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RurouniLoneWolf

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  1. Going to put her changes here in a seperate topic so they're easy for people to find. If you notice any hidden changes, feel free to post them here too. Translation Source - http://pastebin.com/hYWSgCjv f.S Recovery increased from 16F to 20F Hurtbox increased 2S Recovery increased from 18F to 22F Ghosts Now has a cooldown upon a Ghost being killed to spawn another Tension Gain next to the Ghosts reduced from 5 to 3 No longer gains Tension during the cinematics Servants Hurtbox increased Throw Ghost Attack Level reduced from 4 to 2
  2. Evernote link for easy passing around https://www.evernote.com/shard/s624/sh/f0d7825b-3650-468e-9e44-6c341c5601d9/bc29567a5e596bffb63ca67fa28f14ba Overview In terms of neutral, Kokonoe is a somewhat complex character. In terms of difficulty to learn and master, she's definitely closer to Rachel and Carl than she is closer to characters like Ragna and Jin. The path to mastering Kokonoe's neutral game involves a lot of learning how to create space, intercept pursuers and how to strategically use her Graviton drive. Only when you've gotten great at these skills will you be able to reliably use her Banishing Ray and fireball in neutral to help you cover an approach. Creating space Creating space is a key part of Kokonoe's gameplan because she has good tools to help her win the neutral game if she can create enough space to safely put them out. Creating space mostly comes down to two things. IABD Creates a lot of space but you're committed to it until you land Video Example - https://youtu.be/PatkpWA40Wk?t=40 Video Example 2 - https://youtu.be/PatkpWA40Wk?t=467 (Repeatedly) backdashing While it won't create as much space as an IABD, it does give you more control over how far you go and gives you a better ability to react to the situation as you retreat. Video Example - https://youtu.be/mfeTXorLZEA?t=1338 Video Example - https://youtu.be/mfeTXorLZEA?t=1593 Intercepting opponent's trying to chase As far as good pokes go, Kokonoe doesn't have many good options. A lot of your buttons aren't all that good at poking in a straightforward poke vs poke situation. So a lot of playing Kokonoe's neutral game comes down to learning how to move in ways that'll help you overcome the shortcomings of your pokes by taking advantage of the element of surprise. This will in turn give incentive to your opponents to be cautious of blindly chasing after you and will give you time to setup stuff like B Banishing Ray. Jump forward/falling j.B A good option to intercept pursuers at closer ranges. The jump forward is meant to make a poke whiff and then punish it with your falling j.B. Video Example 1 - https://youtu.be/PatkpWA40Wk?t=249 Video Example 2 - https://youtu.be/4lOjYdmzhJE?t=206 Video Example 3 - https://youtu.be/4lOjYdmzhJE?t=402 Video Example 4 - https://youtu.be/mfeTXorLZEA?t=1325 Jump Back > Air dash j.B A good option to intercept pursuers from further out. The jump back is to convince opponents that you plan to continue to run away and catch them off guard when you air dash forward. Video Example 1 - https://youtu.be/mfeTXorLZEA?t=1340 Video Example 2 - https://youtu.be/mfeTXorLZEA?t=1594 j.2C Another good option when you have 50 meter to rapid cancel on block because of how huge j.2C's hitbox is Video Example - https://youtu.be/PatkpWA40Wk?t=738 Dash 2A Probably her best option for a ground poke because 2A has decent range, quick startup and low recovery. Doing dash 2A after walking back, back dashing or air back dashing can be a great way to intercept an opponent trying to chase after you. Video Example - https://youtu.be/mfeTXorLZEA?t=1427 3C 3C has great reach and hits low, making it great to use as a poke sometimes. However, it's important not to overuse it. 3C might have great reach but its reach is only low to the ground. Opponents can jump over it and punish it more easily than most ground pokes. Choose your times to poke with 3C wisely and always make sure to have it well spaced to minimize chances of getting punished on whiff Video Example - https://youtu.be/agfXw8P4RZs?t=2803 Video Example - https://youtu.be/PatkpWA40Wk?t=1010 Video Example - https://youtu.be/PatkpWA40Wk?t=391 Video Example - https://youtu.be/4lOjYdmzhJE?t=333 Kokonoe's Drive: Graviton Kokonoe's drive is a subtle but very powerful tool in neutral. When used strategically, the graviton's that Kokonoe can place on the stage can be very useful. Perhaps one of her most useful Gravitons