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Everything posted by Adelheid
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If you're in Everett, there's meets every thursday at Gameclucks. The level of competition isn't as high as what's down south, but it's way closer to you, and we got 14 entrants for the P4A tourney last time c: Not that you shouldn't go further for stuff, but it's something that should be easy to get to on a regular basis.
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The opponent shouldn't tech out after the j.B, since it happens between hits of 2C. However, the j.214B will be dropped if you don't do it swiftly enough, as it's meant to hit just after the last hit of 2C. The timing on this is fairly lenient, and the spacing is lenient too; as long as the opponent is hit by 2C, it should work. I suspect your problem is that you're not doing j.B fast enough, since in general delaying too much will make 2A not hit at all. Try to hit with 5B and hold up-forward, and practice getting j.B to come out as soon as possible. That's really what it comes down to. You can actually do stuff a bit earlier than the video shows, and have them fly forward a short bit before being tagged by 2C, and that's still valid as long as you can get j.214B to hit just barely after the last hit of 2C.
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I've had a few ideas off of OMB. You can do some pretty cool stuff pressing to the corner off of 2B j.B j.B OMB, 9j falling j.BB dash jump j.BB j.B 214B. Cancel to Titanomachia for damaging ender, do stuff with Asterius otherwise, do a LOT of corner press and get your corner game going. It's not bad. But you don't get anything really crazy like you do on other characters.
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6B not being plus on block is pretty sadlife...
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He's fully invulnerable for its recovery. Thankfully it has very few active frames, so you can still run oki by varying your timing and not always being meaty in order to beat it, but... It's real good.
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Air unblockable. Move that cannot be blocked in the air. Such as 2B.
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His counter is real dumb and is great at stopping you from running your best mixup on him You can't OS against it by getting out of the way of the explosion and having Asterius strike it, 'cause it's unpunishable if it activates Real silly!
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Venom changes translated by Nikki at Hitconfirm (and from Portuguese by HiagoX) - 6P has more recovery - 6K has slower startup and more recovery; the "basket combo" only worked for 1 rep. - FB Carcass's ball is slower, bounces one time less compared to the 2nd loketest. - FB Stinger's ball is also slower; doesn't look very good for pressure right now. - Tactics Arc has more recovery. - S Double Head Morbid causes the opponent to float on hit Mostly nerfs, but Ogawa has described this Venom as "Still extremely strong; scarier than Slayer." I suppose the previous loctest's incarnation was just too over the top. Edit: Continuing with double translations, "It's just first impressions, but Venom looks much stronger. On corner, his Tension gain is good and his new Overdrive's chip damage is really good. Other characters that seem really strong are Order-Sol and I-No? Still didn't take a good look on all characters. Combos are dealing less damage? On midscreen it doesn't seem like it's changed much, but overall it had a considerable damage reduction on corner. Especially for characters like Potemkin and Slayer. Millia is as strong as ever (okizeme and useful tools wise). I can't say what will become of Testament yet - there's still much to find out. Apparently Kliff is strong. Slayer lost damage output and his j.HS has a worse hitbox now, but his FB D-Step has invul frames. Anji is much better, especially since FB Shitsu travels all across the screen. Axl is stronger right now; he's back to his old style. Justice seems to have a hard time against long range characters such as Dizzy and Venom. Kliff looks stronger than Justice; there's still much to find out about Justice, though. Faust also looks really strong, along with Order-Sol and I-No." - Ogawa [7:53:05 AM] Hiago: Ogawa also said that May is strong and that she has invul frames on j.D and OK. [7:53:12 AM] Hiago: (I'm so happy about this)
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Venom changes translated by Nikki at Hitconfirm (and from Portuguese by HiagoX) - 6P has more recovery - 6K has slower startup and more recovery; the "basket combo" only worked for 1 rep. - FB Carcass's ball is slower, bounces one time less compared to the 2nd loketest. - FB Stinger's ball is also slower; doesn't look very good for pressure right now. - Tactics Arc has more recovery. - S Double Head Morbid causes the opponent to float on hit Mostly nerfs, but Ogawa has described this Venom as "Still extremely strong; scarier than Slayer." I suppose the previous loctest's incarnation was just too over the top. Reduced FB Carcass madness in particular is probably for the best.
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Regarding his DP's supposed safety, on block, you can just run under it. He can't super cancel and get his moves to come out the other way, so neither Ziodyne nor Cross Slash will stuff an attempt at 5B fatal > AoA. They'll make it whiff, but for Ziodyne you can just do it AGAIN (or 2B if he did air ziodyne) and cross slash you can run up and get a 5A combo at least.
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Unfortunately it seems you can't AUB after they've air blocked something. Well, if you could, Chie would be a pretty nonsense character, haha! Even moreso I mean.
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Man. Titanomachia is SO GOOD. Cancel into it to make 214B really plus on block? Cancel into it to make j.214X REALLY plus on block? random air about-to-land titan when the opponent doesn't have meter for super, then run whatever the hell mixup you want while not having to worry about them striking Asterius? IAD j.A j.214A titan, 2A = so pro a blockstring. People are sleeping on this. But I can't stress enough how strong it is.
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Well, it's key to remember that while you're vulnerable without Asterius and need to protect him, Kanji is even more vulnerable without Take-Mikazuchi. If you can call him out and break his persona, then he has neither burst nor DP with which to escape from Massive Slaughter reset loops.
