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Icekin

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Everything posted by Icekin

  1. E R I K A B O Y Z It's happening
  2. Does Ottawa still UNIEL?
  3. Maybe there's something wrong with my browser, but for some reason, any link in this thread just reopens the page it was posted in, including the link to said notes. Is there another way you could link me to them? I hadn't thought about Air shield. Backdash/Forward dash seems like the least risky option. Thanks for the tip.
  4. Can someone enlighten me in how you deal with a Seth player repeatedly doing (214X > 4/6B > j.214A) * n. I don't understand why Seth can't just do that shit all day until it hits. No button will punish it, shielding does nothing since it's two hits, I can't jump at him and hit him out of the sky before he dives again. The only thing I can think of that works is VO. What am I missing? This is assuming you aren't playing someone like Gordeau who has a big "Fuck You; 2C" move.
  5. Linne's mixup is not that great. At any time she air assaults, you can shield that free, or block high then switch to low when she lands. Her divekick is not a high, and it is minus on block, so even if you just low block it, you're still at an advantage. Her normals are fast, but Hyde's 6B is a godlike poke to beat out anyone else's.
  6. I'll bring my setup. Can't let a meetup go by without some Brade Aahks.
  7. UNIEL's balance is pretty solid, yeah. Even between bottom and top tier, it's not a huge gap. A noticeable difference, but not immense. Sad to hear that the game has severe balance issues. Seems everyone locally has picked up one of the good characters, so we're having fun atm. How's Xiaomei btw? P.S. Never heard of this Rikir guy, but he sounds like a huge scrub. Kappa
  8. It looks visually unimpressive, and the animations are pretty stiff, so it gives a pretty bad first impression. Combine that with the lack of netplay and people just won't give it a chance. I don't exactly blame people for it. My first impression of it was that it looked like shit, and I went to an offline meetup where someone had just gotten this game fully expecting to have a laugh at how terrible it was. I ended up loving it and buying it myself. I judged it too quickly. The gameplay itself is more reminiscent of Aquapazza or Street fighter than an ASW title, and somehow that's not well received. If I wanted to be a cynical prick, I could say something about them darned kids not being able to RTSD all day pressing all the buttons in the world for once in their life and crying about it. Balance wise, I have no idea. I feel it's too early in the game's life to say.
  9. @Lvl5chan, Jimmybones, Thelo; Concerning Canadacup room/gas money, sorry for not showing up to the smashloft tourney after Toronto, I'm making it hard for you to get in touch with me. I'll try to make it to every meetup from now on.
  10. I don't see how an OS makes them useless. Can you elaborate? Anyone who's tried shareplay: Does it make delay worse than normal netplay would? I'm not sure how the feature works. If I got the digital version on JP PSN on my ps3, assuming I bought a ps4, would I have to rebuy the game on ps4? I like Blade Arcus, but it's not cheap.
  11. Seth has had a laundry list of positive changes, from his mixup to his health to his orbs, etc. Seth was always a character that seemed really good in theory but had some problems holding him back. Those are now (mostly) gone. Nanase has been buffed in nearly every way: better hitboxes, faster moves, far safer recovery on some key moves (j.8C), better mixup options with Vorpal, literally every EX move improved, FF grd cost way reduced, and j2[C] is a game changer (huge hitbox, flash comes out before the move, + on shield block, etc) 214C hitstun buff also lets her combo off it at any range, making those confirms very painful. With vorpal, she can now TK jump cancel on block. She is pretty good.
  12. Full meter and vorpal is not easy to get, and you'll be spending all of it for that 5K. There could be list of changes in some Japanese wiki, I don't check those.
  13. To my knowledge, there is no official full list of changes. Canceling EX moves into IW is a property of CVO.
  14. Vatista was always good.
  15. Someone wants to organize some online stream where some regions show off their best players in matches. I think 5 players total? Someone decided it could be Brice, Pedro, Thelo, you, and I forget who else.
  16. For a while, watching hishigata play, I could never understand why he ever finished his combos with 2C FF j.236B (or just 2C tk j.236B if he still had a jump cancel.) He could just do j.236B after j.2C, and the result is the same. Doing 2C doesn't give more frame advantage, it doesn't help get the j.236B closer to the ground, it barely adds any damage at all and he even wastes GRD with a FF to do it. Then today it clicked; it causes another knockdown and forces them into invulnerability. Doing that makes it so even if they delay tech, they won't get hit by j.236B and mess up the oki. Speaking of teching, here's a cool trick; If you finish a corner combo with 5B > 3C > 2A(whiff) Backdash, if they forward tech that in the air, which is likely since they are in the corner, they will land right in front of you. You can do a microdash forward and 5A to cross them up as they land.
  17. I would love nothing more than to see all that in action. I've heard the theory, but all I've seen in vids is either really lackluster play (e.g. adversesolutions's vid) or Phonon getting destroyed. Maybe I'm not looking in the right places?
  18. If it's metered, then it's really not worth mentioning. Unless she also has a low super, you just block high on reaction to superflash. I haven't seen her FF used as anti-air, but in theory that's a useful tool, especially since it's one button. Do you know when it becomes head invuln? I assume it's not frame 1. Long range normals are very good, but according to that list, the top tiers are the two characters with the shortest range normals in the game, one with average range normals and Phonon. I don't know if I would say it trumps all else. They're certainly good though, sure. I'm well aware of that; what I was responding to is the statement that Phonon has little to no weaknesses. She has noteworthy weaknesses. What are her strengths though? Big normals, a good projectile and decent mobility that amount to strong spacing, and respectable damage. Is that really all it takes to be S tier in UNIST? Many characters seem to be scarier than that to me.