in neutral is 6D or j.6D. 6D/j.6D has a number of uses that can help you out a lot in neutral. It's primary use is to hinder approaches. By placing a graviton at the other end of the screen away from Kokonoe, the gravity will always be pulling opponents away from Kokonoe and will slow down the rate of their advance regardless of whether they approach from the ground or air. In addition to slowing their approach, it can mess up the opponent's spacing for their footsies. In situations where an opponent might usually perfectly space a ground poke or IAD jump in, they might find themselves just barely whiffing as the graviton pulls them away just those few pixels they needed to connect. Video Example - https://youtu.be/mfeTXorLZEA?t=1369 As an extra bonus, 6D can also be great in neutral as an emergency escape option. If you're being rushed down and don't think it's a good time to try and intercept the chasing opponent, you might consider using your teleport to escape to your 6D graviton Use set 6D to escape with teleport - https://youtu.be/mfeTXorLZEA?t=2262 Escaping during pressure - https://youtu.be/agfXw8P4RZs?t=2850 Another important use of Graviton's in neutral is using the activate special to push opponnents where you want them to go. A good example of this is the above situation where you use 6D/j.6D to teleport away from an opponent. If the opponent still insists on chasing after you after teleporting, you can activate the graviton you just teleported over towards to push them away and give yourself a chance to toss out something. In more tight situations, you can do stuff like super jump back > j.1D > j.236D to forcefully create space between you and your opponent Using activate to create some space between you and your opponent - https://youtu.be/agfXw8P4RZs?t=2179 While activate can be good for creating space, it can also be just as equally good at opening up your opponent though it's a bit more risky. Lets use an example situation where you've set a 6D/j.6D graviton and your opponent is still somewhat at the other side. If you have banishing ray down on the ground, you could try activating the graviton while an opponent is approaching you to catch them by surprise and force them into Banishing Ray. If they get opened up, you'll get a full combo, corner carry and oki. If they blocked, then you have a chance to start pressure or throw out a fireball. In situations where you don't have a Banishing Ray down, you can also try taking advantage of activate surprising opponents and messing up the spacing to open them up with a dash 2A or a well spaced 3C. However, as mentioned earlier, activate can be a risky option to use offensively. On the one hand, a good activate can open an opponent up but if you misjudge your opponent's intentions, a bad activate can also end in you getting opened up or it could end up putting the opponent right next to you, where they want to be. Be sure to use it very wisely. Something you should also look out for is matchup specific uses for the graviton's pull and activate's push. A good example of this is Arakune. For a character like Arakune that wants to be in the air, you might consider using 3D instead of 6D just to weigh him down and keep him at lower heights where he'll be easier to reach. Banishing Ray B (22B) Because sometimes you need to forcefully draw a line in the sand to make people understand that you don't want them in your personal space. This is usually the end game of successfully creating space between you and your opponent. Banishing Ray B is a strong option to discourage people from approaching Kokonoe. On block, it'll let her start pressure and on hit, it leads to a pretty damaging combo as a starter. Opponents won't be able to approach without being very cautious. While Banishing Ray is keeping them at bay, this is a good time to summon a fireball and use a graviton to guide it towards an opponent to cover an approach. Video Example - https://youtu.be/agfXw8P4RZs?t=2235 Although Banishing Ray is hard to get around, quick movement can still be used to get around it without being harmed. Air dashing is the best and only option for most but other characters may have more options. Characters like Taokaka and Valkenhayn that have extra movement options and speedy movement can make strategic use of these options to get around Banishing Ray. Video Example - https://youtu.be/agfXw8P4RZs?t=2306 Also, make sure to always remember what you learned about creating space and intercepting people trying to give chase. Without this as a basis of your strategy, it's