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Everything posted by ZDH513
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That SoCal Thread Encompassing LA, Orange & Riverside
ZDH513 replied to Numakie's topic in West Coast
Just picked up CPEX I suck want to get better at it, so I wanted to ask if there is is an offline scene nearby the silver lake area of LA, I bus it so driving far not an option and I have a lot on plate with LSAT, school, blah, blah you know responsibilities. Is there a local area or arcade people meet up for casuals? I heard people go to UGC for Arc Divide and I can actually make there reasonably on Bus cause I pass it a lot anyways, do people meet there for casuals on certain days or is it only when Arc Divide going on. Even though I might not attend regularly I think it would be awesome to know where to go if I want to support/join the local scene when I can -
Hello everyone I need some help I just got P4U2 NA edition and decided to Main Marie and so far she's fun but I have trouble using her Awakening Super it just doesnt work for me because everytime I use it Kaguya just gets hit and the Magamatas are gone. I'm probably using it wrong so what strings or set ups do you all recommend for me to use this Super so I can get the Oki from it.
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GGs to everyone I just played except the Seths Players cause I play way too many Seth players >.>
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That would explain why I see some JP players use the 6CC ender as well and then go for dash in roll as a mixup midscreen ima try this out later it sounds interesting.
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Thanks for the update ima just wait it out that way too much memory to download besides Marie won't be out till the 11th i can wait. lol hope you all have fun.
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Sorry if someone already asked this but does anyone know how much memory P4U2 will require for download. My brother Ps3 is really low on memory with so many games and videos on it and if it uses to many GB i might just wait for US release and just play on disc.
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oh duh it has to be DP A ok that makes sense I always tried it after DP B. Thanks for that I can now fix my strings.
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Ok i know i saw this somewhere in a Japan match video where someone used Linne DP then CS when the opp. block it and did an air move as an overhead into a block string but everytime I do it, it just doesn't come out right after I hit the opp. Is it because online lag or what? help.
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This game is sorta like Tekken of KOF where you have to let the stick go to neutral in order to do other motions correctly without a miss input. I do it all the time as Linne in order to get 236C instead of 623C after doing 6CC. It's a very important skill and it will help you overall become a better player it's helping me tons because I can from SF where the stick doesn't always have to be in neutral.
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Gordeau does not have bad buttons for the most part I think you are still just trying to get use to the game I main Linne, so I can tell you how little opportunity I get to run up pressure a Gordeau. In this game there are things you need to get use, one is shielding pressure to make sure to give you breathing room. All mixups are predictable for the most part for most charc. If they are in the air block high and if they go low block low, crossups for the most part are non existent in this game. If they are running towards you try to Oki, by using a moves with a large range to keep them away I think Gordeau 236A or B should do. Remember that assaults (air dashes) are all unsafe and they cannot block during that time. If you have time to react moves with a lot of range will do the work for you. Overall you will just get use to this game eventually
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Oh man did I, ok I'll edit it XD Thats what I get for playing Linne so much Also I know most of you already know right not but i'll put it here just in case, it's the hitbox viewer some of you will have to figure out which is which but hey it helps. http://finalclause.dantarion.com/hitboxes/#3/0/0
