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Everything posted by Justice7541
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The frame display in debug mode tells me that it's 5 frames of startup without the first active frame, meaning it's what we'd normally refer to as a 6f startup move. Similarly, 2B says 8f startup which we would interpret into 9f. Everything on the second page differs from what debug mode tells me by one frame so either: 1) Whoever compiled it got it from a secondhand source who was already adding the first active frame in, but added +1 again so it ended up being one frame too many. 2) Everything in debug mode is off by 1f, in which case the fastest poke in this game is actually 6f. 3) Debug mode is incorrect for Byakuya specifically.
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Speaking of getting in, how does Byakuya even get in on Hilda? He doesn't seem to have any easy approach options that he can toss out at fullscreen and even when he gets to midscreen it feels like he's still too slow to take advantage of any of the gaps in her midscreen pressure.
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Easy way to test if chain shift really extends hitstun would be to do a special/gatling chain that doesn't combo normally then do the same thing except chain shifting between the two moves.
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I've personally felt that in most ordinary matchups (i.e. not Gordeau/Hilda/whatever) he does well enough with just his pokes. Most pressure in this game isn't actually + on block, most 5A/2A rebeats are -1 or -2 on block or whiff cancel and almost all overheads are around 27f startup making them really easy to poke out of if you can react. Byakuya's 5A is 6f and his 2B is 9f so you should definitely be abusing them to get out of badly spaced perssure; you can beat a lot of rebeat pokes with max range 5A/2B since they tend to be faster than whatever your opponent has that those ranges. Also don't forget that you can shield air moves to make them unsafe and throw tech puts you at +9. Properly reading the blockstring and shielding the last hit is also pretty much a guaranteed out since shield is +3 versus regular block. Also 5B has a really high vertical hitbox so you can use it to poke out in larger gaps where you're not sure if they're going to jump or dash in. Having a DP is nice for making them respect your wakeup but I feel like it isn't THAT important for mid-pressure escape.
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You're already draining 4 GRD with the combo and stealing 3 for a 7 GRD advantage, I'm not sure adding an extra web on top of that at the cost of oki/damage is worth it since you're already pretty much guaranteed to win the next vorpal. That said it's a pretty minor thing since it basically boils down to whether you want to end with another web or rekkas > super, it doesn't actually change the route that much unless you're aiming to drop another knockdown rep into 623C for better oki setup.
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Ending in 214AAA seems like a pretty bad default route to use since it doesn't allow you to end in super (and Byakuya builds meter like crazy) or even really do anything significant on oki. IMO it is better to end in 2B 236AAA since that lets you combo into 236C or 623C (if you haven't used up all your knockdowns). Also for starters, 2C 236B~4A tends to be better than 2C 5C 214B since it opens up more options; You need to hit with 2B or 5C after landing 2C knockdown to be able to combo into 214B but since 2B is your most likely string starter then you have to confirm straight into 2C if you want to retain 5C for the actual launcher, you're using up both of your lows in the first two hits of your string meaning the opponent can just stand and mash everything else you do. By comparison doing 2C 236B means you can do 2B 5C as your confirm instead and take that into a 3[C]/delay 2C mixup which seems to work for me pretty much all the time. You can delay 5C super late for some reason.
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Safejump is really hard to time in this game thanks to long landing recoveries. A j.B safejump vs. Gordeau EX Grim Reaper would be a 4f window out of like three seconds or whatever the 623C window is. That said I can confirm that doing 623C > 214A > j.214A > neutral jump j.B will safejump Grim Reaper if you do it fast enough. Still tight though. Also thanks to web taking forever to trigger (Byakuya can get a 3C off on wakeup before web triggers) you can't really do a meaty web, the opponent can actually mash out of web oki setups really easily. I've said this before but putting web in front of/on top of someone tends not to be super helpful if they happen to know they can mash through it and kill the web; then you're back to square one just like if you didn't have the web at all. Much more useful IMO to make sure you either 1) get the web set up behind them so if they do mash you, you can green shield them back into the web behind them, or 2) space multiple webs so that the pushback on block from the first web pushes them back into the second so you have more blockstun to work with for mixups. It also helps to have a web above them as those are harder to kill by just mashing and it'll prevent them from jumping out for free.
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Blocked web set is extremely + on block, somewhere in the order of double digits. I can check later but not right this instant. And yes, you can record the dummy. It's a bit difficult to describe so just google a menu translation or something.
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2B is literally the reason why I decided to pick up this character, shit is godlike.
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Someone explain to me how this guy's ground web works? Is it unblockable or something? They have to jump? I have no idea but it keeps hitting me.
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It makes an okay ghetto anti-air for catching crossups. Otherwise I just see it as FB's way of keeping you from doing too many microdash 2Bs since that shit is fast as fuck otherwise.
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That's something else entirely. Seth's teleport doesn't even put them in blockstun, it's just a teleport. He turns around and all your inputs are reversed accoridngly etc. but no crossups. For some reason dive will cause crossups once you press it though.
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You can basically just hold 6 during the runpast animation and it'll work, it's not too bad actually unless you're mashing it.
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It seems a bit more complicated than that I think, some moves make you face the opponent (like Seth's teleports) but crossup protection will still apply.
