Fatalis
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Everything posted by Fatalis
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After 6B, if you want a really easy confirm, you can do 236A x2 > 2C > etc for an easy combo.
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You may have missed my edit, but wake up and block is a really good option. Mixing up teching, delay tech, and standard getup to get people to mistime their meaties can also be a good way to get in.
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How are you getting blown up in neutral? I haven't had problems with my normals coming out in neutral, although you might be getting stuffed with meaties/frame traps in defense which may feel like your normals aren't coming out. EDIT: Just saw your latest post. Don't try to spam your way out of wakeup, you'll get stuffed most of the time. Gordeau's only invulnerable stuff (Ex Grim Reaper/Ex Assimilation) is easily punishable. Just wakeup blocking, and wait for the blockstring to end and go back to neutral. I find it's hard to immediately change momentum in a match.
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You have to delay it just a little bit. Once you recover from 236A, just wait for a short moment before doing 66C.
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You can always just send a message through PSN. I haven't figured out how to actually write in chat.
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You just need to practice enough that things become muscle memory, and from there learn when you get the hit or not to either do the blockstring, or do the actual combo. For getting out of pressure, record another character`s blockstring/mixup, etc, and practice getting out of it. For hit-confirming, just set the dummy to random guard, and do the blockstring on blocks, and the combo on hit.
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There's an option to turn on frame delay (from 1-8 frames of delay) in training, so you can practice doing the combo with some lag to get used to doing it online. If you can do it offline, then it's just getting acclimated to the lag online.
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Chaos definitely has some similarities with Carl, but Carl definitely has more tricky stuff up his sleeve. Also you'll probably have to deal with playing a "low tier" character, as the general consensus is that Chaos might be the worst character in the game. If you want someone that can do rushdown alongside some zoning, I might recommend trying Nanase.
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It does I think about ~500 more damage if you you do the CS version. So if you have Vorpal, it's definitely worth it to do that, especially if that 500 damage will secure the kill. For the Critique: For your combos, you're omitting the 3C after 5C for no good reason. Put that in there for a more optimal combo (ie. 5b >2b>5c>3c>etc...) Try varying it up instead of always going for 66C after 236A x3, you can mix it up with things like assault j.C or a meaty 5a/2b. I know it's really tempting to EX Grim Reaper on wakeup, but unless they're already in the air, or you have CS ready, it's super punishable.
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Waldstein Infinite Discussion (Tournament Legality)
Fatalis replied to Tigre's topic in Under Night In Birth
I think the reason they don't do it is respect. Even dead body hitting in a game like BB is considered very rude and bad sportsmanship. -
There's one universal path that's pretty easy to do (although if you use up your OTG in the string, you need to do "j.[C] > j.a >j.b" rather than just "j.[C]"): Stuff/String > 236A > 236A > 2C > j.[C] > 3C > 236A > 236A > 236A This is the one you absolutely need to know, and it's fairly easy to do. After this combo, you get a mixup, and if you get the hit, you do this combo again, and get another mixup, etc. For throw > 5a, you just need to practice to learn the timing.
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Waldstein Infinite Discussion (Tournament Legality)
Fatalis replied to Tigre's topic in Under Night In Birth
Using it isn't healthy for the game though. If someone who didn't know about UNIEL saw a stream and just saw someone use the infinite, and instantly win the game, they would immediately think it's a terrible game. Furthermore, it's incredibly boring. No one wants to just wait 60+ seconds for a timer scam, especially when it's fairly easy to do. Even Marvel infinites at least have it so that when a character dies (and that won't take a whole round of waiting), there's at least a chance for the opponent to block the incoming mixup and have a chance to get out. The infinites there are also a lot harder to do than just pressing 6C. If you get caught twice and get timer scammed out, that's it, and you just lose that round immediately. It'll be funny to see the first time, but if they allow the infinite to always be abusable, the game will be dead in no time. -
Maybe it's only hit invincible and not throw invincible?
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Yeah it definitely can get confusing if you switch sides and aren't sure if you have vorpal or not. I guess it's just something you have to get used to.
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It reduces blockstun, gives you GRD, takes away GRD from your opponent, and acts like a pushblock. If you shield wrong though, you get GRD broken, so you can't get vorpal and you lose your D button for a short period of time.
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From what I've heard, the trick is to do the dp motion when you see the green glow of the tech appear, and press the button once you land to do a frame 1 reversal.
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having execution problems. character suggestions?
Fatalis replied to HKSpadez's topic in Under Night In Birth
This game definitely has some weird timing stuff where you have to delay a bit. You really just need to grind it out and practice to get things consistent. -
Hyde's not amazing, but I don't think he's bottom tier. You definitely need to be using 22A/B for footsies, as everything else doesn't really have enough range.
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You need to learn the timing of when j.[C] fully charges and press j.a immediately afterwards. It's fairly tight, so you definitely need to practice it.
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I don't think it's likely for someone to translate all the character lines. If you really want to know the story, you'll probably have to wait until the English release.
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[C] means you want to charge C by holding it down. (2) means you want both hits of j.b to hit before doing the rest of the combo.
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Is there a way to change the CPU difficulty? I didn't find anything in the options menu, although I might have missed it.
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If they're always back-rolling, dash in and pick them up with 5a for a bluebeat combo. Do that a few times, and you'll scare them into emergency teching.
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If you get knocked down, and she isn't punishing your delay techs, forward roll.
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His normals are really good, so you have to be very cautious with your approach. I would recommend against Gustaf unless you're near certain it's at least going to connect, as he can 5B to hit you out of it on reaction, or just jump to make you whiff. Air approach is also difficult as his 6A is a great anti-air, and let's not forget Inferno Divider. It's best to play patiently, and wait for an opportunity I find rather than trying to make something happen yourself, as you'll probably get blownup for it. If they're getting really DP heavy, doing the cross through on knockdown is a good way to get a hit in, as it'll mess up their DP input.