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Everything posted by VR-Raiden
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Speaking of frame traps, tk. orb > 66C is a very tight one. If you do tk. B orb > 66C, you cross up their DP input with it too, they have to input it the other way. Another random thing I learned recently is you can get 6B to come out of a dash instead of 66B (knee) by inputting as 6646B.
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vs Merkava you can 623B after the flash of any of his EX moves if you're close. There are better punishes for each individually, but if he does one or the other it can screw with you. I doubt reacting to which super it is and punishing accordingly is realistic, so 623B covers all options at least. vs Gordeau, look for EX command grab animation, it's pretty distinct compared to his others, and punish with assault > air orb. Seems like strongest punish that's just one input to do on reaction (6D).
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Thanks for finding all that, I'll work it all into the mizuumi wiki soon. Made a more detailed video on his corner safejumps: https://www.youtube.com/watch?v=byJLeZp2k8A
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lol I live in dead center of VA (no pun intended). Guess you could call me SWVA since that's the closest area I can get offline games in occasionally.
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Spent some time today learning combos that end in jump cancelable ground tech 2C, thus allowing for the safejump or other good oki. What I have so far: http://pastebin.com/vvpAjir4 If anyone finds any ways to optimize them further or combos from other starters feel free to share.
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Here's the safejump I was talking about: https://www.youtube.com/watch?v=K4lVQysZvYk Part 2 of this setup: If they start delay teching every time after 2C, there is an OS to punish that. You can do immediate (dash if necessary) 2A~623A. If they delay their tech at all, you will hit OTG and combo to 623A, which leads to 214C if you have meter. If they do immediately tech, 2A recovers fast and you can continue pressure. So if they stay down to avoid the safejump, they risk taking extra damage into more oki, although not as strong. It seems hard to react to the jump cancel to delay tech or not.
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Eventually the mizuumi wiki will gather most good info. I've been working stuff into it slowly. So far most of the known frame data is in as well as basic move descriptions. If anyone wants something added or changed I can get to it in time. Or you can request an account too and help. Re: blockstrings 236A/B>236A seems like a totally safe way to end, just puts distance between you and opponent. C normals > 2A whiff appears to be -1 or close to it from a jump height test. 236A/B>236B is air tight on normal block and gets you close, but unsafe if not cancelled. Cancel to 236C immediately for airtight to pressure, slight delay cancel to 236C to leave a gap small enough to catch buttons/moving. You can also 236B CS on block to start pressure. Reverse beat to 5A blocked > 236A/B creates a small gap to catch buttons/movement (Thanks to Grover for telling me of it). 236B better from farthest blocked 5A, 236A from closer. Max range 3B blocked>236B works same way. Also, there's a Hyde Skype chat now, if anyone wants to join you can PM me your Skype. There are a couple in already. Only join if you want to discuss Hyde gameplay please, these always go offtopic at times (and no way to enforce any rules) but trying to keep it useful and not annoying or irrelevant.
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Oh my bad I meant 3B yeah. And yes you assault right after you jump, all the delay can be before you actually jump cancel the 2C. Off corner 2A you can set it up with things like this: 2A 5B 2C 5[C] delay 236B 236A dash 2C for about 2k 2A 5B 2C B+C 236B 236A dash 2C for about 2.4k also I tried just using a regular jump off the 2C for the safejump, but only j.C and j.6C hit overhead, and trying j.C I wasn't able to get it to safejump Hyde 623B. Might have landing recovery? Or just the difference between assault landing and regular jump landing.
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Check out the first 3 matches of this vid, lots of good Hyde tech from Kimichou https://www.youtube.com/watch?v=tYOsTpEi08g Noticing he ends corner combos with 236B>236A then 3B>2C a lot to force them grounded at significant advantage for Hyde. This goes along with something I was testing earlier. Found a decent safejump (and option-select vs fast reversals) in corner. Example off a throw: corner throw 236B>236A > dash 2C > delay jump cancel > assault j.B > [1]AAAA... If they do a fast reversal (tested with Hyde 623B, 6f), you will land and block. If they get hit or block the j.B, you will land and 2A. On slower reversals you get hit out of your 2A, so you would just have to hold 1 against those. They can choose to delay tech through the j.B, but you're able to meaty 2A or otherwise as they get up after that. So pretty much like a P4A safejump.
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Yep I'm going to Summer Jam Nam but my room already got 5 people in it since I'm sharing it with some of the Richmond players.
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I don't think so, but can't say for sure. I found a setup where they have to input the other direction to get out the other day, so I assume not. (corner 2A 5B 2C j.A j.B j.236B, but I still need to explore this further) Whether the 4A crosses behind or not just depends on how far out you are, so shorter block string will make it more likely. Also if they shield it can change the spacing. I meant you can do 2C > 2A whiff > 5B if you're close enough, instead of 2C > 2A whiff > 3C from farther range. I dunno how useful this even is though 2C seems kinda bad for footsies.
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Well I didn't find it or anything I just wasn't clear on why they showed it in that vid. Upon looking at it further it seems like its neutral on block? Trying recording it then holding up, you both seem to be the same height after your recovery. I may just not be getting absolute max delay on the 4A though. Still ok. It seems like there are lots of DPs in this game so it won't be good on someone familiar with it that has one. I'm going through the cast eventually to see who can't get out of it cause it seems pretty cool if they can't. Unrelated, I found that you can confirm off normal hit max range 2C > whiff 2A with 3C. I don't know how great 2C is for footsies yet really but it's got some reach and hits low at least. On block, 2C > 2A whiff looks like -1 or something. On hit you can link 3C into various options, easy mode: 3C>5[C]>214B>4B>4B. From closer you can get 5B to pick up.
