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Everything posted by Dazardz
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And with some retarded damage. :/ But I'm totally with the idea of changing his drive. Mash 2D during blockstring to get a free counter... I have to use my brain against this character, using my brain in a fighting game is not fair
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Well this makes me very excited. Very. Am I correct when this means that Kagura's blockstrings aren't incredibly bad anymore? By this I mean that I don't have to rely on oki to get a decent mixup. That would be very good. Awwww. Well, as long as I can still deal high damage in certain situations. Best. Thing. Ever. I hope I don't have to play patiently against Ragna anymore. Sad to hear that this patch is probably gonna take some time to reach Europe, but it'll be worth the wait. Edit: The post of translation corrections make me sad.
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Well my playstyle doesn't suit my character at all. Defensive. I had a history of playing zoners, but now I main Kagura for this game. While I obviously don't zone with him, I play defensive. I really am not used to this heavy rushdown stuff...
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This is disappointing. From the loketest notes, I heard it was both Mahamaon and Mamudoon on the screen at the same time. Oh well. Edit: Any info on whether we can still OMC 5C?
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I was also in the lab with Amane today, because I wanna learn the guy. I was just messing around with combos, and I found a setup after throw. I have no idea if it is practical or not, so I wanted to post it here. May have already been found. Throw > 236D~D > 5C (1) > 6C (6C(2)) > 236D~A. DMG: 2040. This can also be changed a little for a bit more damage. Throw > 236D~D > 5C (1) > 6C (6C(2)) > 236D~D > 2B > 6A > j.B > j.B (this is hard to get) > 236C. DMG: (I forgot lol) Then you can also do some basic things like: Throw > 236D~D > 5C > 623C. DMG: Around 2600, I don't remember that. It's about 100 more damage than the usual Throw > 623C. Throw > 236D~D > 5C > 6C (6C(2)) >236C. Getting the 5C after 236D~D is super hard, but actually pretty easy once you get used to it. I was testing this on Azrael at the time. Your also going to have to hit the opponent with 5C as early as you can to land 2 hits of 6C, against some characters. Only one hit of 6C will hit the opponent if they are a small character like Carl (because I really only tested this on Az and Carl). Aside from that, I'm going to learn more Amane because it's fun drilling people to death in 20 seconds once you hit level 3. Edit: I'll get a video up sooner or later. Another edit: You can 2 hits from 5C on Tager making it easier to hit him with 6C :D This combo might not even be practical though.
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Only bad experience I've had with Noel so far is on ranked match, a Noel spamming 2D. It was laggy, and Kagura's stage can't handle lag that well. Also, he skipped the intro. So yeah, I couldn't beat that 2D and I got killed pretty quickly. I did get hate mail for using an 'unblockable loop' with Nu. Like, WTF!? I swear the guy couldn't block, I found out that he was talking about me constantly using 5D from far range whenever I knocked the guy down, because he just never blocked!
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They were probably scared of that in the first version too, but Elizabeth was still able to deal a huge amount of damage. I will seriously not mind only having access to those buffs only in awakening IF she is able to control neutral as if she were Kokonoe.
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Tsubaki? How could anyone hate TSUBAKI!? Any hate mail received for using a character would/should only be directed to Kokonoe, Tager and Hakumen really. Why would you get mad at a mid-tier character like Tsubaki? A pet-peeve of mine is AFK. Because the moment they come back and the time is almost up, they get that good combo and win the match, while I have waited there for about 60 seconds and I didn't even use 5A once.
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I have not played Persona 3 in a LONG time but I can get what you are saying. But in this game, I think ASW ruled that logic out and made SB Hamaon/Mudoon actually both Mahamaon and Mamudoon put together. Makes no sense but Elizabeth can't destroy each character in the cast with 1 strike, nothing should make sense.
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So, Elizabeth, the ultimate runback character? Which in fact was just an instant kill combo? If this is practical, I think Liz has a really good chance, come on, 150 meter is a lot but this combo could pretty much be done anywhere on the screen with almost any starter. I like this. I still haven't seen Mahamamudoon anyway, or however you say it.
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That is actually a great idea, like really good. And I got some time to watch Damosu against that Kanji player. Since Damosu was able to resist getting hit after Mind Charge, he regenerated a lot of health. And he seemed to be really in control. Maybe if there was a better Kanji player, I'd like to see how it went. Nevertheless what Luminos is saying, is absolutely true. I've tried to get across the point before, and got shot down for it, but I'll try to say it again.(Tell me if I'm wrong.) Elizabeth isn't any better because every other character has got decent improvements, and the buffs Liz got is not good enough. She also lost some decent things, like huge damage.
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This one line knocked a lot of sense into me. ASW wants us to get into awakening if we want to play a good character? - We could even get killed before we enter awakening anyway. But Elizabeth is amazing in awakening though, Maragidyne is great for neutral.