easy to choose poor situations to try and put down Banishing Ray B that can easily result in you getting hit out of placing it, followed by a punishing combo. Video Example - https://youtu.be/agfXw8P4RZs?t=2760 Dealing with Air Approaches 6A Kokonoe's Anti-Air. Great vertical reach but lacking in horizontal reach. You'll mostly want to use this in situations where the opponent has to commit to the jump in. Video Example 1 - https://youtu.be/PatkpWA40Wk?t=759 Video Example 2 - https://youtu.be/mfeTXorLZEA?t=1403 Jump up j.A Ora! Ora ora ora ora ora ora ora ora ora ora ora ora ora! As far as air to air normals go, Kokonoe's j.A is pretty good as far as j.As go. It has a wide hitbox so it's hard to whiff. It's multi hitting so it's pretty easy to hitconfirm into a full combo. Best used in situations where an opponent doesn't really have to commit to doing a jump in when they're in the air and at horizontal spacings where 6A will whiff. Video Example - https://youtu.be/PatkpWA40Wk?t=898 Video Example 2 - https://youtu.be/4lOjYdmzhJE?t=443 Video Example 3 - https://youtu.be/agfXw8P4RZs?t=2850 Jump up j.B Also a good option for dealing with air approaches. It's 2 hits so it's easy to hitconfirm like j.A. Unfortunately, it doesn't have as wide a hitbox as j.A though, especially in the vertical reach aspect. A lot of times it's better to use j.A. That said, j.B is a more damaging starter compared to j.A and can be worth throwing out in situations where you recognize that j.B will connect. Round Start So, lets cover her round start options which should now make a lot of sense now that I have explained all the pieces of Kokonoe's neutral game. Microdash Barrier Microdash barrier is a good basic round start option to dash under people trying to jump or IAD towards you expecting you to try and run away to put down Banishing Ray. Depending on what they did, you might be able to punish them on reaction to what they were doing or start your own pressure. Microdash Barrier > 2A Small variation of the above tactic. This one aims to catch people being passive at round start to see what you do. If you confirm that they're doing just that during your microdash barrier, toss out a 2A to try and get pressure started early. Video Example - https://youtu.be/mfeTXorLZEA?t=1450 IABD Attempt to retreat to create space between you and your opponent. During this time, be sure to confirm the situation Video Example - https://youtu.be/mfeTXorLZEA?t=1366 IABD j.C A variation of the above tactic. During the instant air backdash, if you see that the opponent is chasing after you from the air, use j.C to catch them Video Example - https://youtu.be/PatkpWA40Wk?t=1159 IABD j.6D Another variation of the core instant air backdash to create space tactic. This one has you setup a j.6D graviton at the end of the air backdash to hinder any attempts to chase after you Video Example - https://youtu.be/mfeTXorLZEA?t=1511 IABD > confirm that the opponent isn't chasing > land 22B Another variation of the core instant air backdash to create space tactic. This one focuses more on what to do when you've successfully created space. During the instant air back dash, observe what the opponent is doing. If they aren't chasing you, then you can put down Banishing Ray Superjump back > 6D > Use additional air options based on situation Instead of instant air backdashing, super jump back and summon 6D. While this is happening, you can confirm the situation to decide how you want to retreat with your remaining air options. This option is more dangerous than the IABD routes because it's slightly easier for most of the cast to reach you but it can be a good option to use against people who have already been trained to expect an IABD and are already expecting to have to chase you back pretty far. https://youtu.be/agfXw8P4RZs?t=1738 Walk Back and Observe A low commital round start option. It won't create space or put you in a position to go on the offensive but it will put you in a good spot to react to round start jump ins with 6A as well as give you a chance to see just what sort of things the opponent likes to go for at round start.
  3. Yeah, it kind of sucks to get nothing but nerfs in a rebalance patch. Kind of wish they gave us at least one new thing to play around with in exchange but oh well.
  4. Making a new video thread for the rebalance patch. Thought it was necessary since some characters she'll be facing got some significant changes. I'll add a link to keeponrock.in when 1.03 gets added to their version filter. Feel free to post vids and talk.
