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Big Ben

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Everything posted by Big Ben

  1. Game's very tame compared to what you said, even more so if you compare it to Melty Blood, their earlier creation. Average powerlevel might be a bit higher than Street Fighter but it's nowhere even near the top. Also, to your question, no. There's a ton of great resources out there though. System mechanic breakdowns, character overviews, frame data, a match video database with character filtering, the list goes on. You'll barely find any info ingame, but well enough online to make up for it. All you really need to learn through theory to start off with anyway is the grid system and maybe reverse beats. The rest kinda comes with experience just by playing.
  2. Angelica has some pretty sicknasty juggles from air CH or anti-air parry hits. Her [4]6D I believe has juggle properties and it's used in some pretty big damage and corner carry combos. If you've seen any Angelica footage on Nico they all go into 46D juggles from any good antiair hit.
  3. Actual match footage has arrived. https://www.youtube.com/watch?v=h7qkCH1SlUQ https://www.youtube.com/watch?v=RUUPWZpIt5w Second video was from a loooooong set. This isn't even half. The netplay works laudably well at least inside Finland, which is more than you can say for UNIB.
  4. Wonder if it would be possible to convince bell to give this a Mizuumi page. The jap wiki has a good amount of system info and putting player observations and general notes in English for those who can't read runes or mangled Bing Translate output could be pretty beneficial. Just a thought. also bonus https://www.youtube.com/watch?v=2YQLobwZq0Q
  5. First and foremost, do not watch (or for the love of god read) Mahouka. Otherwise there's a pretty good doc out there for her at https://docs.google.com/document/d/1ov_F9FDOoTmkw798VQXasGEWKuqA8c1WWtFK7IEQKuA Miyuki is amazing with meter, and pretty bad without. Double airdash is nice mobility but it has a lot of recovery and not all that much range. You get that plus your double jump though so you at least won't risk running out of air options. Inferno is amazingly fast. If you're (very) confident in your reactions you can punish a lot of things fullscreen, and the animation means as long as you hit before getting hit, not being invincible doesn't matter. Phantom Dance is also a pretty good reversal super as far as reversal supers go. It's not Taiga tier of course but it works. 5[C] and 2[C] are significantly smaller than they look and will kill you on whiff so be careful with them. 5B is a decent far antiair but I wouldn't rely on it too much. Niflheim is not a very good DP, but it has its uses. Occasionally. 5AB is pretty decent, it's fast and goes fairly far. It will never be safe though, no matter how point blank you pass through. For combos, your main confirm from a ground starter is dialing into 2C, then either 5AB 214AB up close or 236B 214AB if you end up pressing a few too many 2A's. From the 214AB, j.B dj.B dj.C dj.214A (dj.214AB cancel landing recovery into Inferno if you have too much meter in your life). Miyuki's trump is retarded so make use of it. You can stuff jumpouts and airdashes, and fullscreen punish (although it's a fair bit slower than Inferno) a lot of things. It's also overhead so someone who hasn't seen it before will probably eat it for the first time, which is good to know. 236AB is a good way to fish for trump or Inferno as well. If you do 236AB and they're in the air in blockstun, it's a free trump. It does less damage against aerial blockstun though but it's still a good 2,4k so it is fairly free damage. If your reactions are good, you can also confirm into Inferno if you catch things on the ground. [/essay] Someone correct me if I talked out of my ass, this is what I have.
  6. Weren't you banned forever from bringing games to NCD because of this?
  7. http://www.nicovideo.jp/watch/sm21357667 So one of the people in our Finnish Skype group posted this. It's a tool-assisted playthrough of the single player mode but it showcases a good amount of the things doable pretty well, doubly so for Byakko who's just ridiculous. It's made in the same thing Vanguard Princess was (so 100fps instead of 60) and, from what I've been able to gather from the wiki with the aid of Google, it's apparently based on some novel series or other. The art is sloppy, the voice acting is atrocious at times and acceptable otherwise, but the characters are fairly varied and pretty cool. It uses a KOF style button layout and chain rules, and should feel fairly familiar in general if you've played Dong Dong. In any case, I just wanted to put it out here. A few people in our group tried it and labbed around and freestyled some pretty nice combos and we're going to try actually playing it in the near future. http://www52.atwiki.jp/requiem_final Wiki, contains frame data (remember 100fps), character movelists and some combo lists. http://www.vector.co.jp/soft/dl/win95/game/se496698.html and download link also izanagi
  8. https://www.youtube.com/watch?v=Kt36LAnw8rg It feels weird being on the top of the tierlist suddenly.
