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Posts
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About Ajantas
- Birthday 10/20/1990
Other Info
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Location
Bangkok, Thailand
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PSN
JimmyWiseau
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I was messing with the sequence of B and C I could squeeze some more damage out. Probably not ground breaking but. [Corner] 5B>2C>5[C]>Force Function>236B>236A>66>6C>22B>214C (3618 Damage) The 6C need to hit when the enemy is quite high or the 22B will miss. You do not need to cancel the 22B into 214C, the hit stun from the 22B will allow you to combo 214C after. 5B>2C>5[C]>Force Function>236B>236A>66>6C>214B>4Bx2 (3178 Damage) (These do slightly more than some of the combos listed already and are way easier in my opinion XD)
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I am finding 214B sequences quite obnoxious. Just trying to find a sweet spot and getting to delay the sequences as much as possible between the 214B to get airtime. The 5B>5C>2C>214B>214B>214B>3C is surprisingly easier than the 5B>5C>6B(1)>214B>214B>214B>2C counter part.
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5C: Attack level decreased 4 -> 3. First hit's knockback decreased. Second hit's hitstun increased 19F -> 20F, recovery increased 18F -> 19F, frame advantage on block improved -3F -> -2F. Taken from Dustloopwiki patch notes. It also seems to depends largely on the elevation of the opponent. An off the ground 2B>5C> can not be followed up by another 2B for OTG. If you do a 5B>5C> or 2/5A>5C> off a 41236C the opponent is high enough that you seem to get some extra frames of knock down due to the animation of the opponent falling to the floor (not sure exactly how to explain). So I guess its a combination of the 5C buff and the modification to how 41236C pushes your opponent. Also cause of the revovler action you could do 2B>5C>2C(OTG) but because you already used your 5C you can't really do anything other than 5D>(Stuff). In all honesty I think the the most interesting thing now is the 2B>6A>jc>2JD> in OD, you could do it 2 to 3 times without prorating your damage too much for effective corner carry and decent heat.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Ajantas replied to Hecatom's topic in Under Night In Birth
Though I think all the colours are quite well done (the names are cool yet stupid at the same time), but somehow I am surprise they only managed to give Hilda one ganguro skin. Anyway, I amd definately going for Eltnuim because DEM LEGS, I love the charged kick she does that bounces them off the ground. But Gordeau always has a place in my heart. -
Whelp, sorry fixed!
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I am messing around with the Vita version and it seems the combos that appear on Kurubishi's video only work on Ragna (LOL?). So the combo shown for example: 6A(ch)>2D>(dash)>5B>5C>(2B>2C>5C)x2>2B>5B>5C>6D>623B the second hit of 5C will whiff leaving the opponent to teach almost immediately. The only way really is to do something like 6A(ch)>2D>5B>5C>2B>5C>3C>5D>(236D>DD) or 6C. You could also do a 2B>5B>6A>hjc>jC>jc>JC>J2D but at this point the damage and meter difference is so insignificant no matter what route you take. (like 80 and maybe 2-3heat). Similar with 41236C combos in the video. I found out the most optimal damage/heat wise from a 5B confirm mid-screen is something like. 5B>(5C)>(3C)>5D>236D>41236C>2/5A>5C>2B>5C>3C>5D>6C gives around 3.1k damage and gives 44 heat, or if you start the combo with 57 heat you can do 5D>623B ender for around 3.8k damage. Though 3.8k damage can be achieved from simply doing a 5B>5C>3C>22Clv2>41236C>2/5A>5C>2B>5C>3C>5D>6C, this varient just gives you about 7 less heat. (you can still do this combo if you only perform lvl 1 22C, you need cancel the 41236C quite quickly after he kicks the opponent off the floor since lvl1 and 2 22C don't wall bounce). If you get a lvl 3 22C you can't pick them up with a 2B and need to end with 3C>5D>(236D>DD) or 6C but damage is 4k. Also new challenge mode 30 is now to use 200 heat in one combo at full hp. Pretty easy. 6B(fatal)>63214A/B(1hit)(doesn't matter)>RC>OD>5D>22C>5C>5D>6D>5D>6D(no same hit combo penalty)>236D>100meters. (Demonstration Version) 6B(fatal)>OD>41236C>RC>jc>J2D>5D>6D>(OD ends)>5D>6D>5D>236D>63214B>22C>63214A (Another way) 6B(fatal)>63214A(2hits)>RC>(Hit stun for days)>back dash>OD>2D>6D>(dash)>5C>5D>6D>236D>100meters Also getting lvl3 22C hurts my thumbs.