  5. Hidey ho. There's been a Dizzy discord chat for a while now so I thought I'd make a topic in the character forum to make it even easier to find. Hope it helps Discord Link - https://discord.gg/010mhBiZ6iFf6edGL
  6. She already has one https://discord.gg/010mhBiZ6iFf6edGL Guess I'll make a thread so people can find this more easily
  7. That sounds pretty cool. I'm curious what the general difference between the two versions will be.
  8. Evernote link for easy passing around yatta yatta yatta https://www.evernote.com/shard/s624/sh/b4b08e49-3c2e-418d-a88b-f128c26244df/233f24638caf2d3644fb5b74952dc002 DISCLAIMER: Because Nine is a new character, this Mixup guide is very much still a work in progress. I'll be adding stuff to it as I see stuff in match videos and as new tech gets developed before and after console release. If you see anything especially good, feel free to contribute by leaving a reply in the Dustloop thread!! Overview Nine's mixup and pressure revolves around the strategic creation and use of her spells. Spells for oki, a spell for a quick overhead, spells to reset pressure. Nine has a lot of options she can make use of to create many different blockstrings that'll allow her to go for different mixups and keep your opponent guessing. Tools 2X All variations of 2X hit low so they can be used for low mixups 3C Main low mixup 3C is also pretty good at catching roll techs in cases where you end with ground Crimson Raider instead of an oki tool Video Example - https://youtu.be/dTwvj2_ED3g?t=418 5B Can be used after being pushed out from a blockstring to try and catch people trying to do something on the ground Video Example - https://youtu.be/dTwvj2_ED3g?t=523 6C Can be used after being pushed out from a blockstring to catch people trying to jump out of pressureCrimson Raider (214A) Not really used often but if you're feeling pressed to keep the pressure on and you're getting pushed out, you can do 214A > RC to close the gap and reset pressure. Navy Pressure (214C) Typically not used as an overhead because of its slow start up but because it tracks, it can be good for catching people trying to escape pressure. Kunzite [FFW] Nine's best overhead. More on this later Taaefite aka Fairy [WWF] Used as an Oki toolUvarovite Used as an Oki toolAmethyst of Massacre Good tool for resetting pressure or to push opponents into trying to jump out of pressure where you can try and catch them with a 6C AxN While typically an anti-zoning tool or a combo tool to make it easy to combo into Flame Punisher to end a round, the wind spells can also be good for a frame trap when you've pushed your opponent out far enough that they think they can try to do something. Max range 5B > 5B blockstrings are the best place for this. On hit, you can special cancel into Navy Pressure (214C) for some extra damage. Video Example - https://youtu.be/1bDVc_2klQM?t=1907 Fairy Oki Note: Although the spell is formally called Taafeite, I'll be calling it fairy oki because I feel it's easier for people who don't know the character to recognize off the bat similar to how it used to be easier to say Rachel's Pumpkin rather than say Impish Gypsophilia Fairy oki involves syncing up with the consecutive attacks of the fairy to try and open your opponent up or create another spell that'll help you extend your pressure or go for a mixup. The most important thing to note is that the first attack of the fairy won't hit meaty. Opponents can jump out of fairy oki if you don't give them incentive to stay put by pushing a button. Fairy oki tends to be better in the corner. Not just because the opponent has less places to run but also because Nine starts with closer positioning to the opponent for the oki, giving her a lot more options to go for compared to midscreen's spacing. At midscreen, you'll usually have to focus more on opening opponents up by controlling their wakeup options and keeping them from jumping out of your pressure instead of focusing on high, low, throw sort of stuff. j.2A Mixup If you're at a spacing that you can go for it (usually the corner) and you've properly trained your opponent not to attempt to jump out between the fairy's attacks (4X frame traps), you can try to go for a j.2A overhead mixup. The key here is to sync up your jump up j.2A so that the fairy will either keep you + on block or allow you to convert it into a full combo on hit. j.2A Mixup Example - https://youtu.be/gvc196YqU6k?t=2742 4X frame traps In the