Maho
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
With Yukina, you want an assist that you can use for pressure/mixups when her potential is active, so Kino, Leafa and Enju aren't as good as a choice as with a lot of other characters I think, I would rate Leafa a bit above the other two thanks to her 5S, she's not the best but is an ok choice. For the lockdown assists, I would rule out Ryuuji as Yukina will have a difficult time using him outside of active potential + trump card mode, also it will make the opponent come out of corner when blocked which I think Yukina don't want, and finally she doesn't get anything on the combo side from him. Mashiro and Kouko are better, those two give power blast combos (Kouko being a bit stronger on this), and both gives good lockdown, Kouko takes a bit more time to activate and recover but I like her 6S a bit more than Mashiro's one for corner pressure, but some people may think otherwise. The weakness of those two is that they don't give you anything to work with in neutral. Actually when I think of it, Mashiro and Kouko kinda work like Koujo with Yukina, but he works better IMO, so I guess that's why he's the assist of choice of arcade players. Outside of Pai that I talked about in my previous post, one another assist that I think work pretty well with Yukina is Dokuro-chan, her 5S is very strong in combos and can be use for some extended pressure and neutral, 6S is a good projectile in neutral, can be used in corner combos or to get a knockdown. So between Kojou, Pai and Dokuro, all three work very well for combos (Kojou does more damage but has longer cooldown), Kojou gives the best mixups thanks to his 5S but his pretty weak in neutral, Pai is more of an allrounder with some emphasis on pressure, Dokuro is also an allrounder but with more emphasis on neutral. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
You might want to try Pai with Yukina, her 6S will keep in check Misakas that like to be in the air a lot (most do) and her 5S gives you strong pressure, and both works really well with Yukina potential. -
Back in #R, I did a combo movie almost entirely focused on Crosswize loop, to make it work the second hit of Crosswize had to hit in his very last active frames which required specific setups, but if it happened, linking 6HS after it wasn't really hard. Why we didn't see that much in actual matches was simply the fact that getting Crosswise to hit like that was extremely character and situation specific, and #R Slayer didn't need that to get damage so there was little interest trying to go for it. Now in the video, Slayer hits Ky quite high in the air which was the situation where most of #R loops were possible, but the delay between the two hits isn't as abvious as it was in #R, so I'm not sure if it works like in #R or if it's just thanks to Crosswise having more untechable time, hopefully it's the latter so it's more viable than in #R.
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Then you just need to be as good as QMZ.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
5C actually triggers the next possible followup in the chain, the priority being Horizontal Square > Spinning Shield > Storm Strike, what you can do with 6C is cancel another special with Horizontal Square a bit faster than with 5C, for exemple you can do 214C~6C and cancel the Spinning Shield on the first hit, which is impossible by doing 214C~5C. But I don't think that actually comes into use a lot, so I think this is mostly used for clarity in combo listings. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
Did you also change the order of the special chain fo the firsy combo? The only way I got 4305 was doing 236C-8C-4C-6C, but that's more damage and as easy so good find. For the second combo, I found an alternative : AA 5B > jB jC > j236AB > AC > 2C > 236C-4C-6C-8C~5S > dash otg 2B 5C 214C > 41236BC (4521dmg), it's good because Isaya's 6S recovers faster than 5S, also it allows you to use power blast while he stomps them then otg 214C into 41236BC for 4585dmg. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
There's something else about Storm Strike, when done early in a combo, it does a small ground bounce that allows to connect Horizontal Square easely, but when later in combos the opponent will tech as soon as it touches the ground. After trying your combo, I think that's the problem here, you need to hit the opponent as high as possible with the last special chain to make it work. But for the same amount of ressources you can do easier combos that will also do more damage : - AA 5B > jB jC > j236AB > AC > 236C-4C-6C-8C > 41236BC (4172dmg), keeps your assist available so you can use it if you open them up on the next okizeme, allowing for exemple to go for a power blast combo. - AA 5B > jB jC > j236AB > AC > 236C-4C-6C+S-8C > 214C > 41236BC (4459dmg), a bit more damage for assist use, call Isaya on the last hit of Horizontal Square. - AA 5B > jB jC+5S > j236A/C > AC > 214C-6C-4C-8C > 41236BC (4563dmg), best damage, good point is that assist cancel doesn't lower meter gain like when you use an EX, so you get a bit more meter from the combo. For all those combo, you can add double jump jB jC but you'll have to cut on the special chain hits to make it work, also it will do quite less damage. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
It's simply hitstun deterioration, after a long combo, the only things that are fast enough to connect after Storm Strike are 214AB, 236AB and 63214BC. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
While looking at how much Alicia assists I could get in one combo with Kirito (I think at least 8 is possible), I found one more viable combo that can be done as long as you have a burst and a trump card but with no meter requirement, does pretty nice damage (3.9k from a throw with no meter at start) but generate a lot of grey health so I guess that it would be only interesting if it kills :http://youtu.be/xcDh3uFLqqQ -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
Thought of the same thing for UNIEL but unfortunately it doesn't have this. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Maho replied to Setsuna's topic in Misc Fighter Central
Didn't see anyone talk about this here so in case some people don't know, we can record offline matches replays by pressing start at the rematch menu. -
j360C has no invuln frames you can just hit Tager out of it after the teching the air grab.
