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Everything posted by 9:02 PM
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[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
The feint thing was my bad, I had to go listen to it again. The exchange is Q: フェイントで出してその紋章のみは当てるとか A: そうです、そういうことも可能です。〜この感じ出しておけば相手の上から攻めを抑制出来たいとかそういう方も出来ます。 And while the arcsys rep is talking about it, he makes one of the j. D crests disappear without activating, but it's just because she can't have more than one out at once and he did another drive normal. The casual guy with him is trying to express the idea that you can feign an approach with like forward jump j. D, but really just be trying to get the crest on screen instead of actually trying to attack immediately. -
[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
They didn't mention being able to delay it when they talked about her drive. Just an oversight I guess? -
[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
They're predetermined, though the delays (obviously) vary based on the move. They didn't say anything about being able to manipulate it. -
[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
So they didn't really mention anything that hadn't been discussed previously on the recent stream in the general discussion thread. They did confirm that her command grab is a DDT/does not connect on crouchers, but they also clarified it's use in her tool set; it's supposed to be used to punish your opponent once they begin stand blocking in response to Gawain since (now that they mention it) the two moves do look very similar on start-up. There are a lot of variables to determine whether that will be a legit mix-up in high level play, but the fact that they had that specifically in mind makes me think they wouldn't do something crazy and make the grab CH recovery or something... Right? -
[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
Her moves look cool, but jesus that overhead is MAD slow. I hope it's plus or gives her a mixup off the crest follow-up or something. -
Do you have any way to accept support/donations?
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Things I can remember off the top of my head: IAD Gekirin no longer crosses up Card moves can be done raw with 236/214/623D 623D is no longer air unblockable Force break puffball no longer wallsticks Wall loops are different since 6h ground bounces on air hit 22D gives one of each card instead of 2 of your choice 6hh is special cancellable Her wall loop starters are different; mostly revolve around landing 236D. She was nerfed fairly hard from AC to +R, but she was still viable, just a lot less fun compared to AC. Still better than xrd though, so have fun.
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[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
Well it says 山なり, which is more like an actual arc where the first part rises. My guess is that it will look similar to a melty blood airdash. -
The new dust follow up works the same way as vertical dust where stuff just cancels freely, so you just hit 6H twice.
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Haehyun[Tuner] Pre-Release Speculation and Analysis Thread
9:02 PM replied to Baf0's topic in Kum Haehyun
I think the idea is to get a knockdown, set a fireball, and have them get pulled into the just the second hit of the overhead and mix it up with the low. It looks like you'll be able to get the first hit to whiff either by spacing it so the fireball pulls them into the second hit or by whiffing it off a more advantageous knockdown like sweep. Either way, that pair of normals has an Azrael 6D/3D thing going on where they're not very fast, but they look almost identical up until the last few frames, which I found to be more difficult to block than more traditional high/low mixup anyway. Digging the music Baf0. -
Thanks so much for all the hard work, this has been pretty amazing. Is there any way to get this to display grab vulnerability/grab-able hurtboxes as opposed to the normal hurtboxes?
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He didn't provide much that needed to be translated, but here you go. On a crouching opponent, you can go 2C into an aerial combo/hotaru combo. IE (j. B/j. 2C >) 5C > Gurren > 2C works since 5C forces crouching. Off a normal crouch confirm out of an airdash/jump attack, you can just do these kinds of routes into 2C: j. 2C, 2B, Gurren j. B, j. 2A, 2B, Gurren If you start your combo with an S starter (he says above N starter), as long as you do Gurren before the 4th hit, it will combo. So you can do 2A, 2B, Gurren, 2C, but not if you start with 2A, 2A. -- (crouching opp) Gurren, 2C, aerial (crouching opp) Gurren, 2C, Hotaru, j. 2C, 2C, aerial Same as above, crouching only. A situation you might use this is forward jump j. 2C, 2B, Gurren against someone who's trying to read your 4C and sneak under with a crouching attack. CH Gurren, 2C, aerial/hotaru combo CH Gurren, optional 5C, special From a raw Gurren CH, you can go straight into 2C/5C. We need to make sure we confirm properly when we catch people mashing.
