to test a few things for us that I felt were worth sharing here Jump Cancelable on block normals are so far looking to be 5A, 2C, 2D Percival (Install Super) lasts about 5 1/2 in game seconds So far, it's been found that 5A and 2A gatling into Es' command normal Overhead.
  18. Not playing her but no one else seems to be making it so I thought I might as well so I can at least compile info here and make it easier for people to find. Feel free to discuss all things concerning gameplay of Mai Natsume here! Remember to respect the forum rules at all times. Early Information: Paid DLC, 800 yen Releases October 27th Mai does some Narration of the Intermediate portion of Tutorial Mode - Tweet From Tokkan Playable at TGS Playable at SoCal Regionals 2016 - https://twitter.com/aksysgames/status/783054663339827200 Afnine's Google Doc detailing all things Mai - https://docs.google.com/document/d/11xN-Ugh7MBTd3QdXmZS-BapWem0XxogiYENuRbR2PxE/edit Translation of Command List by Tokkan - http://www.dustloop.com/forums/index.php?/forums/topic/12935-cf-mai-natsume-gameplay-discussion/&do=findComment&comment=960754 Greatfernman 's Evernote Translation of the Famitsu Reveal of Mai Natsume - https://www.evernote.com/shard/s296/sh/c1affb3b-a6f5-4096-82d5-5d92cdecdc51/062d3fb750067652711683f2807c835b Greatfernman's Evernote Translation of Key Points of the TGS Mai Overview - https://www.evernote.com/shard/s296/sh/39a61197-42f3-49c0-9116-c05644db1548/7fb64e9210d5d324508ba6dc61f39257 Gamer Article on Mai Natsume doing a move breakdown - http://www.gamer.ne.jp/news/201608260081/ Move Breakdown by Jyosua - https://www.evernote.com/shard/s534/sh/1fea23d1-80f3-4f8f-a940-3344f15389bf/1761f8ac51700d7db4f37a4535c121c8 Footage Mai Trailer - https://www.youtube.com/watch?v=AqYOmp4SVIE&feature=youtu.be Mai Promotional CMV - https://www.youtube.com/watch?v=4xu9VQL4CHE&feature=youtu.be TGS Mai Overview - https://www.youtube.com/watch?v=aMGUepa7OWM&feature=youtu.be&t=4850 Tiny snippet of footage - https://www.youtube.com/watch?v=F43QCQiuVcI&feature=youtu.be&t=511 Mai vs Es Footage from ArcLive stream https://www.youtube.com/watch?v=Yxna5kWWyGQ&feature=youtu.be Screens Possible Idle Stance - https://twitter.com/Shado_Onikkisu/status/772080492837531648 Mai Alternate Palettes - https://i.imgur.com/5Lh5Cdh.jpg
  19. Yup. Pretty sure they made it that way because of her story background. It's a pretty nice touch of detail on ASW's part ^,^
  20. Then you get a $1 AND a hug, lol.
  21. I'm swinging by the meetup this Friday, which means it's time for more exhibitions at my station!!! This week's main exhibition will be: WakeupDP vs Montreal, come enjoy playing against everyone's favorite player of Blazblue's Best Dad!!! Game? BBCPEX Rules? Win or Lose, WakeupDP stays on the setup and the other person gets up The end Where's it happening? My setup, which I will try and consistently make the setup next to the left of the stream station but if I can't, c'est la vie. When's it going down? I'm thinking 7:30-8 so most people will be there How long is it going to last? I was thinking about an hour but to be honest, it all really depends on how long WakeupDP can last without starting to get tired. Who can participate? A.N.Y.O.N.E. If you're new to the scene, I will probably go out of my way to make you play in this. I want to share my suffering fun times of when I first started playing BB at locals with WakeupDP ^,^ Special Prizes (Surprise!!!): Every time WakeupDP astral finishes someone, he gets $1 from me Every time someone beats WakeupDP, they gets $1 from me I'll have a limited amount of loonies on me so unless people are ok with getting money from me at the next meetup, special prizes will be limited Before the exhibition, I'll probably try and do DFCI arcade rotation again (Sorry about the lack of variety but I need that XP before CEOtaku ;.; Promise to mix it up afterwards). If there aren't takers for DFCI, might switch to Blazblue. After the exhibition, might try to run a Tamashi 11. Might try to keep things open since some people said they wanted to play Persona and try Skullgirls and I'm not sure if they'll swing by. @ReynTime180 if you swing by the meetup this Friday lets do a welcome back Tamashii 11 in Skullgirls. It's been too long since we've played ^,^
  22. Didn't have as much time to go over this time but few things I noticed Es Crush Trigger https://youtu.be/e0PhIh4aH4E?t=752 Single Projectile beats Jin's ice sword https://youtu.be/e0PhIh4aH4E?t=792 Mordred can be followed up in the corner by linking a normal https://youtu.be/e0PhIh4aH4E?t=799
  23. Es videos keep popping up so I decided to make a thread we can toss all the videos in so people can find them easier Welcome to the Es Video Analysis and Discussion thread. Here you can discuss and analyze Es footage. Match videos can be found on the Blazblue Video Database. Pre-Release Videos: Es Character Movie - https://youtu.be/VJkYnIf8eTw Es Reveal Trailer - https://youtu.be/U5Mx31N8OEU Shaky Cam Footage - https://www.youtube.com/watch?v=OTMm8u0WSP8 8/27/2016 Footage - https://www.youtube.com/watch?v=e0PhIh4aH4E Mai vs Es Gameplay - https://www.youtube.com/watch?v=Yxna5kWWyGQ&feature=youtu.be Es and Mai Footage from TGS - https://www.youtube.com/watch?v=w6vSEHpnXR4 Es Blazblue Match Video Database Link: https://keeponblaz.in/?char1=es Tutorial and Demonstration Videos: -