  9. Yes. Be warned though that it's 1028 yen and not a flat 1k.
  10. I think you're thinking about Goblin here. I'm running Troll as second because he uses meter well enough to not be point but needs health to headbutt and power through things so he's not exactly the most reliable comeback anchor. I feel like both Mara and Cursehead work better in anchor position. I'm actually running Fina as my battery. Meter charge is the furthest thing from reliable, I know, but she does build good meter. I might actually think about a different point character though, I really wanna keep both Troll and Cursehead/Mara and I have no idea where to put Fina in that set except point. The other two points I'm thinking about right now are Orc and Vargan, gotta see how comfortable either of those feel.
  11. This has actually been gathering some steam at our weekly locals. We went from me and the person who originally brought it to 4-5 players in a few weeks. People have actually liked this a lot, much better reception than I'd expected. On another note, any advice for a Fina/Troll/Cursehead or Mara team? I'm debating which anchor to pick and general tips on my characters in general. I've read the SRK wiki stuff on this but I was wondering if someone had something of their own to contribute. Nightmare Blade item for Mara anchor, Earth Hammer for Cursehead in case you're curious.
  12. http://live.nicovideo.jp/watch/lv196581795 Jap online no top 3 tournament.
  13. It's plus if you hit it low. Neutral if shielded and very slightly minus if shielded from higher up. The only special you could get out of it is j.214x, what I do is j.2[C] j.214C~x~D, but most of the time it's not worth the slow-ass web placement unless you have mountains of respect. You could just land and challenge mashing with 2A instead for more chances to keep pressure which is what you always wanna do without risking being poked out or run under. Also if it's shielded you can't cancel anyway and that might throw you off if as a player you commit into the motion a lot like me. In short, it's usually just not worth canceling j.2[C] into webs. Just land and either keep pressure or just block if it's shielded or hits a bit higher up.
  14. Webs don't spring instantly when set. The floor web is even worse, you can literally jump into it and jump back out. Rekka > Web pressure reset is very mashable, 2C works if it's 2 rekkas into C web or somesuch variation. Reaper is also your friend because he really wants to be in the air to set webs and such. Also when it's your turn 66C oki is god since he has absolutely no reversal at all except VO/pillar. Just block patiently since he has no actual mixup, he has to take a risk to reset pressure at some point or it's your turn again. Also Mortal Slide.
  15. Yeah, this really feels like our worst matchup. From the little I have I can say a few things though that might help. First, if you get a knockdown in the corner and expect 236C you should jump over him and j.2[C]. The spaghetti hands have no hitbox behind him and you'll get another good corner knockdown from it. If not it's still your turn. Beware of web swings, 4B can basically shut down anything you do in the air. Also your dash is pretty fast and safe so you can sorta do little dashes and inch towards him. I have no answers to flight oki, our antiairs are shit enough to begin with. That's pretty much all I have, this matchup really is suffering.
  16. Hey, I have a question. Since Merkava's 3C can be canceled into the fireball, does this mean it's an aerial and does that mean if you shield 3C that he can't cancel into the fireball?