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I've been reading all these posts, and they're actually encouraging me to get back into playing Nu. Tried her online and suddenly I began to win at least some matches again. Maybe I just wasn't too close with the way BBCP works or something before, but it's a little better playing her now. And I stopped spamming 6D recklessly just because the opponent was in the air or air-dashed at me. That was probably why I got hit so much, because a lot of people had ways of dodging 6D. I need to watch more Yoshiki.
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HP over Kanji!? I'm not sure about that, but ya never know. Her damage is lower, she has a harder time opening up the opponent than others, her 5D command grab is shorter and etc. Sure she needs more HP, but HP over Kanji seems wild! Hey, ya never know, it could work! :D
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Remember that if the opponent is ever inflicted with fear and you are able to grab them, it will always be a wall bounce due to a forced fatal counter. Elizabeth inflicts fear really well, so it can happen a lot, even after resets.
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I agree so much. This kills me inside, especially if I'm obviously about to lose, but I finally get that combo that can change the round-*LAG* nooooo. And also, when the moment I lose a match, after constantly winning, a new player is suddenly in the room and I have to wait my turn. OR (but less important) It's just a group of me and my friends, playing, and we're not that good. Then some expert comes in the room and bodies all of us while we can't do anything about it but kick him, which is kind of harsh.
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Oh yes! Amen to that! I just watched it again, and it was not the SB version. Elizabeth was surely in awakening, could have been B version or A version. Either tracks the opponent and goes really far across the screen. An excellent demonstration of how bad it can be to force yourself into awakening is shown in the last round I don't know what to say about this though, or what ASW was thinking. I know Liz has low health but that is not really an excuse to give her the awakening boost.
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I think, think, that he meant canon-wise. Elizabeth governs power, and she killed Persona 3:FES's final boss with only one slash. Teddie is technically a shadow but came out as a failure, kind of. If he didn't mean that, don't mind me I also saw Ta using SB Mabufudyne a lot in awakening from fullscreen, trying to catch Teddie jumping I guess. I didn't see Teddie get hit, but it looks maybe, very good if used properly.
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GG's to those guys in the EU Stream lobby! I love getting bodied, but oh wait, I hate getting bodied! Nice Bullet there, I think his name was Mik. Well what I saw was M1k. I think, I might start learning Bullet. She looked really cool. Same goes for Valk. BG's to all that jumping and not blocking on wakeup, I know I should be able to deal with that, but it annoys me.
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Chicken. Blocking. Call it WHAT you want, but I have had ENOUGH of Kagura's mere 2A missing on wakeup because they just JUMPED out of it. I know I should be able to deal with these things easily, but I just... man...
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Yes! A new video. Now I have something to post about. Ta, using that amazing blockstring/pressure (whatever you wanna call it, I'm not good with that stuff) that just went on for ages! When Teddie tried to jump out he was even pulled back to the ground. Really nice, I think 5C > 66 was really effective. In awakening, I didn't see him abuse Maragidyne, which he may not of done for a reason, I have no idea. He did use Maziodyne to get Teddie to stay in his place. All I have noticed so far. I wish I could see more of this. Damosu, where are you? (He also used, 2B > OMC > j.A. Bace, your a legend!)
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I think the only time I used that combo was in Kagura's Challenge 30 and I did it during overdrive. One time I used it online, but that was by accident, and it wasn't really worth it.
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Okay, now I got a stupid question. It may just sound stupid because I might be overlooking something easy. So, you have Kagura and your opponent, at a distance similar to the start of the round. Just a little closer though, kind of at a distance where Tsubaki can poke you with her 5B. This is the place where I'm always going to get hit unless I'm blocking, because Kagura's C moves are too slow for me to hit the enemy, and his B moves are short range. Should I just jump or something or are there better options? And here's another question, it's neutral game. I played Seo about a week ago or maybe longer, and I noticed he uses a lot of fireballs. Which I tried for some time, until I fought Hakumen and Azrael (characters I see a lot.) I also looked at some matches Omni was involved in, and he uses a lot of high jumps and air barrier. So could there be any basics to neutral? Anything you'd usually do at the start of the round?
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People jumping out of blockstrings. No seriously guys be patient and stop mashing or jumping. It's driving me nuts, I'm not that good yet.
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I find this incredibly hard. Amane seems to be able to fly, whenever he does land, I notice I'm not there to catch him. I'm struggling a lot with this neutral. I can't lay out a projectile most of the time because I'll get countered by Amane's j.C. So what would most of you do to catch the bird? High jumps seem to be good, so are IAD's when Amane is falling, but I can hardly ever get an air-throw. I can't sit and block in the corner all day because I know I'm gonna get hit eventually. Any help?