Goryus
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Everything posted by Goryus
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Awesome job on translating the frame data, by the way.
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On the V-13 frame data, I think this part: Should say: You cannot cancel Act Pulsar into any of those moves, but it can be used to cancel any of them.
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2C (blocked) mixup is pretty strong. 2147D (high), RC, dash, 2B > 2C > J.C > 2C > DJ.C > DJ.2C > 214D 3C (low), 236D, RC, 5DD > 6DD > 2DD > J.DD > DJ. DD > 214D 6C (frame trap, counter hit), dash 2DD... Act pulsar backwards, 5DD... Act pulsar forwards, 5DD... 2147D~C, air dash, J.B... Etc.
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No, he means you can start with <whatever> and then do 2B > 6B > 5C (mash for 8 hits) > 3C > 214D. Examples of <whatever> are (2A)xN, jump in attacks, 5DD > act pulsar, etc.
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Oooh, excellent. I'd been playing around with 3C > 214C loops, but couldn't find an ender that worked consistently. If you start that third combo off of 214D, it does 6200...with no meter spent. :8/:
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They can't FD, that would be what the whole "previously burst" thing was. And I already explained why IB'ing it isn't a good solution. And even if you don't buy my previous logic or think that you'll get the IB by accident when mashing against the super, there's also the fact that you can cross under them and do it from the other side. That combo, however, is sweet! @ Soniti - I didn't actually mean it's impossible to combo into super after throw or 6C. It's just that, because of tech scaling, full combo into super doesn't work in those situations.
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The problem isn't blocking the super, it's the 2C that can't be air blocked. The swords from the super just keep them up in the air (even if they IB). They can try to instant block your dash up 2C, but because you can change up the timing of when you start it, it's pretty much a doomed endeavor.
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You can combo off her air-throw normally with 2b, yoiu just have to be low to the ground when you grab them. In other news, V-13 does absolutely silly amounts of damage. Here are some combos, not terribly inventive but horrifically scary: 5800 damage 214D > dash 2C > j.C > 2C > dj. C > 2C > j.632146D 5100 damage 214D > dash 2C > j.C > 2C > dj. C > 2C > j.214D 4500 damage 2C > j.C > 2C > dj. C > 2C > j.632146D 4100 damage 2C (counterhit) > 6C > 2DD > j.2C > j.C > j.2C > j.214D 3500 damage 2C anti air > j.C > 2C > dj. C > 2C > j.214D 3500 damage 2DD anti air > j.2C > j.C > j.2C > j.214D Combos off of 214D do terrifiying amounts of damage, meterlessly. That second combo breaks 5K for no meter! Also, she can't combo into super if you start the combo with a throw, or if you use 6C for a wall bounce at any point. Furthermore, 3C is just as awesome as 2C: - After ending a combo with j.214D, if you are in the corner, you can OTG with 3C for a legitimate combo. Cancelling into 214D forces them to wake up into meaty swords. - 3C is safe on block (as long as you don't cancel it), has stupidly long range, and beats almost every poke in the game. (Including both Ragna's stand B and C) - 3C (hitconfirm) > 214D is an effective way keep them from rolling towards you after a knockdown. --- If they neutral tech, they wake up meaty into the swords and have to block. --- If they tech forward, they get hit by swords. --- If they tech backwards, they're exactly where you want them to be, and have to try and run the gauntlet to get close to you again. --- If they don't tech immediately they will get hit, and you can pick up into relaunch combo with 5DD > 2DD > j.2C for massive damage. --- if they neutral tech and don't block, you can pick up into air combo with 6DD > 2DD > j.2C. --- If they neutral tech and block, you can link 5DD after the meaty 214D, and go for mixup (high / low / throw / crossup). Speaking of mixups: once they're afraid to tech forward because of the above, you can mix in 3C (delayed) > 236236D. This forces them to wake up into super. The trick is to delay the cancel slightly so they get a chance to enter their tech choice before the screen freezes. You do this because they can technically get away from the super by teching forward, but the fear of massive combo off of meaty swords prevents them from doing that. Once you get them to block the super, you can either do: Whatever > 3C (hits) > 236236D (blocked) > ... High (3500 damage) ... 4D > Dash > 2C > j.C > 2C > dj.C > 2C > 214D Low (3500 damage) ... 236DC > 5DD > 6DD > j.5DD > dj.2DD If they block right, you still come out with free sword pressue and potential crossups in both cases. Let's see...what else... - 4B is completely lower body invincible from frame 1, and can be used as a reversal. It beats tons of crouching moves, and both hits will combo vs. crouching opponents. This makes it a very effective counter to crouching pokes. It also leads into air combo on hit. - 214D is upper body invincible for quite a while, for no reason that I can discern. - On counterhit, 2147D leads into 214D for massive damage. - 236D is not at all safe on block. - On Arakune, you can do the drive throw combo if you start with 2DD instead of 5DD. - If they've previously burst and make the mistake of air blocking your super, you can score free damage with dash in 2C > air combo. In conclusion, I am concluding that V-13 is very, very good.
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Yep, that's true...but you can still do some really silly pressure strings with this. 5DD > j.2DD > 214D~C > j.2DD > 5DD > j.2DD > 214D~C > J.2DD > 5DD... Mixing in 6DD and j.5DD as appropriate.
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In one of the recently posted videos, I saw a V-13 player do the following: j.2DD > 214D~C > 2DD > 214D~C > 2DD... Not as a combo, but just to keep pressure up full screen. Sheer. Freakin'. Genius.
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5D 5D (dash cancel), 2B 5B 5C 6C xx 236D all connects as one combo. O_o It also crosses up ambiguously from the right distance.
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She definitely exists as a separately balanced character. She's nothing at all like the CPU version - her supers are all much weaker, she doesn't summon as many swords, and she doesn't have anywhere near as much health. At this point, it seems to me that: 1) She was intended by the developers to be a balanced character that fits in with the rest of cast, and 2) Despite that, she is quite good, and probably up there with Ragna and Rachel and big A in the tier list. Although only time will really tell.
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Depending on how many times you let the Cs hit, 236236D super -> Cs combo can break 5K! Also, 2C is stupidly good. - Dash cancellable - Can't be air blocked - Jump cancellable (even on block) - Gatlings into 6C (safe on block, leads to combo) - Gatlings into 3C (hits low) - Cancels into 2147D (hits high) - On counterhit leads into air combo for big damage And so forth.
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Throw, dashing 2C, j.C->j.2C, dj.C->dj.2C xx 214D 3700ish That ender is a little tricky...you want to let all the Cs hit 4-5 times. Any more, and the last 2C will cause the beat to go black. You can use this same ender in a lot of other situations, as well 3C xx 214C, dashing 2C, j.C->j.2C, dj.C->dj.2C xx 214D 4B, j.C->j.2C, dj.C->dj.2C xx 214D 2C (counterhit), j.C->j.2C, dj.C->dj.2C xx 214D 236D~C (counterhit), dashing 2C, j.C->j.2C, dj.C->dj.2C xx 214D 2147D (counterhit), dashing 2C, j.C->j.2C, dj.C->dj.2C xx 214D 236236D (blocked), mixup (hits), dashing 2C, j.C->j.2C, dj.C->dj.2C xx 214D Etc.
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If you action charge while your meter is draining, it stops the drain. So if you have full Order Sol meter, then ac -> frc a level 3 BHB, then cc a little during the combo, you may well be able to get the meter back up to do another level 3.