corner, doing 4X frame traps are a pretty simple way to sync up with the fairy's attacks and stop people from trying to jump out or push a button. At the same time, 4X's better recovery doesn't force you into committing to a full blockstring so you can do 4X > (Fairy Attack Hits) and then do something else for the next fairy attack if you decide not to do 4X. 4X frame traps into Kunzite Take advantage of the 4X frame traps to create the Kunzite spell to use as an overhead. Example - https://youtu.be/dTwvj2_ED3g?t=94 Alternate example that doesn't use 4X normals - https://youtu.be/1bDVc_2klQM?t=2651 Fairy into more fairy Use the normals you'll use to sync up with the fairy's attacks to create another fairy and throw it out to extend your pressure even longer Video Example - https://youtu.be/dTwvj2_ED3g?t=1029 Meaty Crimson Raider during Midscreen Fairy Oki Catches Backdashes and beats roll techs? I need to test this on console release to be sure but I'm leaving it here since I see it enough that I feel like it's important to have in your tool belt. Video Example - https://youtu.be/Q3Wxt2jCYWw?t=28 And finally, a neat Cross Up setup during Fairy oki I saw Saki do and felt like it was worth highlighting to emphasize you have a lot of freedom for the mixups you can go for...once you've convinced your opponent not to try and get out of fairy oki Video Example - https://youtu.be/Q3Wxt2jCYWw?t=236 Uvarovite Oki Instead of syncing up with multiple consecutive attacks at specific intervals, Uvarovite is good for trapping people in blockstun for an extended period of time. You can use this long blockstun to hide finishing creating a key spell or go for a mixup. Uvarovite oki can be tricky against chars with good movement options midscreen like Hazama, Valk, Tao, etc. They have better options for getting out of the large area of effect of the Uvarovite and can be trickier to keep in the blast radius in some situations, especially midscreen. Andradite during Uvarovite into jump forward low to the ground j.2X Use the normals you use to keep the opponent blocking until Uvarovite comes out to make the Andradite spell. Then throw the Andradite spell and hold the D button. Then jump forward and release the D button to let Andradite explode as the fire shower comes to an end to trap the opponent in blockstun longer while you go for either a low to the ground j.2X overhead or empty jump low. Video Example - https://youtu.be/dTwvj2_ED3g?t=546 Kunzite at the end of Uvarovite Take advantage of Uvarovite hiding what you're doing to finish creating the Kunzite spell and go for an overhead mixup Video Example - https://youtu.be/dTwvj2_ED3g?t=1401 Slightly different Kunzite example where you already have Kunzite formed and use Uvarovite to hide using it Video Example - https://youtu.be/s4tlyxXGgM4?t=2527 Crush Trigger hidden by Uvarovite Take advantage of Uvarovite hiding what you're doing to open the opponent up with a Crush Trigger. This option can be especially because of spells like Andradite and Nephirite's ability to burn through the opponent's barrier. Video Example - https://youtu.be/dTwvj2_ED3g?t=1039 Throw just before Uvarovite comes out Taking advantage of the opponent being very defensive and expecting to do many other things like the stuff above to just land from a jump normal and throw them just before Uvarovite comes down Video Example - https://youtu.be/1bDVc_2klQM?t=2414 Oki with Kunzite in Stock Even though having Kunzite in your active slot doesn't really lend anything to your oki in the same way that Fairy and Uvarovite do, I still feel like it's worth noting because of how many good options you have at your disposal. With Kunzite in your active slot, you can structure your pressure in a way that you can use Kunzite at any time in the blockstring in addition to being able to do stuff like just using it right away or jump/super jump above the opponent and using Kunzite. When Nine has this much control over when to use Kunzite, Kunzite as a mixup can be especially scary if the opponent has not prepared themselves. Kunzite Kunzite is one of Nine's best ways to open an opponent up so it's very deserving it's own section to highlight some of the best mixups to go for. Raw [FFW] This can be an especially good mixup just because of all the places you can choose to use Kunzite when you have it ready on your opponent's wakeup. Video Example 1 - https://youtu.be/dTwvj2_ED3g?t=1010 Video Example 2 - https://youtu.be/dTwvj2_ED3g?t=1395 Jump/Super Jump up above the opponent j.