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214A only cancels to the 2nd hit of the rekka, can't cancel to other specials. Yeah I can't get that to happen. So thankfully I was wrong, you are right it is actually plus on block after he crosses over with the delayed 4A. I was recording downback in the wrong direction cause I didn't realize the playback switched input directions lol. So I get it now, it's not a cross up, but potential trap to catch them trying to punish the first rekka, and plus on block if they just keep blocking. Also useful if you need to reposition them to the corner. Cool! also, looks like they have to input reversals in the opposite direction to beat it from up close, so not a bad pressure restarter if they aren't doing that. But for example if I'm Hyde, he can DP it whether he cancels to the 4A or not, as long as you know which side he will be on by the spacing. Probably not good on characters with good DPs for that reason.
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When I tried it, it seemed to be at least -6, I was 2A punishing it as Hyde. It seems like a bad idea in general.
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Yes the wiki has framedata for all his moves: http://www.dustloop.com/wiki/index.php?title=Sol_Frame_Data_(GGACR) Just look over at the far right column.
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I don't get this part. It seems to indicate that 214A > 4A can crossup but I've been unable to get it to via recording. The only way they get hit is if they let go of the stick or press buttons (so not a crossup) https://www.youtube.com/watch?v=Ibygy8qzmBA&t=3m48s This is a translated version of the tutorial vid btw
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Thanks, I notice the results we got for advantage differ by 1 frame. When I tested it was seeing what moves punished certain moves on block using a recording. So for example Hyde 5A on block, 6B punished it (9f) and 5B did not (10f), so I determined it to be -9 on block. Not sure if old news but found that you can use 6B for a little kara throw. Gives you a tiny bit more range, example try on hit point blank 2A > 5A > wait > throw against Hyde. It whiffs if you don't do the kara throw. I try it with 5C and it doesn't work, maybe because that move is chargeable? another example run in 2A > 2A > 2A > 6B~A+D, for a more realistic situation EDIT: well, looking at it further, it doesn't really do anything that dash throw doesn't, but it's there I guess. 1 less directional input if anything.
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So I finished testing advantage on block of his normals, I assumed the startup data in the wikia page for Hyde was correct and that Nanase 5A is 7f and her 623A is 8f. Hopefully this matches what anyone else finds. I have notes so if frame data does come up and there are discrepancies I can see why maybe. Also on FF, 3B they were bad enough on block that I didn't bother finding moves to determine the exact disadvantage. [table] .StartupOn Block 5A10-9 2A6-3 5B10-7 2B11-5 DB11-3 5C13(24)-7 (better than -4) 2C13-7 DC16-6 FF23(36)-13 or worse (-13 or worse) 3B10-11 or worse 6B9,21-7 3C10-8[/table]
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Alright, thanks. I don't understand why Hyde 2B isn't punishing Hyde 5B on shield then D: Maybe 2B is actually 12f startup? Or something I'm doing is wrong. Edit: I realized I never tried punishing with a 7f move. So 5B might actually be -7 and then 3f for shield would make sense... carry on!
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Oh don't thank me, I just saw the link and shared it in here haha. It is helpful for sure but I need to wait til I'm home to fully study it. Pretty sure we just get 1 thread per character. In theory the mizuumi wiki will have a good list soon. Wikia page and jp one have lists for now. By the way I've started testing frame advantage on his moves, I'll post results later but we're supposed to be getting frame data soon either way.
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Hyde Tutorial: https://www.youtube.com/watch?v=bcxIHLhREmQ
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[UNIEL] Mizuumi wiki project outline/status
VR-Raiden replied to Tigre's topic in Under Night In Birth
I wanna do what I can to help with the Hyde page so I'll be emailing requesting an account shortly. This wiki isn't plagued by ads like the other one so I'd prefer to be able to just use this one. -
I'll try it again, interesting everything on that page looks to have 1f less startup than the wikia page. The 3 normals I used for the test are still 1f apart though so unless I'm mistaken it would still work out to 2f for shielding... I was finding SD on block for Hyde normals last night. I got a couple done but it couldn't hurt to have another set of results to compare with. EDIT: Yeah, same result. Unless the startup of these normals are wrong and there's more than 1f difference between them I don't see how shield is 3f less blockstun.
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Trying to test frame advantage on some stuff and have a question. Does shield reduce blockstun by 2f or 3f? The wikia page says 3f http://in-birth.wikia.com/wiki/Defense, but from my findings it's 2f unless I'm doing something wrong. I'm assuming the startup on Hyde's normals are correct here http://in-birth.wikia.com/wiki/Hyde_(Gameplay) 6B is 9f startup, 5B is 10f, 2B is 11f. I block Hyde 5B, attempt to punish with 6B, and it doesn't punish. So 5B is at worst -8. I shield Hyde 5B, attempt to punish with 5B, and it punishes. So shield reduces blockstun by at least 2f, making 5B at least -10. I shield Hyde 5B, attempt to punish with 2B, and it doesn't punish. If shield was -3f blockstun wouldn't 2B punish here?
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So I started uploading the Xanadu July GG footage, it's not as organized but slowly going up on my channel. In other news UNIEL is fun so far.