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Zato-1 Ground Game: Combo/Pressure Advice and Assistance
9:02 PM replied to PerfectInput's topic in Zato-1
It's only a level 2 move; 2K being plus is more attributable to the short recovery than it causing a particularly high amount of block stun. One of the things about how hit/block stun works with Zato is that you have to factor in hit stop when you're getting a feel for how much stun any given sequence puts the opponent in and how much time they give you to act. Any Eddie move that connects on either hit or block essentially gives you twice as much time to act as what the frame data suggests just based on attack level since as opposed to regular hit stop, you're free to act during it. A good example is Nobiru -> unsummon. Nobiru is a level 4 move, so it inflicts 18 frames of blockstun, and unsummon is 29 frames, but Nobiru -> unsummon is plus because Zato is free to act and start the unsummon animation during the 15 frames of hit stop that normally causes characters to freeze completely, so you can really consider it to be 33 frames of blockstun (and Eddie doesn't actually disappear until the 6th frame of the unsummon animation, which is why -S- unsuumon goes up to like +10). So even though 2K is a higher level move, -P- is going to actually feel like it puts the opponent in a lot more block stun because you're free to act during all 23 frames of their blocking animation. The short version is, you're probably doing it backwards. Any Eddie -P- that connects is going to give you more time than a Zato 2K. Also if people are up/backing out of your Eddie pressure, just start doing 2H. -
[CF] Nine the Phantom General Discussion Thread
9:02 PM replied to Monarch's topic in Nine the Phantom
Does anyone know what the different colors/buffs are for flax nature? -
[CF] Nine the Phantom General Discussion Thread
9:02 PM replied to Monarch's topic in Nine the Phantom
Yeah, you knew this was coming when her move list came out. Nine having unblockables was definitely an intentional design choice, that's literally the only reason to give a character a projectile that hits low. The way hers work, it seems at first glance like they would auto-bait rolls since god hand tracks, and the horizontal hit box on the seed looks large. Not a whole lot of bitching going on on twitter yet, surprisingly. -
[CF] Nine the Phantom General Discussion Thread
9:02 PM replied to Monarch's topic in Nine the Phantom
Yeah, that sequence is what I was afraid her game play might turn out like. -
How to curse your opponent in one hit: part one. There's also an idea toward the end that might have application outside of combos with P reject from 3C -> teleport cancel. http://www.nicovideo.jp/watch/sm27673167
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This is the CF thread, and Argent Zero was kind enough to post translate the new teleport suite a few months ago. If you're talking about P reject, I don't think anyone's figured out its exact utility in his gameplay yet. It's cool that he has move proactive feints now as opposed to purely movement feints.
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The amount of curse meter you sacrifice to end a combo in EA is going to vary depending on when you activate OD and your OD duration. If you start curse without using OD, you'll be able to structure your combo so you sacrifice little to no curse time. Kitsune mentioned in his evernote that the most optimal play style as of now involves cycling through OD by means of OD -> EA to guarantee active flow, and exploit the burst regeneration. It looks from what I've seen like pretty much any curse combo gets you AF anyway, and In this case he got AF before using the EA, but I doubt anyone is really playing with super optimal paths yet. It's worth noting that in addition to the initial 25% auto regen after using EA, your burst continues to regenerate during the animation, so the long EA animation is a good thing. By the time Ragna actually techs, he has 30-35% of his next OD, and it's recovering extremely quickly after that. He has 60% by the time he gets the throw to end the round. It seems fairly easy for Arakune to get two ODs in one round with proper play; he actually does in both rounds before that. He also gets AF for hitting reversal super, which is awesome.
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Wow, new cloud putting in A LOT of work. Thanks!