[FFW] I'm not 100% sure from just looking at it but I'm pretty sure that with proper timing, this Kunzite setup will either be a same side or cross up mixup that's tricky to tell which side it'll be on because of Kunzite's animation and how it stops Nine's jump momentum. Needs more investigating at console release. Video Example 1 - https://youtu.be/dTwvj2_ED3g?t=520 Video Example 2 - https://youtu.be/dTwvj2_ED3g?t=923 4/5A > [FFW] An interesting blockstring route where you're able to form the Kunzite spell from an A normal. It gives you almost as many options as having Kunzite ready on your opponent's wakeup since from 5A, you can still chain into 5C and 3C for additional points where you can go for the Kunzite mixup. It's more situational than Kunzite oki though. This blockstring route requires that you have either only 2 fire elements in your active slot or that the last two elements to enter your active slot were fire elements. 5A example - https://youtu.be/dTwvj2_ED3g?t=65 4A example - https://youtu.be/dTwvj2_ED3g?t=303 j.2C > land [FFW] This is a good blockstring because it gives you a similar situation as low to the ground IAD jump normal overhead or empty jump low. After the blocked j.2C, you can use Kunzite as your falling for an overhead, land 2X for a low. Or even land Kunzite. However, this situation is somewhat hard to get. You'll need proper spacing to do jump forward j.2C without getting anti-aired. You'll need either just a single element of fire and water in your active slot or for the last two elements in your active slot to be them. Video Example - https://youtu.be/dTwvj2_ED3g?t=691 Kunzite in the middle of Andradite explosion This is mostly an interesting setup because it highlights how Kunzite can take advantage of opponent's already being overwhelmed by Nine's other spells that they forget to look out for Kunzite. In this example, the fact that you finish creating the Kunzite spell in a position close the opponent makes this extra good for similar reasons as having Kunzite ready on oki or being one 2/5/4A away from creating the spell. Video Example - https://youtu.be/dTwvj2_ED3g?t=158 Morganite Unblockable? (...???) A lot about Morganite Unblockables is still a mystery (at least to me!). What we do know for sure is that we haven't seen much use of it in high level play from players like Saki, Fumi, Sadie, etc. It could be because there's an easy answer to escape it but we don't know for sure. For now, I'm just going to leave a few examples of the unblockable setup here and hope for more information or developments at console release Example 1 - https://www.youtube.com/watch?v=1bDVc_2klQM&feature=youtu.be&t=2159 Example 2 - https://www.youtube.com/watch?v=1bDVc_2klQM&feature=youtu.be&t=1024 Pre canned Blockstrings A few noteworthy blockstrings that didn't really fit into any of the other topics. Enjoy! falling j.A > 4C > 3C > [FFW] Video Example - https://youtu.be/dTwvj2_ED3g?t=522 falling j.A > 4C > 2C > [FFW] Video Example - https://youtu.be/dTwvj2_ED3g?t=764 5A > 4C> 2C > 3C A good blockstring that takes advantage of 2C and 3C looking very similar. A typical blockstring into Kunzite can be done from 4/5A > 5C > 3C. This blockstring takes advantage of this fact and aims to open people up by sneaking in a 2C before the 3C so that opponents will get opened up by 3C low when they try to stand up to block Kunzite. This blockstring only works if you start your pressure right next to your opponent though. Any further and the pushback from the previous two normals will probably push you too far for 2C to connect in the blockstring. Video Example - https://youtu.be/_6Nug1EBbBg?t=1963 Anti-Overdrive Raid and Exceed Accel Corner Uvarovite > Andradite Anti-ODR and Exceed Accel Setup This is a neat anti-Exceed Accel setup. Normally, a blocked Exceed Accel isn't punishable. However, Uvarovite and Andradite have so much activate frames when used back to back that an opponent will definitely be caught by them once the invuln runs out on their Exceed Accel. Video Example 1 - https://youtu.be/Q3Wxt2jCYWw?t=1169 Video Example 2 - https://youtu.be/Q3Wxt2jCYWw?t=1811
  9. Thanks for the added info Tokkan. Interesting. So, she seems to have a third distortion. I'm surprised the theme is a new track as well. I thought it was the same as one of the XBlaze tracks but it might've just bene the general tone that's similar. I'll have to give it a better listen later.
