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Everything posted by Anne
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P.S. this is actually pretty difficult, on some chars you have to really adjust it and I saw Yume do a microdash to do it once.
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Um, so I decided to mess around with 6B > j.236B(w) > 5B and it turns out it is totally easy to do and totally worth doing. Here's a couple routes: Midscreen: 6B > 5B > 6A > 236CC > j.D~B > 5C > j.236B > j.D~A > j.4D~A > 6C > 236A > 5D~A [2159/15] Corner: 6B > 5B > 2C > 5[C] > 6C > 4D6~B > 6C > 236AA > 5D~A > 6C > 236C~B [2531/18] Better corner: 6B > 5B > 2C > 5[C] > 6C > 214D > j.D~C > j.D~A > 6C > 4D6~B > 6C > 236CC > 5D~A [2803/thanks XDest] It's not a whole lot, but it adds another thing for people to worry about in your pressure and gives them an incentive to stand up. I'll make a short vid later showing it off and explaining why I think it's pretty good to use, unless somebody comes up with a better route or wants to go ahead and record a vid.
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I really wanna play this more when FB comes out.
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I can come and play some Persona.
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At level 2 it becomes a counterhit which causes the groundbounce, and it level 3 it becomes a Fatal Counter which causes a lot of things to happen. It all depends on the momentum Rachel has when 2C hits, that's what changes the level. Level 2 is common enough after j.C2D double jump 2C, the wind gives you the momentum to hit level 2.
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Like, I said, idk if it actually is easier but it helped me a ton *shrug* it definitely keeps you closer though. On another note, what do I do to get Azrael to respect, um, anything? I was playing with one tonight and he can just reaction DP like everything, including frog oki.
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I wouldn't really recommend j.2C > pumpkin over getting somebody on the ground and ending in 5CC > pumpkin and/or frog or even just 3C > stuff. The general idea of midscreen corner carry and ending combos in ways to get pumpkin/frog out is all there though. Rachel's damage is low generally, but her mix up and set ups make it so you'll get a ton of hits. Another thing is a lot of her combos she can keep doing on the ground to build wind back as she combos, so there's that too.
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It's really more about delaying the 6A than the wind. I should've worded that better lol. I went from hitting it maybe 40% of the time to like 80% of the time, but maybe it's just something that helps with my timing personally *shrug* I think it's worth giving a try at least. Delay the 6A, not the wind. I'm not having too much of an issue with her combos (except on netplay, holy balls >.>), the microdash was an issue until I figured it out and I was managing with slightly less efficient combos before. The corner stuff is really easy, it'll just take time to remember what works on who, but we'll all get it. My issue is learning neutral being new to BB and characters that don't have dumb buttons/damage, but it'll come with time. She's not all that hard, just awkward and momentum heavy. P.S. thanks for mentioning j.2AD is how you get the fuzzy, I was wondering why I couldn't quite get that. Still need to work on confirming it a little.
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For guys having trouble with 5BD > 6A > 66 > 5B > things, try putting more of a delay between 5B, 5D, and 6A before doing the microdash. It's making things way easier for myself.
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The second one is a little wonky/inconsistent and more character specific. It actually gets more damage, has more carry etc. but on certain characters it either gets really difficult or the 236A doesn't hit late all the time or they get really far away for the 3C to connect etc. So, basically the first one is just way more consistent.
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I'll be there but I am ass at GG so Idk how that will go lol A lot of the ASW players won't come until Sunday -.-
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Don't forget you can start combos and do 5B/6B > 3D > j.B > j.C > 5BD etc and drag people 3/4 of the screen to throw them in the corner. The good news about the new combos filled with dashes is you spend a ton of time on the ground so you can get ridiculous corner carry and build back wind towards the end. If you do the full ender from 5B you get like 1.5 wind back, the other ender I use is a little more. This is by far my favorite thing about the new combo paths. At this point I have most of the combos down (corner loops are pretty easy) but my neutral is ass since I'm new to BB and characters like this ;w;
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I'm getting this consistently on most everybody, the only problem was getting 6B instead of 5B after the 6A, but if you buffer the dash super early it's not terrible. On some chars I can get 5BD > 6A > 4B > 5B > 6A > 236A > 3C > 214C > 5CC consistently, but others the timing gets wonky -_-
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So we should probably start getting KoB things in order, I haven't really seen anybody talking about it -.-
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Jackie, I'll explain this all on Skype, there's no reason to post it all here -.-
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They have SMP on them, they just count as different moves for the sake of getting the SMP glitch. And I might've messed up, the second hit might count as a different move for each version. If you go look through the combo thread Severin and a couple other guys explain it all back around when it was being discovered.
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I used to work in game retail when a competitor I knew got slammed for breaking street. Usually if street date is broken there was something shady in getting it or an employee decided to be really dumb, usually both. No retailer is gonna straight up break street unless you know somebody there really well, hence why if you need to ask it probably won't happen. Also, most pubs don't care if you go online pre street date. There are some instances though (see Halo) where people started getting banned and junk though.
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From my experience if you have to ask that you're not finding a place that'll break street, and this probably isn't the best place to ask about it.
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It is actually SMP. Megido has 2 different parts that count for proration, when they get sucked in and when they get spat out. So 5AA(2) > j.C(3) > SB Megido(5) > j.B(6) > j.2B(7) >214A(8) > 5B(9) > 236C(10 BEFORE the last part of the Megido) > 214A > 236D 2AB(1) > j.B(2) > 2A(3) > 2B(4) > j.C(5) > SB Megido(7) > 214A(8) > 5B(9) > 236C(10, then SMP kicks in) > 214A > 236C The first part of different Megidos also count as different moves for SMP, so there ya go
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I lost in VSav to not having played the game :S I'll play a bit more and try to get into it. Kinda in a weird spot of just fiddling with stuff since P4A is starting to hit a point of blegh for me.
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Thanks for coming out and being on point today guys.
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From Omex's Doc: So there is some stuff. The only thing that screams to me here is being able to Orgia boost twice. That seems absurd if it ends up being true.
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So here's the movelist to glance over, added it to the OP: http://sp.p4u2.tv/chara10.php?id=ag Most everything is the same, just hover is the 2A+C input, Air Boost (the weird new command movement in the air) is Air A+B, and 236236A/B looks to be Orion, the grab super. 214A/B is also air okay now, so I guess you can see that there too.
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Here have a gimmicky set up: You can set it up in Orgia still and still chase back tech, it works outside the corner and stuff. Nothing really special, just a funny gimmick. People like to neutral tech to avoid resets like that lol