  19. She has no mixup at range, her only overhead is from neutral and she has no meterless reversal. I'd say those qualify as pretty significant weaknesses. Yeah she has her strengths as well, but I don't see the S tier in her. Judging from 13:15 of the above vid, it also seems like there's a hurtbox in her whip moves.
  20. I'd put phonon A and Byakuya S is what I meant. Phonon's pretty good, but I haven't seen anything from her that screams top tier. Not even close. Byakuya on the other hand is a damage and setplay monster. He is fearsome in UNIST. I'd rank Nanase A, she got way too many buffs to to remain B. Nobody in Japan even knows how to play her besides Hishigata. (at least from what online play and streams show. There could always be hidden offline warriors)
  21. That list has seen a lot of criticism. I don't agree with some of it myself. Phonon S? Byakuya A? Nanase B? Yeah no.
  22. 66C can only be done from neutral. If you want an overhead at neutral, you already have 6D.
  23. I was asked to do a write-up on how to beat Nanase as Eltnum. Since this will be written from a Nanase POV, if anyone has Eltnum advice to add, feel free. Ideally, always keep 100 meter on hand. Eltnum with meter is a much bigger threat to Nanase in neutral than without, thanks to her EX moves. Do not spend meter unless you need to. Once you have 100, Nanase cannot haphazardly drop j.236B's even from fullscreen. EX beam is also a big threat to one of her main pressure tools: FF j.236A. At any point during Nanase's pressure, she can and will use her jump cancel into tk projectile. You can beam that shit for free. Without meter, she's safer, but still has to watch for your options, namely 214B. Nanase has noticeable landing recovery on her B projectile, so you can 214B it from range easily if she's being reckless with them. She should only be able to get them down from fullscreen or as oki. If she tries to FF projectile during pressure, you can 236B it and kill her for it. 236A will also poke her out of startup, but only cancels out the projectile if you wait too long. Speaking of 236A, it is godlike against Nanase. It's faster and has just as much range as all her normals. Anything Nanase does, 236A will beat it. Poke the shit out of her until she gets annoyed and stays put. Then you get to have fun. Something you might run into a lot, especially if you face less experienced Nanase players is her sword dash, her 236B. Here's everything you need to know about it: -Every followup to that is unsafe as hell. The stab can be punished with 2B, the overhead can be punished with 2B, the dash through can be punished with 5C/2C/214A -Every followup is either a mid or a high, and the move itself is a mid (even though it looks like a low). As soon as it comes out, there is no need to block low. Block high in case the overhead comes, and punish the dash through. It's -20. Even just 2C 214B is enough if you don't have meter. -If she has meter, she will likely try to 214C the overhead if it's blocked. If she does, she'll be safe. It's not a bad deal for Eltnum since Nanase just lost all momentum, lost 100 meter and put herself right in B gunshot range. -If spaced enough, the overhead followup is safe-ish, though still very minus. Go ahead and push buttons. Speaking of Nanase's 214C (The huge tornado leap), it is +3. If she uses it on you in the corner, don't try to mash out of whatever followup she does. If she tries to throw, it'll be gold and you'll have plenty of time to tech. My advice is to either just block, DP or VO. My experience with 214C is everyone tries to mash after it, get thrown for it, then they try to throw by expectation, again get killed for it, and eventually just block. If she does 214C to make an unsafe move safe midscreen, it doesn't really matter that it's +3, do whatever you want. Nanase's normals aren't that great compared to yours, especially her B and C's, so if at any point you are even +1, don't be afraid to push buttons, you will likely win. Shielding is very important against Nanase's air attacks, not so much against her ground game. If possible, don't try to risk ground shield, as you are liable to get GRD broken with a grab. Of course every shield is a risk, but you are much better off trying your luck against her jump attacks. She has tons of float gimmicks and triple overhead options, etc., that a good shield puts a total stop to. Go easy on the green shields, those are easy to break, and if you get GRD broken, she is free to run whatever mixup she wants on you. If you do get GRD broken, consider using VO instead of a DP should the occasion arise. For offence, you can pretty much run whatever you want. You have better normals and her pokes are either short range or not that great. She does have a DP though, so if she has vorpal, don't go ham. If you get hit midscreen and they finish a combo with j.236B oki, back tech and you're free from her. j.236 should be used only in the corner for oki; midscreen it's a free getaway. If they finish the combo with the usual 214AA ender (the tornado + dive stab), delay your wakeup. This fucks up Nanase's oki options hard; If you tech immediately, you are perfectly timed to get rammed by either 66B or 66C or assault or whatever else she has (usually 66C). Delaying your wakeup by varying amount works very well on Nanase. Note that this only applies to full combos; if you get hit by a raw special like DP or 214A, tech that asap, or you will be picked up for a full combo. Speaking of getting hit by a DP, Nanase's DP has very little frame advantage on hit. If you do get DP'd and back tech, she is not free to hit you, she's only like +2. Gunshot her on wakeup or whatever else you want. Finally, note that Nanase's specials are ALL highs or mids. Her only lows are 2B, 2C and 66B. If she's doing some windy shit that you're not sure about, block high. They're also all punishable on block (except j.236A/B projectiles, which are very +). Overall a matchup that is reasonably in Eltnum's favor.
  24. Aah, I see. Carry on then.
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