  10. Things I noticed General - Looks like her theme is one of the XBlaze tracks. But they could've just used it for the trailer only - D Normals seem like the only normals that create the crests 0:33 Es' Anti Air? For now, I'm thinking it's 2C. Seems to have a LOT of vertical reach, which is pretty nice. The followup D feels like 5D and it feels like it can be charged a bit. In the followup crest art activation, we see this particular crest art being used as a combo extender. https://youtu.be/U5Mx31N8OEU?t=31 0:40 This is pretty interesting. We see Es activate the crest art after her leap forward slash. She probably can activate crest arts without the followup animation and she has at least bit of freedom in terms of timing to activate it https://youtu.be/U5Mx31N8OEU?t=39 0:42 Her Mordered rush slash special but it looks like it causes the opponent to twirl/spin like they got hit by a Persona AOA on the second hit. Strange 0:44 There's a big sweeping downward slash normal that looks like it can be good for catching jump outs. Possibly 6C? We also see the buffed version of her Air Griflet DP doing a downward strike that seems to ground bounce and allow her to combo into a falling air normal to extend the combo https://youtu.be/U5Mx31N8OEU?t=44 0:51 Palamedes Distortion? Wasn't expecting her to rush forward like that. https://youtu.be/U5Mx31N8OEU?t=50 0:55 Lancelot Exceed Accel. The attack to activate it is an upward kick that doesn't look like it has much horizontal range https://youtu.be/U5Mx31N8OEU?t=55 1:02 Another example of a crest art activation being delayed and allowing a combo extension. We also see one of her air Drive normals in the followup air combo knockdown and allow her to continue her combo. Not sure if it's actually a normal or the crest art activation of the previous ones though. https://youtu.be/U5Mx31N8OEU?t=60 1:05 Percival Distortion. Even prettier in motion https://youtu.be/U5Mx31N8OEU?t=64 1:13 Get to see a drive normal that hits all around and OD version of Palamedes seems to be a true projectile though it might be the use of a different button causing it. The move properties were said to change based on the button pressed https://youtu.be/U5Mx31N8OEU?t=74 Overall, she's looking pretty solid. Looking forward to impressions from the Dengeki Event
  11. I wouldn't know since I've never tried this combo in CPEX and I'm kind of surprised it even works. But my guess is that this combo will probably drop from more practical starters like 2B > 5B or 5B > j.3DB > j.C when you hit SMP. More importantly, easier is relative and differs from player to player. In this particular case, I won't really say that the 236A > microdash 3C > 214C combo route is more challenging in terms of execution so long as you can already do microdash stuff. The only issue here is timing, which can be learned more easily compared to execution. You just have to play around with it. But if you're having that much trouble with the microdash 3C, I wouldn't bother learning the route. You can do the route you listed with the double 6A > 4B no problem in CF because of the changes to SMP so it isn't a big deal in the long term if you can't do the microdash 3C. Feel free to even just do one 6A > 4B > 5CC for now in CPEX if you run into issues doing it twice. You won't get as much damage but it's not that big of a deal. Being able to do a combo from beginning to end very consistently is more important than optimizing damage at the end of the day. EDIT: Quick clarification! The double 6A > 4B part will work in CF from some routes but the overall route itself will be different!
  12. hmmmm, that's not the right combo to practice in CPEX. In CPEX, 6C under the effects of wind will float the opponent and give good corner carry. So let's change the combo to something closer to her midscreen BnB in CPEX 5B > 5CD > 6C> j.C > microdash 6A > 236A > microdash 3C > 214C > dash 6A > 4B > microdash 5CC https://youtu.be/o2uLwtFNulc?t=84 Next, try this combo and use the video example I gave as a visual guide as you're doing it (There's an added 5B > j.3DB > j.C at the beginning but you can skip that for now if you want) In particular, take careful note of how 236A hits the opponent at the height of its arc because it's going to make your life easier for the microdash 3C afterwards. Play with the timing of canceling into 236A after 6A to get the desired juggle you want.
