Maho
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
You might wanna use reflexion guard with Yukina, if you use it so that the opponent whiffs a move during pressure, Yukina's range will get you a punish pretty much every time, even if you have to use meter on it, when properly done, it's meter well spent. Also blocking isn't too bad in this game so you don't want to stress too much over it, it's not like someone in this game had Millia's mixups, and also pressure strings aren't that long either. As for mashing/reversal out of pressure, her 2A isn't one of the fastest but it's not the slowest either, it's ok as a mash button IMO but like with every low, you have to beware of 4ABs that would avoid it, her 5A on the other hand is one of the slowest in the game but I guess that's the price to pay when you have more range than most characters on your normals. 2AB is indeed pretty bad as a reversal but I find 5AB to have its uses, as for the trump card I don't even think of it unless it would make me win the match if it hits, it's a such valuable ressource to use when you have her potential activated. -
A guy on a Facebook group said he has the same problem, so that makes at least three.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
A friend plays Misaka with Accelerator and his 6S works well with her, he uses the counter mostly as a way to get respect off a corner knockdown, but like caicoa said, lockdown assist are also a strong choice for her. For Taiga, I saw this video that shows some combos with Dokuro, I use her with Shana and she's IMO one of the very best assists in the game, both her 5S and 6S are strong in neutral and as combo extenders, seems japanese player agree with me as she's played a lot since the 1.03 update. -
Just got a pretty stange (and annoying) glitch while netplaying, so I finished a match and got stuck in the loading time before returning to the room. After a few minutes, I rebooted the console, and when I restarted the game, my save data was gone :/ Did anyone else encountered this?
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
Tatsuya is pretty bad IMO, the effects of 5S looks good but doesn't last very long, plus you can use a trump card or a super to cancel those (so the activation trump cards characters doesn't really fear it as long as they have one card left), the startup is long and the active frames not that much, and the recharge time is the longest of all counter assists. Also the opponent need to be in the hitbox (which is quite smaller than the animation could make you think) to get the button seal, so it isn't really usefull to counter zoning, which can actually be a strong point with some others counter assists. One silly thing is that the counter attack of his 5S actually triggers others counters assists and is negated by it, so when I play my Kirito/Isaya team against this assist, if my opponent call him in neutral, I can just call Isaya and hit Tatsuya on purpose. As for his 6S, it's a bit useless for most characters, the hitbox is really small, the buff doesn't do much (you'll get more damage out of a combo extender assist) and it has the second longest recharge time in the game, which makes it even worse. Touma's 5S is fast but the range is pretty short, it has the lowest damage out of the counter assists (excluding Tatsuya of course) and it's hard to combo off most times. His 6S is pretty meh as a combo extender, has a quite long recharge time and doesn't have really much use in neutral, so overall not a great assist. Accelerator 5S stays out for the longest time and does the most damage (well as long as the first hit connects), but the startup is slower than the others, so you while it can punish ranged moves, it's not very good to counter zoning. What's good about Accelerator is more that his 6S is very good, it's a good neutral tool and have good synergy as a combo extender for some characters, also recharges quite fast for what it does. Isaya 5S is the best counter I think, it's fast, easy to combo off (and you'll get more damage than with the others) and you can even use it as a combo extender. The fact that it activates when the opponent is put in hitstun makes it more of a threat if used in pressure (you can combo off a throw for exemple), it's also the only counter that will punish bursts (it's really fun to get a 6k combo with Kirito out of a burst attempt). His 6S isn't as good but is decent, it can be interesting in combos (activating power burst mid combo), it has some uses in neutral/pressure and recharges fast. So I think it's pretty simple to see why Accelerator and Isaya are used more than the other two. As for using Accelerator or Isaya, it depends on your character and playstyle I guess, if you want a strong counter, Isaya is for you, Accelerator is more played for his 6S and has the counter as a bonus. -
Even with that kind of OS possible, it wouldn't change the fact that you could delay tech if you wanted it, thus this wouldn't change anything for you if you don't want to use hold to tech. Honeslty the worse thing about mash to tech is that it can create frustration for players that have problems teching (I see that happening a bit more with pad players), frustration makes the game less fun, having to think a bit more about being tech trapped wouldn't IMO.
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Even with hold to tech, the defender would still have the three recovery options, and I seriously doubt there would be even one OS that would cover those three choices. EDIT : you can't use negative edge for recovery in old GGs, wasn't sure about throws so I checked in #R pc and it doesn't work either.