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It looks quite longer, for exemple GCOD GETB done on Ragna 5B > 5C catches Ragna in the very last frames of 5C, and Ragna"s 5C has 37f total animation, another exemple is GCOD Jayoku that doesn't punish Jin's 2B > 5C (33f animation).
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This is actually possible in 1.1, no need to CH, just to be very close. For the 6B instead of 5C in valiant combos, I looked at the damage in the combo movie posted a while ago, and 6B got its P2 buffed from 82 to 92. Also if you do the 6Bs as fast as possible, you can do 5 and still dash cancel the last one, so you should be able to do 236D > 6Bx5 > any normal (5C TCL should be interesting in some combos I think). I also noted two other moves that have a change in P2, Leopard goes from 92 to 82 and 2C from 82 to 89.
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Actually, En-eins was originally released on Y2 system (which also had kof02um) so emulation isn't completely out of the question, still the chances are pretty slim that someone would work on this as this system has only 3 games (third being a mahjong game).
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BHS total animation is 68f, OD raid will punish easely.
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It's just that CGOD is really slow, against Ragna, GCOD 720 done on 5B > 5C catches 5C in its very last frames, and Ragna 5C animation is almost as long as Tager 3C.
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It still does 1440, you can see it multiple times in the video, the Hazama was in danger state when it did 1728.
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There's no randomness about love phantom combos since 1.1, don't know what you're talking about, as for 2.0 there's no change in the famitsu vid that would make it impossible, but we know there's always some unlisted changes so we'll have to wait and see.
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5BB TCL BHS still works but does 170 less damage than in 1.1 (3874 to 3704), 5BB TCL does the same damage (2317) so I guess BHS damage was reduced.
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I do the tap just after 236C hits, and when I have to do 99 in some combos, I'll time the first 9 just before that. For kenshiro, I played him a bit as a sub so I know the basics.
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The 9C fall is not really hard once you get the timing down, how I do this is a little tap on the stick (kinda like when you do a hop in kof) just after the j236C hits, btw in this combo you don't need to do 2369C, 623A into j236C is a cancel. Also seems you have the boost timing down on the otg 2Bs (it uses the correct amount of meter), just think to do 2 boosts per bar.
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TCL nerf takes out a lot of 2WP combos which makes me sad :/
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Actually the 6C route can be done from anywhere if the starter is a FC 5C.
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For the 2WPs combos, there's actually a lot we can do from this starter, a few I know of : [uW] CH 6B > dash forward > 5A/B > TC > 236D > 6~5C > 6~6C > 6~jC > 6~6B > 6~214D > 5A aerial, this one can be also done back to corner, the dash forward will just swap sides, if you go for a classic valiant route, this work from anywhere. [LW] CH 6B > (dash forward) 5B > TC > 214D > jC > air dash late jC > 236D > 5B > aerial, this one can be done from back to corner to midscreen, will work as long as you can swap sides with the air dash jC. [uW] CH 6B > 6D > 236D > 5A/B > TCL > then : - 3D if not in corner - iad jA > jB > 5B > aerial. - (optional 2C) > 5B > aerial You can add a CT after 6D for a bit more damage, don't do the optional 2C in that case, this one does more damage than the valiant 2WP combo with one of the two last enders. [uW] CH 6B > 6D > 6A > iad jC > 214D > 5A > aerial, does a bit more damage than the previous with 3D ender. [LW] CH 6B > delay 3D > CT > 236D > 5A > TCL > 3D or 5B > aerial. For both WP at start there's a lot of options, here's a few, you can cover any starting position with those : [bOTH] CH 6B > dash forward 5B > 2C > 3D > 5D > 214D > 5A > aerial, I list this because it's the only one back to corner but it's not really worth it, you lose too much damage IMO. [bOTH] CH 6B > delay 3D > 236D > 6~5C > 6~6C > 6~jC > 6~6B > 6~214D > 5A aerial, near corner. [bOTH] CH 6B > delay 3D > 5D > 236D > 5B > TCL > 3D or 5B aerial, easy and good damage, midscreen. [bOTH] CH 6B > delay 3D > 6A > iad jC > 2C > 6D > 236D > 5B > TCL > 2/3D, most damaging, need to be quite far away from the corner.