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-Kef-

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Everything posted by -Kef-

  1. Are Fridays the only days were you guys play Xrd over there?
  2. I am not a Millia player or anything, but I've been messing around with all of the characters, and this is very important. Usual relaunch combos (with/without pin) are cool and all, but you should mostly avoid them. A relaunch is going to net you around 20+ points of damage on average, and a little more meter than normal (around 0.25 or so). The bad thing is that you are giving your opponent a lot more burst meter (a full letter), which would almost be the equivalent of you getting them in two subsequent combos.
  3. In terms of Oki and Damage, is it worth it to go for the 5S>2HS>[2]8HS starter after command grab (or otter oki) instead of raw 5S into ensenge ender jump combo? I can see the slight increase in damage, but I find it somewhat inconsistent. Apart from bringing the opponent back to the corner, are there any other benefits from this?
  4. I got the HK version, so I guess I am going to see which version of the DLC I buy. Like some here have said, it is likely that the JP DLC works with the HK version. Also, do you guys know the cost of the DLC colors and Leo? Also, do we know if the colors are per character or in groups?
  5. If I didn't preoder Elphelt, what is my best option if I want to play the game? Is the HK more expenseive? Does it have any differences from the JP? Also, how many colors per character for the DLC colors?
  6. Oh man, I missed the chance for free Elphelt. I guess I'll wait for the US version then, cause importing is gonna be kind of expensive.
  7. Are you guys getting the early PSN Japanese version or are some of you waiting the extra week or so to get the US version? I wouldn't mind waiting that much seeing how I have finals around the JP release date anyways, but what about you?
  8. http://www.twitch.tv/nycfurby Team Stickbug going on right now. Just started. 14+ 2-man teams registered, Waseda style.
  9. With enough practice, you can definitively get consistent with it. No problem there. Just from early testing: - normals after FFC followup can be canceled into a web, which allows for a second web followup. - FFC~B is better for mixups, but has less range than FFC~A. FFC-B seems a bit hard to setup, you have to be pretty close to the opponent. - It can still get mashed out like other strings, but tighter than most.
  10. Yo, this reminds me of thinking of having "unfly" activated in Marvel 2. This is sick, not broken, not amazing, not unfly, but it is pretty good.
  11. Good stuff Yoshi. Appreciate the work of going and finding the forums, finding someone to translate, and recording the vid with the tech. Honestly appreciated.
  12. I guess that's a good point. I still think it is a little awkward to ban, but I am pretty sure no one is attempting this at a tournament.
  13. So, now what? How are people gonna deal with this? I don't know how someone could "ban" this. Restrict the amount of specials she can have active at the same time? Lol Hopefully this is being addressed to the developers so they can look to fix this, hopefully before the patch arrives (even though it is probably too late). EDIT: Contacted the UNIEL main twitter account and one of the developer's twitters. We'll see if we get any response.
  14. Debut of UNIEL at NLBC. http://www.twitch.tv/nycfurby
  15. When is FM_gagasama gonna post some vids of him playing? :/
  16. Anyone around the dade area?
  17. Okay, so 236C>Chain Shift does not have enough blockstun to guarantee a 3[C] or BC mixup. The only way you get a guaranteed mixup is if you Chain Shift while on the 3rd loop of the rekkas (so 236A/B~A/B~A/B>Chain Shift) because this is a true blockstring. The bad thing about this last note is that rekkas can be interrupted between the first and second loop with an invincible super. If the opponent does not have a reversal that gets them out of this gap in the rekkas, you can even hit-confirm a hit of rekkas with Chain Shift if they were mashing buttons seeing how it is a natural frame trap. Also, Gordeau can't do anything about Rekka>Chain Shift. You can jump out of his command grab super on reaction or block his EX Grim Reaper. Sadly, he's one of the characters that blow up the gap between rekkas with EX Grim Reaper. Also, with more testing of the Merkava setup, it seems he can get away with 623C . You MIGHT be able to land quickly with some kind of timing of the setup and punish him with either 66B or 66C before he lands, but it seems somewhat unlikely. Oh, but it does work from throw eh? That's a good option to have for sure. And yeah I agree, 623 Oki is his best type of oki by far.
  18. The 3C>214A/B/C oki is just, like you said, OTG'ing with 3C and cancelling into web, letting Byakuya land by himself and go for a mixup involving throw/2B(low)/3[C] mixup. It is extremely punishable not only by reversals, but by many normals on wakeup because of the lack of meaty protection from any type of web. And yeah, the Rekka>Chain Shift is aimed more at reversal supers. This is one of the most potent options against a character like Gordeau, who relies on supers for reversals. I might try to record the Merkava setup or something later on, but it will probably be poverty type recording.
