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Everything posted by Crimefighter
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Nah I mean like, if you see someone block something and you're running ma ryan you can call fireworks and it usually makes stuff safe, but in lag you might not bother because if you see them blocking and push assist it might take a year to come out because of connection. Manaka being ass is unrelated.
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If I block something and you cancel it into fireworks I wont have time to throw a book. Lag might have been an issue in terms of confirming a block though.
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They call me stephen king, cause I make you scared of books. Also, you wanna use slide less in neutral, I got a lot of free damage and pressure by blocking them. Also you probably want to use fireworks more to keep you safe, thats what they're there for.
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If anyone found a loose HDMI cord at Ignite tonight, that's probably mine.
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She's less the koko and more the 3S chun. She doesn't really have bad matchups, but doesn't have any blowups either. Just a lot of 6-4s. Sent from my LG-P999 using Tapatalk 2
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You should run Uthury assist with Tamaki, it's not really a poke, but gives you a better version of kanji's lightning oki (maybe the best oki in this game? I'm not sure). Also it's worth noting that your half circle command grabs have a bunch of invun on them, I'm not sure exactly how much and when, but it's not frame 1 and it's not until active, but you can still do it when your opponent wants to put pressure on you and just throw them out of their stuff. Also, Knock them down in corner > call Uthury > A grab before lightning hits > if you grab them then yay > if they jump then they have to block lightning in the air, your A grab will recover quickly enough to AA grab them out of their airblock > if they got hit by lightning you can super them or AA grab them > if they try and hit you out of command grab they get lightninged Some characters can reversal super to get out, but not everyone iirc. If you do it midscreen upbacking might let them jump away from lightning or back dash the grab and avoid the lightning, I don't remember but if you make the hard read you can blow those options up.
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Yu can defiantly work well in combos, off of the top of my head she's the only one that lets Manaka combo off of her throw, I'm sure she works well with other characters too. She also probably works well for Oki set ups. I haven't tested anything, but move-that-gives-hard-knockdown > Active assist into YU (6/4D) probably makes the opponent wake up blocking the fan, which would let you do a mix-up of some sort. Here's a really basic rundown of assists as I understand them (If someone else can give better descriptions of some of these, please do.) Camyu- Fireball knocks them high up, so sometimes you get really good combos off of it. in neutral fireball can make them block for a while, since they know it's coming. It doesn't really lock them down, but it can be decent cover if you want to go in. Dark energy thing makes them not want to jump, if you combo into it you force them into low emotion. Llyr - You can use the delay stab thing for oki setups, not sure about the ice thing, combo tool maybe? Ma-ryan- Fireworks make stuff safe and can be used as a poke. Kick can work in combos, but it's nothing amazing. Fireworks is probably the best assist for making stuff safe, because of that Ma-ryan isn't really bad for anyone. If you're new and want a "default" assist while trying out characters, I'd suggest Ma-ryan. Mizuki- Uppercut is a really good combo tool, running kick can make approches better/stuff safe, but it's not as good as most other assists for that sort of thing Octavia- Sword slash is a good alpha coutner, it knocks them down and comes out really fast as long as Octavia is nearby. The flash of light can be an alright poke and you can combo off of it. Rathty- Hammer spin extends combos, hammer hit does a lot of damage and you can kind of use it as a ghetto slide head. Hammer spin also works well as an alpha counter if Rathty can avoid getting hit. It wont be fast enough to hit them, but they'll be stuck blocking for a while, so you can do whatever mix-up. Rina- Rina gives you huge damage in exchange for basically sacrificing your assist. She's probably not the best assist for anyone, but she's usable with most of the cast. Satsuki- really good lockdown assist, call the tripple gunshot and do your mix-up, they'll either get hit, or be in low emotion from all the blocking. If you do something dumb you can cancel into single shot assist and make a lot of stuff safe. Satsuki is good with most if not all of the cast. If your character doesn't have an obviously amazing assist and you don't think Ma-ryan is really giving you much, I'd look at Satsuki before anyone else. Serika- Don't know much about her, grab probably lets you do good neutral/oki set-ups, her 4/6 assist is obviously matchup dependent. Ulthury- You can get Kanji lightning, except it also tracks, and you can do it out of blockstun, and it'll combo break for you, and you can still use all your normals/specials while it's coming, and you can cancel whatever you want into it. Also you have that whilwind thing, I have no idea what good it'll do. Yu- Normal fan gives you a ground bounce for combos, multihit fan keeps them stuck in the same place for combos/mix-ups Yuma- Nothing really stands out to me with this one, but it's popular at kouhatsu, watch they're stuff and pay attention if you want to learn it I guess? Yuki- Makes all your normals cancel into each other, so you get swag combos. Also has snowflakes which the other player basically just has to respect. She also has a long recharge like rina, but is much more useful in neutral thanks to the snowflakes. Also worth noting is that her snowflakes always fall in one of 3 patterns.