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Just so you know, negative edge never worked for air recovery, you could only use it for specials.
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It's not like hold to tech forces you to tech at the first possible frame, actually the defending player would just have to think on when to tech instead of mashing like his life depends on it because he doesn't want to eat a black beat combo.
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What exactly is a legit way of having negative edge? I've owned every version of GG on Naomi and ps2, and as far as I remember, all those games had negative edge.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
Thanks Vietgeek for the work on frame data, the fact that almost every AB/2AB is 12f was a bit surprising as some are way easier/harder to safejump than others, Miyuki's 2AB for exemple needs tighter setups than most, and pretty much every setup I have with my characters don't work only on Kirino's 2AB. I wonder how this works, maybe some moves don't hit on their first active frame against a safe jump setup, for Kirino it's different though, it looks like she ignores the hitstop when you hit the auto-guard startup of the move, or at least some of it. -
236S isn't safe on IB against 4f jabs.
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For the pcb, you should use this, best option available so far : http://www.play-asia.com/fighting-commander-4-paOS-13-49-fr-70-7sn9.html
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
Just tested Alicia, she recharges only once per combo now, so either you call her twice for max damage, or you call her only once and get her ready for the next okizeme, she's still a very strong assist IMO. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
A new patch is coming out tomorrow with upgraded player rooms : https://twitter.com/FIGHTING_CLIMAX/status/547645314161573888 -
I can do jD FDC pretty consistently with Ino and it doesn't looks like it works the same with Leo sadly. you can do instant jD YRC jK to hit crouchers but the YRC make it quite slow.
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Some combos : http://youtu.be/Ifc6ftTIxWo http://youtu.be/G3bC0GthXlM
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
https://www.youtube.com/watch?v=cy7gGCThAwQ&feature=youtu.be#t=58m48s Alicia still recharges during combo if used as a starter in the arcade version, didn't see any use mid-combo in the vid though. -
This kind of OS needs negative edge to work well, the idea is to do 6231+button release, if you get the timing right the DP comes out, if not you're safe from having a normal come out unintentionally and get stuffed by a meaty. Like you said, without negative edge, it only make you block if your input is way too early.
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I'm not especially taking YRC as thier intention to make the game overall easier, but I do remember Ishiwatari saying at E3 that Xrd was designed as "a milder version of GG", and like you said aside from YRC this isn't the case. That surprised me a little when I got my hands on the game, and at the same time I understood why Xrd doesn't have as much succes as BB in Japan.
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But in ST there's a trick to get reversals easier, for example can do 623LP~MP~HP which gives you 6 DP inputs, so the 1f window doesn't matter as much, but ST also has others factors like the speed of the game that varies a little in some stages to make things harder. Anyway I actually use the multiple buttons presses with Sol when I go for a reversal VV in Xrd, like in ST, I don't care which one gets out as long as it does, both have strong invuln frames and will work as well in most situations. But sadly all characters can't do that, especially if your reversal is an overdrive. Now for the bad "design thing", I can understand why some people would think this, I mean what's the point of easing one fundamental system to make Xrd more accessible and at the same time making one other even harder than before? Maybe they wanted everyone to have a chance to enjoy GG one player game side by not having them to worry too much about getting DPed out of their oki?
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There's an easy solution to that, if they didn't removed negative edge for some reason I'm not aware of, reversals special moves would have been a bit easier and blitzshield wouldn't get too good.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
https://www.youtube.com/watch?v=sJUmA0hEV6Y#t=8m52s So according to the arcade matchup chart here, worst matchup in the game is 4.3/5.7, we'll have to wait to see if console chars change that, but really, I'd like Arc Sys to learn how to balance their games as badly as this one. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
The game was patched today, anyone has an idea what it was for? EDIT : after checking the official website, it's something to improve ranked matches online. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
Like I said Leafa is decent with Yukina, but honestly Kino while being the best assist overall in the game isn't a good choice with her, I remember seeing Yukina/Kino only once in vids and it didn't look that good. I saw Leafa a few times and it was better, but still I find Dokuro and Pai to fit better, have to wait for when the console characters are included in the arcade to see if japanese players agree with me, but it actually will be more of a contest with Kojou as he accounts for like +90% of Yukina player's assist choice. As for getting in, it's not like that Pai and Dokuro don't help at all, I actually play Yukina with both of those assists against friends that play Misaka and Kuroyukihime and I can get in just fine against both, but well what works for me might not for everyone I guess.