  19. Messed around with a bit of his corner okizeme today, found some interesting stuff. First, the oki setup that has been mentioned before, 3C>214A/B/C, I think it's very weak. I think I've seen discussions were Byakuya players think they can land and mix the opponent up with throw, 2B, 3C, etc. This is not the case, in the slightest. If after a typical combo ender (236A~4A~A~A) or the already mentioned setup (3C>214A/B/C) you attempt any web, you are not safe before landing. Character like Gordeau can just mash a normal on wakeup like 2C and destroy every single trap you placed + punishing you before falling. If you want to set a trap in this types of situation, try going for a dash followup mixup, cause this setup gets lit up. This brings me to my second point, 214A~D web (ground web) does not hit the opponent as soon as they recover from a tech. Is it something regarding how the web works, or is it something about how techs work in this game? For this post, that doesn't really matter. This means you cannot play it safe while trying to hide behind the ground web. I thought you would be able to just block on their wakeup to bait a DP or to wait for the opponent to get blockstun from the web, but mashing normals on wakeup beats both options. Leaving the negative aside, a found some potentially great stuff for his corner oki: [236C>DD] - This is the only move to my knowledge that can be canceled with Chain Shift on whiff (or at any point in the move). Which means, if you have vorpal, you can do a spaced/meaty 236A/B on their wakeup and cancel it into Chain Shift if you see them waking up with an invincible move, which will allow you to block and punish them. The blockstun from the 236C>DD is also pretty large, but haven't really tested exactly how good it is (does it allow for a true blocsktring into 3[C]/BC mixups?). [3C>delayed 9j.2[C]] - Safe-jump that I tested with Gordeau's 623. Somewhat difficult to setup, but of course easier against slower reversals (Merkava's 236C for example). Need to test this a bit more. Timing may vary depending of combo used. [3C>7j.214A~A~B = The Merkava Slayer?] - Dash followups from the bad 3C>214X setup are the best thing you can go for. You are already going to get punished, so why not go all in? This type of setup has potential, especially this one from 3C. After 3C, you jump cancel the move into a web and do the dash followup (preferably, followed up by the B overhead followup). This is allows Byakuya to go really high up, going over some common reversals. It still needs more testing of course, but this one seems to be my favorite meterless setup of the bunch as of right now. The mixup after the B Overhead followup has already been discussed by other members here, so no need to describe how good it is. So what's this Merkava thing. Well, if you setup a j.214A version of the web after this setup, and you follow up with the dash followup of the web, Merkava has no true reversal option from what I've tested (except 200 meter super). If the web is done low enough, Byakuya hovers over Merkava's 236C while a web punishes him right after startup, landing you a full combo back into the corner. If Merkava tries to Veil Off on wakeup, you hover so high up in the air that is does not hit you and you can land and punish. Like everything we've found, it still need more testing, but it has potential.
  20. Round 2 of late night lab time. Couldn't play too much today, so sorry if the findings are a bit lame. Again, I haven't had a chance to read the thread to it's fullest, so excuse me if I post something that was already discussed. So I don't know if you guys knew, but in the corner, Byakuya can extend his damage and meter gain by using the second follow-up of his 236A before cancelling into the web follow-up. So for example the TK Web BnB with the extension would look like this: - [Corner] 2B>2C>5C>TK j.214B>5C>214B~A~A>2C>236A~6A~4C~A~A>2C>236A~6A~4C~A~A This allows for a bit more damage in most routes and considerable meter gain. The use of the C version of the web is crucial for the extension to work. The C version makes you fall the fastest while that high in the air (while it is the slowest from a normal ground cancel, like from a 5C>Web for example). Note that this also gives more meter to the opponent, so you decide on what combo route to use. Talking about combo routes, I did a bit more research on them today if you are interested. And I also did a tiny bit of testing of the hitstun deterioration with some starter chains. Also, I found out that 66B can be used as an OTG pickup instead of 2C. It does a bit more damage in combos and builds a bit more meter. In my personal experience, it might even be easier to pickup with 66B than with 2C. Of course, I did a bit of testing: For those who don't know what to make of it or don't want to read all that, in conclusion: - As long as your starter chain allows you to hit the first web of a TK Web route combo, you should get a solid combo. Maybe not two reps of the Rekka>Web ender, but definitely some good positioning/damage. - To my surprise, you CAN combo from an abuse of 2As as a starter chain. The usual BnB works in this situation. - Extension of 236 chains in the corner do not seem to cause the combo to drop more often, so it seems pretty safe to go for them whenever you know that rep of Rekka>Web is going to hit. - Damage difference between route is pretty small, the difference is in the GRD steal and meter build (for both players). - 66B easier instead of 2C in some routes IMO. I was able to perfrom a full combo from a 2A>2A>2A>2A>2B>2C>5C starter with two 66Bs as OTGs. That's all for now. Tomorrow, hopefully I can mess around with consistent corner Kurotora oki routes. I think there might even be potential to set it up midscreen. Still nothing on a Merkava 236C punish, I think we are done. Nice finding! The 2C>TK j.214C as a lot of potential I feel. This even works after a string of mashed 2As. Great stuff.