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Been messing around with Chaos and I use 66C much more than I would like to admit mostly cause i'm use to rushdown but anyways I found 66C makes for a nice starter if it hits and the animation gives more than enough time to confirm the combo, here are some of the combos I have found with it No Meter Midscreen 66C>236A>5CC>J.B>J.C>J.2C>2C>236B>214B (2752/3022) You have to delay the 214B just a little bit after 236B or else it will whiff 66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>214B (2830/3108) Same route as before but with the addition of 5B the opp. will be higher in the air for those who don't like them close to the ground the combo is not anymore difficult it's just preference. Same as before you have to delay 214B slightly if you can't get it consistently you can charge 214B to get them to block right on wakeup for another mixup. 66C>236A>5CC>J.B>J.C>J.2C>2C>236B>623B (2782/3055) For some reason the 623A follow up just whiffs so I ended the combo there past comments have said you can follow 623B with a 214B or A but my execution isn't that good to test it out 66C>236A>5CC>5B>J.B>J.C>J.2C>236B>623B (2858/3138) Just added the 5B for damage combo not that much difficult 66C>236A>5CC>J.B>J.C>J.2C>2C>236B>6C (2771/3043) if you just want to get them off you or space them away at the end I just end it with 6C. I'm sure there are follow ups to this but again I suck at execution someone better can try to see what would be the optimal ending for this. 66C>236A>5CC>J.B>J.C>J.2C>2C>236B>5BB>B+C (2809/2985) This is more of a set up than anything else the meterless damage is decent and if you roll right after 5BB hits then you will land right behind your opp. if they neutral air tech. It lands you perfectly right when they lose invincibility so you can press buttons right away for another string. If they air tech towards you then you're at a safe distance away. If they back air tech you are at a pretty good distance where you can still catch them with a 6C and go into another BnB for more damage or straight to an Azhi combo. Corner 66C>236A>5CC>5B>J.B>J.C>J.2C>236B>623B>623A (2858/3138) 66C>236A>5CC>J.B>J.C>J.2C>2C>236B>623B>623A (2890/3173) These are the Azhi whip enders I couldn't connect before, in the corner they hit so these are the respective damage for each of them. Meter Combos Midscreen 66C>236A>5CC>J.B.>J.C>J.2C>2C>236B>236C>Dash In>2C>5CC>B+C (3151/3459) This is mostly for positioning if they back air tech then you will land right in front of them before they finish recovering but the real benefit is that you will be at the perfect range for 2B and 2C to poke and connect into another BnB if you catch them not blocking their toes. If they neutral tech you do actually cross under them but you're too far away to connect any of your main pokes, but I find doing 22B is a good option. if you really want to be risky then 22B during a neutral tech and B+C right after will make 22B a crossup opening them up, but thats a high risk/high reward situation. 66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>236C>Dash In>2C>5CC>B+C (3223/3537) Same combo as before just for people who want more damage or their opp. higher in the air. 66C>236A>5CC>J.B>J.C>J.2C>2C>236B>236C>Dash In>2C>5CC>214B Hold (3151/3459) Note: 214B does not combo after 5CC the reason I put this combo up is if you're near the corner then you can end the previous combo with a 214B charges that will force them to block on wakeup which opens the option of an Assault J.2C or Dash In low, to open them up. A decent 50/50 after dealing pretty good damage. 66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>236C>Dash In>2C>5CC>214B Hold (3223/3537) Same combo as before just for people who want more damage or their opp. higher in the air. 66C>236A>5CC>J.B>J.C>J.2C>2C>236B>6C>214C (3296/3619) This is for people who want the damage not much higher but still pretty good in Vorpal. You have to do 214C right after 6C if you wait any longer the fireballs will shoot in reverse and it will be just a waste of meter. 66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>6C>214C (3373/3703) More damage and for those who want their opp. higher in the air. 66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>214C (3245/3563) Damage but removes 6C for easier execution for some, you have to delay 214C by a little bit in order for all 3 to hit though. Corner 66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>236C>2C (3213/3527) Didn't explore much on what you can do with meter combos in the corner because even I'm not crazy enough to do 66C when my opp. in the corner, but if you are I found this combo it does decent damage and keeps them in the Corner, you could B+C at the end to cross under but only 2C will catch them and it puts you in the corner so it's not worth it. IW 66C>IW (3432/3771) 66C>236A>IW (3525/3873) 66C>236A>5CC>IW (3566/3918) 66C>236A>5CC>J.B>J.C>J.2B>2C>IW (3609/3963) 66C>236A>5CC>J.B>J.C>J.2C>2C>6C>IW (3695/4054) 66C>236A>5CC>5B>J.B>J.C>J.2C>2C>6C>IW (3786/4155) These are mostly all for style but the last two actually deal pretty damn good damage so they might be useful to remember Tips To avoid getting 623A after 66C make sure the stick goes back to neutral, trust me you have more than enough time to confirm into the combo of your choosing. If 66C is blocked you can it into one of the two strings to make it semi safe depending on which charc you are fighting against. Block Strings 66C>236A>236B>214B *This block string catches mashers with 214B, I've also been lucky enough to only take one hit of some charc EX moves thanks to the 214B 66C>236A>236B>6C *The more safer of the two block strings, it helps with pushing the opp. away to a safe distance against some charc can still punish so don't rely on this too much. Hope this helped to anyone at all, all combos were done on Hyde so it should work on most if not all the Cast.