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Incidentally I found out that since Seth's dive hits crossup after a teleport, doing orb set > teleport over > start dive > orb hits will make the orb cross up as well. My guess is that crossup protection is negated the instant you start the dive from the other side which in turn gives the opponent much less time to react to the crossup itself if you're timing it right.
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Here are the rules on crossups and instant overheads I've found based on my own testing. Let me know if anything looks incomplete/wrong. Overheads Overheads are easy. Obviously intentional overheads (i.e. any standing command overhead, falling jump-ins) will hit overhead. However, jump-ins will NOT hit overhead on the way up even if they are normally overhead, i.e. Orie j.A will hit crouching opponents while rising but it will hit MID unless she waits until she is descending to press the button. Basically, if it looks too fast to be reactable, it's probably not actually overhead. Crossups Crossups are a bit more complicated and appear to be subject to the following rules: - Crossups can be blocked BOTH WAYS (both left and right) if they are done by jumping over the opponent and hitting them while facing AWAY from them, i.e. Nanase jumps over the opponent and does j.B so it hits the opponent behind her. This applies to projectiles as well, i.e. if Nanase does her slow wind projectile then jumps over the opponent as it hits, it can also be blocked BOTH WAYS. - Crossup protection remains in effect until you turn around to face the opponent AFTER having recovered from whatever move you used. In other words, if Nanase does wind projectile then jumps over the opponent and lands on the other side BEFORE the projectile hits, the projectile will cross up. On the other hand, if Seth does orb and jumps over the opponent and fastfalls to the ground, the orb will NOT cross up until he recovers from the fastfall motion. - Certain moves will BYPASS crossup protection. I haven't tested to see what all of them are but it seems they basically work by turning you around without being subject to the above recovery rule. The most obvious one is Chain Shifting after a jump-over; any hit from the same side as the Chain Shift activation must be blocked properly from that side. Examples of other moves I have found that will negate crossup protection when performed are: Nanase's FF, Orie's FF, Merkava's fly, Seth's dive, Linne's double jump. - The above rule does not appear to apply if you are too close to the opponent when doing the bypass. For example, Seth's dive will NOT hit crossup if he does it in the corner right above the opponent; in that case the dive can be blocked both ways even though it would have to be blocked correctly if done from further away, i.e. midscreen. - Standing and crouching block do NOT affect crossup protection. If you would be protected from a crossup, you will be no matter how you are blocking. If you are getting hit by a "crossup" while crouch blocking, it's probably actually the overhead hitting you and not the crossup.
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What are his air options after hard teleport (i.e. 214) and orb set? I feel like there's more I can be doing to get those orbs out other than just setting them and yolo running in.
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I'm pretty sure crossup protection works by allowing you to block both ways if the opponent hits you while facing AWAY from you. I.e. if Player A is on the left, jumps over B, then hits him on the way over, you will be "protected" because A is still facing right even though B got turned around. If on the other hand A jumps over B and lands and THEN does a low or something, you will NOT be protected because A is now properly facing left. This means that it is still possible to do certain crossups by crossing someone up then hitting them once you turn around. Linne's roll is a good example of this, she can space the roll to ambiguously cross up then jab you when she recovers since she comes up facing the opponent. On the other hand Nanase can't just, for example, throw her projectile then do dash crossover as it hits because she's still facing the other way until the crossover actually recovers. In Orie's case I believe she can still make the j.214B hit crossup by doing it very close to the ground so she land and turns to face the opponent before the Stand hits. That said the crossup is super obvious at this point unless you manage to space it so the landing itself is ambiguous as to which side you will come down on, which is pretty tough since they will most likely just jab you in the face for trying.
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I think 5A 5B 2C 4C 623A 5A 5C 214B 2C 22B is probably her best route off an A starter. Does anyone know what 3C or j.214A/B are on block? I've been using them to reset pressure a lot but I might just be getting away with scrub tactics cause no one knows what is mashable and what isn't.
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[CP] Hazama Gameplay Discussion [New members read first post]
Justice7541 replied to Lich's topic in Archive
Hazama meterless damage is like the best thing about him lol, he can get 3k+ off 5B midscreen. Most characters can't do that even. -
So little info on this character. What's + on block? What's negative? I have no idea what I'm doing and I'm playing total scrub mode atm.
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I didn't notice any difference in her stock gain on hit or block and she doesn't seem to get any sort of automatic stock regen at all. The differences I noticed were having OD properties all the time on 236D (which is good) and Phorizer (which is whatever) and having air teleport, which is funny but not really Unlimited-tier overpowered. If they normalized her damage and health a bit she could almost pass for a real character. Not exactly Hazama-tier "infinite airtight blockstrings with 5D while I passively drain all your health, also I have an instant command throw super now that deals Genesis-tier damage" stuff.
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I like how Unlimited Izayoi actually gets worse because she goes back to 1.0 Izayoi and loses OD stock regen.
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[CP] Hazama Gameplay Discussion [New members read first post]
Justice7541 replied to Lich's topic in Archive
I also just noticed that the optimal Jayoku combos are back to using Zaneiga follow-up. Did they nerf Gasshou? -
It's a free safe 6A that leads into big damage meterless, it's super obvious but there's gotta be some kinda tradeoff. If it was fast + safe + big damage it'd be all sorts of dumb.