Pen_Ninja
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OK good... I was worried that pretty much all of the combos I was planning on doing weren't going to work any more...
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Wait 5B > 236A doesn't combo by itself any more?
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I ordered mine on Tuesday and got them less than 24 hours later...... Junk mail folder?
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The game is officially available. I wont be able to play for another ~7 hours. At which point I'll be playing games against a friend and will have little time for training mode. After that though... we in there.
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On that note... - His anti-air is rather average with the first hit not even hitting above him and the invuln being really hard to use. - His DP has pretty bad range and is very easy to punish due to how long he stays off screen. - To my knowledge, if your opponent crosses you up, DP > super may not be an option because the super will come out the wrong way. On the plus side... His low HP isn't as bad as it would initially seem. Because of Koromaru helping you out, you could do something like 5B > 2AB > 236D > 214B > 665A > etc to heal yourself during a blockstring.
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Like the current versions of BB, you will be able to choose English or Japanese voices for fights. You will not be able to choose the language of the story cutscenes however.
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So I'll be at work when the game releases... I have a friend that I'll be seeing after work, he needs to leave home for uni pretty much exactly when the game is supposed to release... I may not get this game for a while still T__T I heard 8500 as well... I want more HP. Will PM my skype when I get home and can actually check what it is.
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I don't know. I guess pre-orders get to pre-download... I hate the concept of pre-ordering digital products. I pre-order something so I'm guaranteed to get one before they sell out... this doesn't apply for digital purchases... I feel like it's just pointless really.
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I think it's about 12:30am over there... Game doesn't release on PSN until 12pm/midday-ish from memory... especially based on BBCP release time.
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I also remember some Yukiko unblockables being set up off anti-air AoA. Both the 2D+2A and fire break varieties.
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Wait no... Air hit AoAs have been nerfed a bunch. They used to bounce up and not let you recover until you hit the ground. Now you can tech in the air. The combo into AoA we're talking about is when they're still grounded. You still get the mash > C/D section of the AoA in these cases, unlike when you get the air hit.
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Wait really? I was told that Sho's optimal DP punish was something like 5B > AoA > etc...
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Quick long-ish range move that vacuums, forces standing" on hit, has a ton of hit stun and done by the puppet allowing the main character to do stuff at the same time? Edit: I just realised that you're right... 236A/B fits the description and allows Koromaru (obviously the main character here) to act while Ken does the move.
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With a puppet character like Ken it was bound to be possible really... If none of his moves combo into AoA directly (as of EVO build... they did not), Koromaru will fill in the gap.
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Threads are up... I'm so hype... I look forward to contributing
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I tend to have a bunch of down-time at work so I can post around pretty much all the time as well (I'm at work now...). Add on the fact that I'm generally up until ~2am most nights, that puts me online like nearly 18 hours/day between 8am and 2am the next day. #Nerrrrrdddd All-in-all, I don't feel like 214C/D is as good of a neutral tool as it looks like it is from videos really. Once you actually use it, you realise that the startup makes it kind of awkward and the trajectory only really covers some approaches leaving Ken vulnerable as the recovery is also rather long. I found that it was more helpful as a pressure reset tool, especially in the corner. 236C/D is good for that too but the hitbox makes it easier to jump out of where 214C/D comes from above and jumping is just going to put you inside it. So as I said, I wouldn't be using 2314C in a neutral situation but IF I DID... I'd be using it with 5B > 236A backup. I didn't actually play against Aigis at EVO at all but I feel like that MU is going to be rough... She has a lot of approaches that I really can't think of an answer to right now and once she's in, our DP is outr only way out... so good luck. 2B may be hard to deal with if it hits Koro in neutral (while he's idle). We might have to 5D Koro away on reaction to avoid it. On the other hand, if it goes over him in idle, it'll probably go over him while he's running up to do 2C. I get the feeling from the look of the move that it WILL hit low enough though An 236B would be a decent answer to Aigis 2B assuming the bullets go away when she gets hit (I actually don't know...). If they don't go away, we might get something on trade, but probably not. I did think of something just now though... 2C + roll should either put Aigis in block stun to cover our roll or roll through 2B and allow all some sort of punish (5A > 5B > 236A~B > 236C > 236B~B) assuming Koro recovers in time to hit OTG 236C. Air to air j.A is my only thought on getting around Aigis j.C though T__T. --- Edit: Just saw your post come up after I finished writing mine... Being a Carl main for over a year, I have experience to draw from here... Carl will definitely help you with Ken's j.2B > 2C > j.B combo route because a lot of his easier combos work that way (j.B > j.B > j.C > Ada > 5C > j.B > etc). I can definitely say that his execution is much harder than Ken's though. Koro not getting tired won't be that amazing... Block strings are somewhat tight as long as you don't do any mixup but as soon as you try to mix up, it gets mashable.
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I'd definitely like to co-mod. I'm no stranger to writing up a bunch of stuff, be it a wall of solid MU information or a structured combo list... but I feel like mixedmethods is keen as well... so...... In terms of when you can press Koro normals, it's a bit all over the place. For the most part it's just any time you want (when Koro isn't in recovery) but they're locked out during supers and your DP. I feel like there were more situations where I couldn't use him but I wasn't able to figure out what was causing that. As much as you want Koro running around and controlling space, you still need him for hit confirms though. If he's busy spinning around and you get a hit then you may not get anything off it.
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My memory tells me 214C/D went about as high as a normal jump or somewhere between normal and super jump height... I also haven't played since EVO Oddly enough, no events in Australia are big enough for... uhh... anything.
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pre-emptively, yes. But would j.A be the best option to go with it? 214C would already cover pretty much the same space as j.A would. 214C and 5B or 236A would cover a ton more space and wouldn't require you to hard-read a jump because if they don't jump then they have to deal with 236A...
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214C/D is WAY too slow to anti-air with on reaction D: Our best options are to either jump back j.A or straight up DP. Though with some more training mode, I may get the knack of 2B... it seems like it's possible to use, it was just kind of hard to tell when trying to learn in live matches.
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I have a physical copy pre-ordered but I'm probably going to buy a PSN version to get in ASAP.
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Ken's anti-air (2B) is terrible... Invuln kicks in late and ends very early and the hitbox doesn't move above your hurtbox until really late as well. I found a better AA was jump back > j.A (which leads into a full combo with dj.B > j.2B > 2C > etc) but that's potentially not great depending on the angle of the jump-in. In terms of leaving the screen while stuff happens, I wouldn't recommend it... The only super I can think of that lasts long enough for Ken to go through his entire whiffed DP animation would be Teddie's unblockable super... which might not even let you punish... just get out of there. I don't remember clearly but I think 214C carried them downwards on air hit but not fast enough to keep up with the falling Koro so in the end they end up still like head height by the time 214C ends if you hit them say in the middle of the peak. I feel it'll definitely be good for combos and do more damage than 2C re-launches.
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W...wow... It legitimately breaks my heart to see this... One if my favourite Carls potentially dropping him
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Can you do CH 5B > IAD > j.2C? I'm not in a position to test but it might be good to get a sammich going
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"3) Combo starter rating on 2A, throw, CT all nerfed. The IAD j.BA > 5B off of throw now blue beats." I remember when I used to do things off mid-screen throw...