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I have a mic (for the record, the PS3 works with all USB headsets/mics as far as I know), but I usually don't bother using it, I just send messages (the PS3 also supports using USB keyboards for text input). If midwest means chicago, make an effort to head out to ignite on mondays, I bring a setup with this game almost every week. If you're looking for rina combos with chizuru, just confirm into assist and then mash BC. Manaka can do that in the corner too (I even put it in my incredibly amazing and not shitty looking combo video), but it's not worth it given rina's long cool down and how it's basically useless in neutral. Chizuru+Rina is alright though, not great but not awful. Both of those characters work well with a variety of assists though, so for the most part you can play whoever you want with them. In general for combos, you just want confirms into super. You can do fancier stuff with assists and the corner and what not, but you'll pick that up through videos/matches. If you have any specific questions you can always ask them here.
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I always manage to find some players when I go online in player match, sometimes it's nothing but private lobbies, but even then if I start a lobby someone joins eventually. If you'd like you can add me, I'm always up for playing this game.
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You are the best. I haven't watched the whole archive, but there's at least one Manaka.
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I mean specifically videos of examu cup Sent from my LG-P999 using Tapatalk 2
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Have the examu cup videos been uploaded? When I click the link the link you posted before it tells me I need a premium account.
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Get out while you still can :P I guess, it's really situational and it's not uncommon for it to get activated as a counter, but then come out too late to actually punish. I don't want to get too deep into Oboro discussion because I don't really know THAT much about him. For what it's worth I feel like Oboro can still win any match, he just has to work harder than other characters given his poor damage and mix-up options. Online I feel like he's actually a pretty legit character, the lad makes jC or empty jump low a really hard to react to mix-up a lot of the time. Manaka doesn't have problems getting guard breaks, but capitalizing on them is another story. She can't really walk forward, so it's hard to get a guard break from a booktoss or something and then be able to combo. If you notice your opponent in low emotion and get them to block a bookshelf super you might make them eat ~1/4 of it. I feel like it's probably better to just try and keep them in emotion low for extra damage when you do get a hit on them.
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Oboro is way worse than Manaka. Manaka has stuff going for her, she has okay zoning, a fast overhead, a good reversal super, and okay damage. She has problems, but she also has tools. Oboro has decent lows, a pretty decent cross-up, and nothing else. He has a lot of problems, but the biggest one is that he doesn't have any overheads aside from jumping normals, and his command grab whiffs against crouching, so there's no reason to ever stand unless you're reacting to a jump-in. Both characters are really bad though.
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In that case we should def play. I know basically everything about Manaka.
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I figure I should probably post this player profile thing Name: Andrew Location: Boystown Transportation: Public Transportation PSN: A_Crimefighter P4A: Kanji BB: Amane Aquapazza: Manaka VF5FS: Eileen
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I usually don't play mondays because of local meetups, but you can add me and we'll find out if our connection is playable another day.
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What fun is there in following the rules?
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The bitches love me cause they know that I can read
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If anyone here is midwest, there will at least be casuals at frosty faustings.
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I meant the lag was bad, not the players
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I played a few games against japan before the US release happened, they all had like, a full second of lag.
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Some people seem to be under the impression that chizuru's DP can crossup. This is not the case. There are some moves (like chizuru DP and Uthuru's lightning) that can always be blocked from the side they originate. I'm not sure which moves have this, I'm guessing it's all projectiles, but I'm not sure.
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so this is a thing. Basically you meaty a command grab and then when it would whiff you go for an AA grab, Uthury will keep them airborne long enough for you to grab them and since AA grab is an air-unblockable hit being in blockstun wont save you. I can't get the timing consistantly, but I also don't actually play tamaki. Fast stand can mess with the timing of get up, so that should be a fix to this. In theory though tamaki should be able to do this after a hard knockdown from a command grab. I can't get it but I think that's just cause I'm bad. I tested the recording against Manaka and Sasara, probably wont work against characters with short hops (manaka's low double jump still got caught though) or maybe people with faster fall speeds. Manaka super blew this up, I forgot to test backdash because I'm dumb, but it should get hit by the lightning.
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I have the Japanese disc version (also it's not installed) and it lags for me most of the time during online. In local it doesn't, but if I let the game hang out on character select too long it'll start having slowdown for no reason. It never carries over past the character select though.