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Already posted in the Bullet forum but I will put this here too. Bullet Combo Video: Meter, Heat and Overdrive usage Part1 Part 2
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Well I was talking about making a combo combo video for a while so I will post them here. Also possibly the combo transcripts into the combo section if I get around to doing them. The second part of the video is going to at least take 5hours for my slow Thai internet to upload. Bullet Combo Video: Meter, Heat and Overdrive usage Part 1 Bullet Combo Video: Meter, Heat and Overdrive usage Part 2
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Maybe I am using the wrong combos but with meter proration I only seem to feel like I get an additional 1-2 heat from HF ender compared to DID. Though since my DID input has been 50/50 as of late I just do a CID since I am a coward
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Though I can still do most things on a pad I am liking the idea of a hitbox, ignoring anything about execution etc. I remember when learning arcade stick and I had to use a flat surface cause putting it on my lap just gave a very uneven surface and the diagonals just got annoying. This wasn't an option when taking it to a friends house. The pad is quite similar in some regards but the inputs are more absolute cause a forward and down will always be a 3 regardless of how wonky you hold your controller, though you have to 'feel' the input with your thumb. But the fact you just have a single button corresponding to the direction for 3 separate fingers (and a thumb for jumping) I think removes all that. Will most likely buy one if I still stick to fighting games when I start work in here, the 'anime fighter' community is tiny though. Also is that SOCD thing meant to be some sort of protocol? I remember there being some fuss about Hitbox allowing you to block both directions, so I assume by what you are telling me (pressing all 3 button negates left/right and shows up as 2) then SOCD must be the thing they used to stop you pressing both directions at once? Does this also affect Up and down motions or could you make it so Up and down is Up so you could easily buffer like a super jump.
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That is the idea I am trying to think off, answers like. If I get 6A midscreen 1H what drive follow-up should I use (if any), what about the corner? what if IAM in the corner, How much extra damage or hurt could I do if I spent meter on RC or Rage Aggressor, will OD finish them off? Then just do this for as many situations as possible without trying to just list like 100 combos in no order and say, THERE YOU GO learn them. I want to at least cover ground starters they normally work as groups (5B,JB,JC,2B,6A) most combos work off any of those confirms, whilst (5A, 2A) have their own routes. There are a few exceptions where JC,JB,2B doesn't share the same combo route as a 5B though, whilst 6A has the ability to follow up with 5C>3C so there is that route for 6A starter only. Bullet combos aren't difficult but I normally see people uses their drive and think if they could have gotten a better deal if they used the other drive follow-up or if they could have made it so they put their opponent back in the corner instead of miqulet capture their opponent to midscreen. Personally I won't be starting this project till I come back from my holiday around December anyway, though I have not recorded anything, the combos are straight forward enough that it won't be that hard, I got an Engineering background so I could end up being very meticulous about all the things I cover so hopefully its not too much and end up sounding like a Scientific report...
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Wouldn't that input just be 6 2 4 6 though, so you just slide along the three fingers buttons from forward direction to the backwards direction and press forward again, sound sort of fast or does BB inputs not work like that?
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I think when I was doing it the things I did to shave off time from the combe were, when you do the 623C>623D to bring the opponent into the corner and follow with 5C. You want to hit the 5C when the opponent is as high as possible this saves time as you don't have to wait for the opponent to fall into your combo. Also time the 5D so you just about get the red lock (this is for damage and time saving also). After the wall bounce off 63214C>236D I tried to 623C as soon as possible (no need to rush or it will not come out) just don't let the opponent fly too far from your head. The 623B>22D you can't do anything about but as soon as you rapid cancel, go into your distortion drive thats as fast as you can get the last part. I feel like doing an video with extensive demonstration of what you can do with your resources (Heat, Meter, OD etc.) not sure if its worth it but I am so free at the moment I feel doing something since I am in-between jobs and I don't start till February. I mean like going through weak starters/strong starters AA, counter, guard crush etc. midscreen ,corner will try and optimised everything.
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From what I have saw someone had both weakpoints and the Azrael tried to blockstun with 5C into unblockable Black Hawk Stinger but the player was simply able to get in the air to barrier block in time after the 5C. So unless there is an un-escapable setup I think you can react to it in time. The start-up is 7+4 frames for Black Hawk and (not 100% sure on this) that should be enough time to jump up and block on reaction. (if you take into account recovery frames)
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I was actually wondering about getting a hitbox, ever since I started playing on my vita I notice that I prefer button presses than stick motions when playing fighters. But I feel like the hitbox interface might need to take getting some use to, I mean using your thumb for a jump motion and how your finger positions are basically swapped when performing things on the opposite side. If I could just have an arcade stick with a massive pad I probably would play that over either of the two, but I need to get hold of one for a day or so before spending the money on it.