  13. booooooo, got my hopes up for nothing. lol, just kidding. Now we must both suffer that day playing the "fun" game of mashing F5 on our twitter feeds and Dustloop page to see if anyone found any new information at the event.
  14. Hard to tell if it'll be comboable from these screenshots. It's hard to tell the trajectory Es and Ragna will travel after but it could work out to be something like that or require an RC Any stuff is better than no stuff! Don't push yourself to get anything though if you aren't allowed to take footage. Wouldn't want you to get kicked out of the event ^,^
  15. hmmm, you might be right that it isn't a followup animation. It's hard to tell. Well, we'll know for sure in about 3 weeks at the Dengeki event where she'll playable...so long as the 100 people who get to play her tweet about it ;.;
  16. Looks like activating the crest art does have a followup animation but much more interesting is the delay between the initial strike and the crest activation. Definitely feels like there is frame trap/pressure reset potential here as I suspected from the Crest Arts description. I wonder how far they'll emphasize it though. They might make her high low game weak and just make crest art activation her main tool for opening people up. Curious to see how this works out Also, looks like Es really does have command grab, Type-Assaulter "Erec". (The whiff animation really is super adorable and cute!) Source = Tokkan's Tweet
  17. Greatfernman tweeted an evernote translating the scans. It's mostly info we already have in somewhat more detail but he did translate the battle planner's impressions of Es as well and in it, they mention that Es' air dash is an arc trajectory https://www.evernote.com/shard/s296/sh/59884249-6b3e-4db1-8eee-57a18508d780/e128facebe6f8babe769399155e83534
  18. Her install super looks pretty ^,^ Also, seems like Bors gives both a visual buff to Es and she gets an icon in her HUD. Variations of the projectile seems to control a good amount of space as well.
  19. There probably isn't a way on PS4. It was the same for Sign. You'll have to create a room with a password/search key and give it to your friend(s).
  20. Slightly less challenging. Unlike most other characters like her, she has some pretty good buttons that make playing footsies a little easier and her combo theory is also pretty straight forward. I would recommend watching some footage of Mike, Shuumatsu and Kakishi in the video thread and seeing for yourself what you're getting into.
  21. Updated the guide. Saw some good examples of setting up Celestite and Morganite in the last batch of Saki footage released this week and have added more examples for both these spells. It should be. I think the combo timer just ran out in awkward spot between the first hit of the super and the second hit against the training dummy not set to block .
  22. Leaving this here before it gets lost in the News and Gameplay Discussion thread. Es will be playable at a Dengeki event on July 24th for 100 people There was mention on the Dengeki stream that her PV was not ready in time for the stream so we might see that or get info from Famitsu articles before this.
  23. I think you're thinking about how to approach learning a character with the wrong structure. The true reality is that you are expected to learn everything in parallel. You shouldn't be waiting to practice other stuff. Though you will be practicing everything in parallel and improving on each over time, there is indeed an order to things but this order is more in terms of priority of how much time you should be investing. IMO, this priority is Neutral > Mixup + Pressure > Combos. Combos fall at the very bottom of your list of priorities and you should not feel pressured to do full combos starting out. A 2-3 hit combo into knockdown is more than enough to allow you to practice the much more important aspect of mixup and pressure. Oh, there's one more thing I have to say in response to the part of the statement I underlined. You should consider carefully what you use to track your progress as a player. Your opponent's health bar and whether you win or lose are both very poor indicators of your progress with your character. You need to shift your attention away from these things and focus it more on how you played throughout the match.
  24. Discuss everything gameplay related that doesn't fit into another Es thread here. Also, be sure to follow the site rules. ----------------------- Es Information Making this since the stream with Es' VA is tomorrow so we might get new info. I'll be compiling Es info here in the OP.
  25. Announcement trailer was pretty cool. The PS Blog post had some extra gameplay details about a Gear System. Seems interesting but strange to me. I'm curious how they'll balance it out for competitive play. Also, in terms of characters, so long as they've got Superman (Pretty much a given he'll be in), Nightwing and Zatanna, no one at NRS needs to get hurt.
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