  17. I'll chime in with my own experiences too then. Linne: Feels even. Her buttons are slightly bigger than ours and she has a legit pressure reset in the fireball and a DP but beyond that you're both fast and want to be on offense. Being patient and having a solid defense will win you this as in neutral she'll more often than not beat us out and get pressure going. Her only ground overhead is 5C[C] and I haven't run into that once as of yet. Shield assault overheads if they ever happen and it's your turn. Poking out with 2B if she wants to get cute with resetting pressure is a very viable option but be careful of BC, she can call you out with it pretty well. Webs are not particularly good here since her normals are fairly large and sweeping and 6C erases floor webs. tl;dr be patient, block, poke out when you see a chance and watch out for BC Oreo: Slight disadvantage. Her pokes are slightly longer and less whiff punishable than yours and has a DP. 3B and danzai shut down any attempts to come in from the air or to be cute with web dashes. 66B doesn't low profile anything significant enough to be useful. 2B is your friend here. Once you get in and in the corner you can pretty much do your thing. Just don't jump and you'll be fine. Also 6B exists I guess. tl;dr: 2B is your friend, don't jump ever Merkava: Suffering. As you might expect his buttons are slightly better than yours. You lay a web, you get eaten. You get in the corner, you die. You get him down and Edward Spaghettihands bails him out. You have no real good antiairs and Merkava controls the air. 66B is nowhere close to long enough to be useful, at least in neutral. Basically hope for mistakes. And maybe 2B. Maybe. tl;dr: pray Gordo: Very volatile. Not quite as bad as the other top 3 matchups, at least to my experience. You slip up once, you die, but at least you sorta have the tools to deal with this matchup. His fullscreen buttons are an issue. Mortal Slide is an issue. GURIMU RIIPAA is an issue. Everything he does erases your webs. You can't jump at all because GURIMU RIIPAA catches you out. You can't jump in over mortal slide because the scythe hits such a huge area above him on the way back. And when you inevitably get cornered you have to worry about command grabs, 6B which leads to 3k and guessing again, 2C if you wanna try jumping out, 22A pressure resets and whatever else you can think of. The only solution is to never let him breathe. You theoretically have the tools to deal with him, they're just very unsafe and not particularly reliable, but it's better than nothing. 66B is one of your better friends in this matchup, just don't get predictable with it. If you can get closer and play the midrange game, just be careful and don't get intimidated. Try to catch him with 2B or something (it's still your friend) and capitalize on every single opportunity you get. Playing it safe will probably get you killed since he does it better so just try to get in medium range and hit him with something unexpected. If you do get him cornered and get your knockdown do not ever be in the air and hang slightly out of command grab range. If he does GURIMU RIIPAA into 236C there's nothing you can do but at least he uses meter for it. Tough matchup but doable. tl;dr: get into midrange and play wild but not stupid, look for holes, 2B is your friend blah blah blah, hang out of grab range when you get a knockdown, don't jump ever, 66B Holy shit this was long. This is probably very incorrect and pretty opinionated but I hope I can get some feedback from people who know their shit better than I do.
  18. 2A/5A (5B) 2B (5C) 2C 236A 4A~A~B whiffcancel j.A land 2C 236Ax3 You can do the second rekka before the web in the corner. Also you can do 236C CS 236Ax3 236C in the corner if you really want the extra damage. This is pretty much what I've got right now.
  19. I made a text dump on Caligula's normals. Feel free to use it on the wiki article. I'll post specials and some of my own stuff in separate pastas later. Does not include counterhit properties because I'm tired. http://pastebin.com/Rm43PqC5 EDIT: Now with specials breakdown. http://pastebin.com/4epP3R8M Also more stupid shit Caligula can do. Don't mind the quality, that's airtight.
  20. I'll contribute text data about Caligula. I don't think I have anything else not already said, just some Alcott basic move properties. I'll PM you what I have at some point if that's cool with you.
  21. Yet another loop for your viewing pleasure. Airtight for 5 reps. Truly the most important thing you can learn from Puyo Saburo.
  22. It's the Caligula zip. Just replace the contents of the char/caligula folder with those. Also a new .exe, haven't observed major changes. Mainly FATAL HIT was changed to FATAL SHIFT, dunno bout the rest.
  23. MORE CALIGULA Also Caligula patch, serious buffs. Caligula for top tier. Observed changelog: -Backdash is MUCH faster. -2C can be charged to home and make search range fullscreen. -j.D can still be used to store your momentum but doing j.4D or j.6D will kill your momentum and send you spinning horizontally right or left. -6C trajectory changed, now goes in about a 35 degree angle up. Horizontal range is shorter, now actually a combo tool. -c.5B into 5A may be an easier link. Not sure. -Airgrab loop is still in the game, no changes to that. -j.C can be held for shenanigans. -j.C can be canceled on landing into full charged 2C that bypasses startup.
  24. Here, have some more footage. Now with slightly more familiarity with the game and characters.
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