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Thats more of the answer I was looking for alright that makes perfect sense I actually would not prefer my count to be low either I'll limit this to the private lobbys I have with friends with our 1v1 sessions thanks for the info it helps and clears a lot.
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Basic BnB i have been doing have always been 2A>2B>2C>5CC>J.B>J.C.>J.2C>2C>236A>236B>214B Not optimal but it gets the job done I also use 2C and 2B as my main pokes in neutral because i get the better combos doing it. Also it has the most reach, but on wakeup or as a counter poke or dash in I just use 2A because it comes out faster. I also use Azhi 236A and 236B while jumping it throws off other players often. Side note: I have been playing around using Azhi in neutral and found that 236A>236B>214B Hold works more often than not, most players try to mash out after 236B but then get caught by a fireball bringing Azhi back to safty on the ground. Any other strings you all use with Azhi on other players? I know i don't main Chaos but he is so fun that I want my secondary to be as good as my main charc also hearing Cross Thought when playing against Gordeau is literally the reason I picked him up that and Intelligence haha. Also I have been playing Chaos more aggressively and it has worked out pretty well so far and using B+C a lot in neutral as a way to cross under or mix up my opp. I was wonder if an aggressive Chaos is bad or needs to be refined more because when I play passive I find charc like Carmine wreck me with pressure.
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GGs to everyone I played and to Ayane who's Linne i found in Ranked gave me new ideas on how to better improve my footies/ Linne game up now I only need to find a better Chaos so i can get the same inspirations with him.
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Alright thanks I really didn't consider the possibility of my opp. wanting to save their replays i'll be sure to keep that in mind for the future.
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I received some messages not a lot just one or two but i thought it be best to check if anyone knew anything about skipping dialogue as a form of ragequtting or affecting stats
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Does anyone know what does pressing start and ok at the end of the match in lobby do. I know it essentially brings you back to the lobby faster and friends and I have been using it to skip the dialogue at the end to speed up our 1v1 sessions but when I use it on other people they take it as a rage quit when I just want to rechallenge them faster. Does this affect anything related to disconnect rate or the level of your charc in player matches?
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GGs to everyone i played and also thanks for stopping by my lobby i hosted for west coast players hope you all had fun
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Idk if someone posted this earlier but I was testing that someone talked about Hien B being a good ender from 6CC and while everything they put is true. I find that Hien B can actually combo and not whiff but only on three charc's. Waldenstein, Merkava, Gordeau (surprise surprise the top 3). This also opens up new options like using Hien B in combo to extend it. I found that 2B>2C>63214B>5B>J.B>J.6B>J.C can be combo' into and depending on how you want to end it you can do J.2B to get the knockdown or got for an Air Kuuga if your opp. techs right away for a mixup. Just something i found i haven't explored it too much but again it only works on the top 3.
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Someone told me that the game was laggy but i still hit all my combos perfectly and in my point of view the game was running smoothly so idk if it was what others see on their side or what.
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Anyone else getting annoyed with the Merkava MU, cause its a pain to respect him so much and his normals just stuff me all the time and he racks up so much dmge so fast >.> At least i found that dash C and Air A Kuuga are the way to go.
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GGs to all the players i 1V1 today in my lobby love playing so many Yuzu and Seth On a more serious note i do love the game so really GGs to everyone i played. I will be hosting a lobby for Westcoast players cause i hardly see any lobbys for us for about an hour or so while i work out. I might do this everyday from 9-10PM PST because thats the time i take to do my daily exercise. Feel free to stop by and play some games.
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Just wondering but what is everyone doing with Linne double jump I haven't found much use for it in combos yet cause J.B>J.6B>J.C>J.2B seems to be the standard and can be done in one jump. Just wondering what other uses i can have for it to increase my oki or just neutral game.
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ah that makes sense does something like Survival mode count?