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Here's the first half. I forgot I said I was going to do that until I saw your post today. Q: Is Arakune good this time around? A: Looks that way. He definitely doesn't seem to have any glaring weaknesses. Q: What's the good news? 1) Cloud recovery decreased 2) Bug use does not reduce curse meter; back to time based 3) He uses the new OD/EA system really well 4) Mothra (F equals) Q: What’s his playstyle in CF? A: You want to go through cycles of OD use and refrain from bursting. The game plan is to activate OD and hit with a bug/curse mixup, go into EA which guarantees AF, and use the burst regeneration from active flow to get you well on your way to another OD. Neutral/offense: Definitely put out the cloud whenever you have a chance; in this version it just follows them around and continues to add curse gauge. You’re less reliant on JD/2D/spider to add curse in this version because of the new cloud, and those moves have been nerfed. In previous versions, depending on what version of the cloud came out, you might not be able to advance or make things happen in neutral, but in CF you’re much more able to advance in tandem with the cloud. Defense: If you have any curse gauge, reversal OD all day. Put out bugs (more on this later), and run away with EA and bugs as a big shield. Curse As mentioned, curse is back to being timer based. Individual bugs do not cost meter. Have to wait longer between each use of the same bug. B bug now comes from the bottom of the screen. New B bug starts up and actually hits in like ten frames. One of his best new things. He says something about how if you get hit by a burst or guard cancel that’s non CH, the B bug is guaranteed, but I don’t know what that means. He says it will piss people off though, so it’s probably good. Curse offense: Catch and lock down your opponent with BC, and DA bug sets. Use Mothra to attack as your resources allow. Midscreen mixup: Overheads with 6A and j. B (probably hits everyone), lows with 2B/4B, mix in with dashes. The combos from there are similar to the old ones. Corner mixup: Whatever you want. Style on 'em. Combos: (wasn’t 100% on the translation here, but I’m fairly confident) In general, you use the same parts as usual, but it’s more dificult to use the same bug twice in a combo because of the regeneration change. Depending on the starter and confirm, you may have to go to a more difficult combo. Curse defense: You can still (as always) summon bugs when you tech. With the speed of the new B bug, you can summon one right under you as you tech and blow up pretty much any oki. Q: So... He’s a kuso character? A: Yes. You will lose friends. Q: Will he be a good sub? Probably not. Couple of reasons 1) Curse combos are are harder this time around (will be easier if you just copy/paste old combos) 2) New cloud neutral makes playing him more specialized than ever. 3) Some characters in CF demand that you have match-up specific defensive knowledge. Q: So what’s the bad news? 1) j. D recovery has increased, and spider start-up has slowed down, so his zoning game got nerfed. 2) knockback on 5A was increased; quality of life nerf for scrambles. 3) curse damage is lower overall. 4) Cannot re-curse. 5) Longer period between when you can use the same bug again. Q: What’s up with Mothra (F equals). How do you use it? A: If you have curse and meter, you absolutely use it. What we know: As long as you have curse, he goes back and forth across the screen (didn’t know that part) Guaranteed to come out once you’ve summoned it, even if you get hit. Does ~1700 on hit (probably has minimum damage as well) Unburstable on hit. Does not advance combo timer, untechable on air hit. Reduces depletion rate of curse gauge. No invuln before or after flash. If you get thrown, or break a throw (boo), it goes away. Very difficult to avoid because of the size, and racks up damage quickly in curse combos.
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Nitroplus Blasterz: Heroines Infinite Duel
9:02 PM replied to ivanchu77's topic in Misc Fighter Central
Nobody's perfect. -
A JP player who goes by Kitsune posted an evernote Q and A about CF Arakune; I'll try to get around to translating the whole thing at some point, but the TL;DR points are that Ara is good again, curse is good again, and the new super is godlike. Mothra is guaranteed to come out even if you get hit (but has no start-up invuln), does a ton of damage on hit (~1700), is untechable on air hit, doesn't advance the combo timer, and reduces the rate at which curse gauge depletes. Here's the link to the whole thing for anyone who can read it themselves. https://www.evernote.com/shard/s674/sh/44067d43-2062-43e3-b7c2-ba3cd61801d5/15cd02f792fdba4314bfcccc6013e78d Someone tell me what the abbreviation EA is for, they use it a lot and I don't know what it means.
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Another option for protecting little mans is 6H. If you over-extend a little bit and think they're going to try to poke him out of the recovery on a mawaru/nobiru, you can use the hit of armor to get a 6H through to CH their poke, which is really high reward. As for approaching, watch the sets of Sako vs. Daigo from before the pros vs gods thing, he's the best at that. He had these two complimentary options he would go to a lot, the first one was to H summon but keep P held and move Eddie forward a little bit, then airdash, release P right before you get in range of their anti-air, and then come in with j. H. Eddie will low profile any projectiles, and if they try to poke Eddie, you hit them with the j. H. He would mix that up with summon hold H, IAD, release H so Eddie goes underground, and shadow gallery above them, and then Nobiru to protect the recovery on shadow gallery.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
9:02 PM replied to Setsuna's topic in Misc Fighter Central
Looks like i'm buying dengeki. Five words I never thought i'd say.