  21. https://www.youtube.com/watch?v=ZUgtBEuuEfs Great Yuzuriha gameplay by Maakun. He uses a lot of 6C on wakeup, I wonder why. Does it catch backdashes? Is it because it is an easy meaty?
  22. It's kind of late, so hopefully I get all of this right. Spend the whole day with this man trying to figure some shit out, and here are some of the results (if someone posted about this, I am truly sorry, to tired to read the thread now): First, I was trying to figure out the best way to combo from a 5B anti-air from anywhere on the screen. IMO, the move is a lot better than 3C for anti-airing, so I wanted a string that worked on different vertical and horizontal distances. After messing with delayed strings, delayed wall-bounces, charged strings, 4 move air strings, I think as of right now the best choice is the following: - (Enemy Jumping) 5B>9j.B>j.C>214A/B>land As simple as that sounds, that is the best anti air pickup IMO as of right now. Once you hit them with the web, they are in hitstun until they touch the ground, giving you a lot of time to do whatever you want. This inspired a new combo string that I am gonna start using: - 2B>2C>5C>TK j.214B>delayed 66C (cancel before wallbounce)>214B~A~A>2C>236A/B~4A~A~A>2C>236A/B~4A~A~A> - 3039 Damage (No vorpal bonus) - 3.5+ GRD Blocks - 77.48 Meter after Combo That is a 4 web combo which I believe can later turn into a total of 5 webs in- a combo if you combo from an oki web setup. The combo is just a tad harder than the usual BnB but nothing too bad. The string also allows you to go back to the original combo if you wish, in the situation that you changed your mind because you think the might drop out of the combo (ex: you started with an "A" starter, don't know assault deterioration etc.). Combos from that involve TK Web can also be adjusted so you intentionally make the combo long enough for the second (and last) rep of Rekka>Web to become impossible, this way you can end the combo a bit early to get 236C oki. Is it worth it? I think it is. This is a regular BnB started from the same 2B. - 2B>2C>5C>214B>214B~A~A>2C>236A/B~4A~A~A>2C>236A/B~4A~A~A> - 2969Dmg (No vorpal bonus) - 3 GRD Blocks - 61.12 Meter after Combo I messed around with the TK Web stuff way to late into the lab session, so I guess I'll try more stuff tomorrow. I am pretty sure there's more potential there. Also, I did try double TK Web, they come out of hitstun really quickly after the second web, so it's not worth. I'll also test consistency with the anti-air combos. ... AND two last things: 1. Apparently our boy is one of the only characters that can't punish Merkava's 236C. Was trying stuff with Shield, but it seems 2A/5A are too slow for that. 2. If you are having trouble with the 2C before the last rep of his usual BnB, you can plink A+C like you would in Street Fighter 4.
  23. I personally think it's not worth it. Byakuya has pretty good corner carry and side-switch combos which allow him to set his oki in the corner. If you drop the ender of his combo to try and go for one of this side to side mixups, he can potentially lose GRD like you said and most importantly, positional advantage (where his overhead+oki shines). Also, are we sure the frame data we have is accurate? I've been collecting frame data everywhere from different sources, and the speed of 5A and 2A don't seem to matchup with some disadvantageous moves. It's pretty annoying. Still, I think we can't punish Merkava's 236C :/
  24. Erika Wagner and Enkidu for me. Enkidu, there's no explanation needed for him. Erika looks like a fire-based Lucina which I am down with. Mika looks funny and Linne's brother was said that he could "transform" before battle, so that could be cool too.
  25. I tested them with old jump method and it seems that 214B is around -2, while 214A is around -5? Edit: Also, 236B xx 423A/B seems to leave you at -7/-8 which is not bad at all to be honest.
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