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You forgot to mention that it's unwatchably obnoxious.
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Rising j.B actually hits standing Yu, so while on other characters it can be a kind of risky thing to specifically target personas with, against Yu you can tag a lot of random stuff he'd try with it, making it worth throwing out periodically. On counterhit you have time to land and confirm a combo, even.
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... No, when they say it "runs faster" on 360 they're referring to display time. PS3 has no hardware upscalers, the vast majority of games run at 720p, while all common monitors have native resolution of 1080p. On PS3, it outputs at 720p, and is upscaled by the TV to be able to be displayed. This process is time consuming and causes lag. But for 360, which has extremely fast hardware upscaling, you can set it to 1080p display and the tv can just output the signal it gets, which is quite a bit faster (I recall tests indicating up to 2 frames on some monitors.) However, a 360 outputting at 720p offers no such advantage, and 720p is the common thing to use for recording purposes.
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... 4k? BD Titan (8D, 214D), 9j j.A j.214A (8D), sj 214B (214D), 214124B is 4.45k. Edit: This string doesn't work if you're cornered, but you most likely will not be cornered it Asterius is there to let you do BD Titan.
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... Neither here nor there, but... "Revolver Action" just sounds so goofy to me, and is blazblue-specific (though, one could argue, not more much goofy than guilty gears's "gatling combination"). Chain cancel is such a more natural term... It's move-dependent. I'll get back to you on this in 3 hours. I've encountered the same thing. Looks like if the proration value would go under the instant-tech time, moves also do 0 damage unless they have a minimum damage set.
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Recall that moves are often slightly modified versions of those moves during Titanomachia. It's possible Titanomachia 8C just has better proration. Edit: Also recall I said I'd gather frame data? 5a Startup: 7 Active: 3+x Recovery: 19-x SD: -9 5aa Startup: 10 Active: 2+x Recovery: 16-x SD: -3 5aaa Startup: 22 Active: 3+x Recovery: 24-x SD: -8 2a Startup: 7 Active: 2+x Recovery: 14-x SD: -1 5b Startup: 15 Active: 4+x Recovery: 17-x SD: -6 2b Startup: 25 Active: 5+x Recovery: 19-x SD: -4 5AB Already noted 2AB Startup: 15 Active: 3+x Recovery: 20-x SD: -6 j.A Startup: 9 Blockstun: 14 j.B Startup: 17 Blockstun: 14 214A Startup: 11 Active: 2 (12) 6+x Recovery: 26-x SD: -3 214B Startup: 18 Active: 2 (12) 6+x Recovery: 26-x SD: 0 j.214A Startup: 12 Active: 2 (4) until landing, 6+x Recovery: 39-x SD: -13 j.214B Startup: 17 Active: 3 (6) until landing, 6+x Recovery: 34-x SD: -8 I'm not at my setup now, and although I tried to be very thorough in the recordings I took with me to review, I don't really feel comfortable talking about Asterius or super frame data, plus I forgot the EX specials. But hey Some of this could be wrong, exact number of active frames especially hence the xs. I tried to be as accurate as I could, but maybe I missed something or was not quite correct about something or another. Edit: I'll collect frame data for the rest of her moves over tomorrow and the day after.
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Throws being teched counts as a hit against you and will also end the opponent's status effects. It's just the way the system works, it was the same way in blazblue, just that in this game being hit with your persona active breaks a card. You can break other people's cards by breaking their throws if they're doing something with their persona, too. If Asterius isn't doing anything, being bursted or having your throw teched won't break a card.
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I am completely certain that 2B's head invuln does not start frame 1. When I get back to my apartment tomorrow I'll do some tests to determine exactly what it is. IMO though you can't really wait for people to be in range of 2B to use it, 26f startup is way too slow for that on such a short AA, they'll land if they just do a jump-in.
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Oh, yeah. If you actually see him D throw, you can absolutely react with DP to win. Him trying D throw is him predicting you already want to do something, which is a bit risky for him since guessing wrong means you get your okizeme, which is bad times for Kanji. Again, saying "If he guesses right he gets a huge advantage" doesn"t offer much, since you were already shocked so of course you're in a tough spot. But all this should probably be in kanji matchup discussion ... But of course, if Kanji is cautious, he can jump in and poke with j.C trying to bait your aa and fatal you ;_;
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Well, right. That situation is bad for you and no matter what your plan, if they have you read you lose. Thankfully though he can't really react with either of those from the distance you would ever try to DP from, it'd have to be him specifically calling you out.
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I know this is not... Particularly legitimate, but one thing I've been doing if I get shocked from further away and see them coming in, is to hit 2C, wait a short bit, and DP as they're getting up to me, so that even if they block the DP they still get pushed back by the advancing flames. I played like 50 matches in a row against an apparently decent Kanji yesterday, and it doesn't seem like there's an obvious way for him to punish it aside from knowing you're going to do it and going through it with one of his own moves. I might be totally wrong on this though.
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Asterius at least seems to have improved armor during Titanomachia. I'm pretty sure it becomes autoguard-except-against-supers (which is a lot better than autoguard-except-against-moves-with-less-than-500-power). Which is very useful if the opponent does not have meter, lets you run pretty much whatever you feel like as long as you're cautious.