  24. Looks like we've gotten everything we're going to get out of the Round Start options topic for now. Lets revisit it again after console release. For now, I've compiled what we have so far into a work in progress of the Es Neutral Tips and Tricks Guide https://www.evernote.com/shard/s624/sh/da26ad0f-c4fb-4198-8e0b-15d0975f2396/1bb4df6425fe2302abe0231a0cd511f1 Also, I'm planning to compile everything into this Es Resource Database (Name may change to something more cooler in the future if I think of one). https://www.evernote.com/shard/s624/sh/f3b0f35c-1b9b-46e2-8100-6354a6825cd9/fdd4266ecf0c276c2b0561e4b2f683cd Now then, moving on to the next topic of discussion: Breunor. Let's talk about all the best ways we can make use of it. My initial post on it might be a bit wordy since it'll eventually migrate over to the neutral tips and tricks guide. Breunor comes in three different patterns: A single projectile, two staggered projectiles and a cross shaped projectile. Each pattern seems to have different purposes and their own pros and cons. Single Projectile - Still on the fence about this one. Seems like it's a happy medium between the other two patterns. The projectile travels slower and controls space longer than the cross projectile and doesn't lock Es into the animation as long as the two staggered projectiles. I wonder if there's any potential for it to cover an approach? Two Staggered Projectiles - The staggered projectiles control the space they travel through for a longer period of time. For the ground version, this is nice because it makes it harder for opponents to precisely jump over Breunor. They'll need to take a wider arc to avoid both projectiles either by super jumping or double jumping, which will in turn limit their options and make it easier to predict their movements. However, the extra animation of Es swinging her sword again can give opponents a better opportunity to punish us if they are already approaching from a different trajectory than the projectiles are traveling so we need to be careful. Cross Projectile - Travels the fastest and it goes fullscreen. Probably the most effective of hindering approaches of the three patterns because of these 2 factors. This is speculation on my part but it might also serve as a good anti-zoning tool as well. Visually, it looks like it should have a high enough projectile level to beat most other projectiles but it needs testing. Another thing I want to test is how it behaves on Counter Hit. Specifically, I'm curious if it has any extra effects like stagger, launch, etc. Right now, it seems to knockdwon on regular hit, which is good for getting a Bors buff or approaching. Using Cross Projectile Hit to get a Bors buff - https://youtu.be/OTMm8u0WSP8?t=185 Using Cross Projectile Hit to Approach - https://youtu.be/OTMm8u0WSP8?t=425 There's also tk and falling Breunors to consider, which will fly across the screen at just the right height to hinder both ground approaches and air approaches from lower heights. Feels like on block, you should have time to get a bors buff but I wonder if we recover fast enough for the blocked Breunor to cover part of an approach.
  25. The Es player actually did a Rapid Cancel before the airdash. Still a good route to consider if you have 50 meter though. Need to test that it works though. It blue beated in the video but it might've been that the timing was off. Movelist in the OP is kind of abandoned since her Wiki is up to date, complete with inputs for each command. I'll probably remove the movelist from the OP soon Some additional observations: Looks like I've found at least one alternative for a Round Start poke besides 3C. https://youtu.be/OTMm8u0WSP8?t=338 Erec Command Grab comboable meterless by linking 5B? https://youtu.be/OTMm8u0WSP8?t=343 Nice rough demonstration of how grounded Breunor can convince rushdown opponents to jump over the projectiles and kindly land on top our Anti-air. Needs fine tuning. In this case, it was fortunate the Ragna did air Blood Scythe or the Anti-Air might of missed. We could do jump up j.A in those situations though. Also need to test this tactic with the different kinds of Breunors (Single, staggered and double) https://youtu.be/OTMm8u0WSP8?t=386 He experimented with falling Breunor oki from j.2B enders a few times. Interesting. I'll have to think about the value of it more later this week https://youtu.be/OTMm8u0WSP8?t=389 Es Counter Assault that Myoro brought up earlier so people can see how good it is ^,^ https://youtu.be/OTMm8u0WSP8?t=393
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