Xenozip
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Amane player's name reads のみ男 "nomiotoko".
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This post might help: http://www.dustloop.com/forums/index.php?/topic/5794-cp-amane-nishiki-gameplay-discussion/?p=821053
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I just love that 2C is like a projectile basically so it limits a lot of reversal options, since it's not hittable where the attack is and no grabs will work at that range either. Also while fumbling around, I noticed that at that range after the micro dash, if they block the 2C and then try to jump out and get tagged by 5C in the air, you can link a 5B without having to do a Hariken stance cancel or anything. Actually I really like how 5C links into 2B/5B on the ground in general, but I also think it's handy in this situation for hitconfirming airborne hits (because it's a link). So it's like 2C (blocked) 5C (hits airborne) 5B 5C 6C 6A j.B dj.B Gosei. They will be able to airtech the Gosei due to prorate, but the airtech point is very near to the ground. Alternately you can do 2C (blocked) 5C (hits) link 5B 5C 6C(1) Hariken cancel 5B 5D for a knockdown but you lose a good chunk of damage. And then 2C 5C is risky but you can make them respect by doing 2C 5D instead or Zettou shenanigans.
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Thank you. Also, a little input trick for instant j.2B, you can press and hold the B way earlier than you might think you need to, in fact in training mode you can see that you're able to press j9~B at basically the same time then slide the movement to 3 after pressing B, and j.2B will still come out. Training mode input display shows like: (shown: 69B63) And it comes out instant j.2B (instead of j.5B)
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What are the best/practical uses for Amane's crush trigger, if any?
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Man, time really flies, hehe. At the moment I think I have found some useful things including a more consistent way of beating Valkenhayn. At the moment I've completed all four Unlimited Mars courses (A Course through the unlockable D Course). The major thing I found with Valkenhayn is an AI pattern where, when he has max Wolf gauge, he will do a basic attack string into Geschwind/Rasen Wolf dashes. If you back yourself into the corner he generally will do diagonal rushes (like wolf-9) and then land right at your feet -- you can then throw him into the corner and go into your Gekiren loops. This is important because it does not seem like he can unmorph/morph out of throws or command throws like he can with normal hits, nor can he tech the throw while in wolf form. Additionally, while in wolf form he sometimes activates his super-armor Distortion and the only way to break it is to allow his gauge to deplete or to throw him. So, as long as you're able to block him with your back in the corner you're almost guaranteed a throw into Gekiren (and possibly a loop after that). Aside from that exploitable attack string, I also found that Valkenhayn is overly aggressive and therefor random Gosei and random j.2B will often hit him out of whatever he's doing, just about any time he tries to move forward, and since both attacks knock down they allow you to start pressure. Thus the gameplan for Valkenhayn that seems consistent is simply: use Gosei or j.2B to knock him down midscreen, activate overdrive and use level 3 5D to pressure/chip/etc, if you fail to kill him before he has full wolf gauge then back yourself into the corner and block then throw him on his way down from wolf (Gekiren off the throw into corner, etc). As for everyone else, I've figured out mostly consistent ways to beat them except for Mu, who always feels like a potluck. My general plan with her was always to try and kill her before she can attack, and if she does get a chance to attack then back off and block her laser that sprays in a fan-shape then try to mash out a 5C before the next wave of lasers come. But it's a potluck because if she doesn't throw herself face-first into 5C then I'm not sure what you're supposed to do. Fortunately she faceplants herself into it much more often than not. Incidentally the last fight in Course D is Ragna, who I was expecting to be a pain but he turned out to be extremely underwhelming. The real problem-chars (imo) are just in Course B. Overall it's my opinion that all four courses are doable by Amane, you just have to really exploit bad AI patterns and Gekiren loops in the corner. The main things that help Amane are his consistent knockdowns and corner Gekirens.
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Which combo are you trying and which part is failing? I just did the first combo featured in the video on Jin and it worked (subtracting the second hit of 4C before doing the Gosei at the end). I think Jin might be "skinny" so the timing has to be tighter on him than someone fat like Rachel. I also did the second combo shown in the video on Jin with the only adjustment being one hit of j.B at the end, everything else connected as seen.
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Edit: This is sort of outdated information now. Let me know if you (or anyone) wants updated information.
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Yes, that's what I mean exactly, delaying the tech timing will get you out, but for Tsubaki it doesn't seem possible. With the case of Tsubaki she always gets grabbed by Gekiren unless she burns meter. I could be wrong though, sorry. I was testing with holding the tech and delaying the tech with a neutral tech and it always worked when I tested with her and no one else. So, 2A 2B 3C Raibu 5A 6A Gekiren 2B (she techs) Gekiren (works) -- then 2B 6A Gekiren 2B reset-Gekiren 2B 6A Gekiren 2B reset-Gekiren etc etc -- Like you said; normally any character can get out of this but with Tsubaki there doesn't seem to be a meterless option to get out. Maybe I was timing it wrong but when I tried a delay neutral tech she still got grabbed by Gekiren. So her only option was to burn meter or maybe not tech (haven't tried not-teching).
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Oh, I see. Ok, thank you. I thought there might be something I was missing or there was a specific trap for forward techs. Also. I randomly noticed that the Gekiren reset won't loop into itself on most characters, they can neutral tech after one loop, but it does seem to work on Tsubaki. So: 2A 2B 3C Raibu 5A 6A Gekiren [2B reset-Gekiren 2B 6A Gekiren]xN - doesn't seem like Tsubaki can reliably get out of it without burning meter, even if she neutral techs. But everyone else can just neutral tech if you try to do the reset more than once. Though I'm not sure what happens if Tsubaki chooses not to tech.
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Ok, thank you. Is it character specific? I'm trying this on Noel in training mode and it's not really working on her. I have it set to Aerial Roll forward, Emergency Roll enabled, Wake-up neutral, 2B 3C Raibu 5A 6A Gekiren 2B 6A Gekiren 5B(1) [6B] - she techs above the 6B 2A 2B 3C Raibu 5A 6A Gekiren 2B (reset)Gekiren 2B 6A Gekiren 5B(1/2) [6B] - she techs above the 6B
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Could you please elaborate on this? I didn't see the old Jiro post you were referring to, so I'm curious what the whole sequence is.
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Midscreen CH 3C 5B(3) 5C(2) 6C(2) (etc) works on everyone except: Hazama, Jin, Rachel - 5C whiffs Ragna, Litchi, Nu - 6C whiffs It will work Rachel and Nu at absolute max range, but any closer and 5C or 6C whiffs (respectively). It's not possible on Jin or Hazama because at max range the 5B will not hit three times, and any range where it does then the 5C whiffs. Likewise with Ranga and Litchi, the 6C whiffs at any range where 5B hits three times, and any further away then 5B only hits twice. Didn't test the DLC chars. There's also various instances where you can do OTG 5B 3C where the 3C hits the falling opponent, however it's character specific and situational. For example this won't work on Mu midscreen, but in the corner you can delay the 3C and it will hit her after either two or three hits of 5B (doesn't work with 1-hit). Meanwhile this works on Makoto both midscreen and corner after any hit of 5B without having to delay the 3C (except you do need to delay the 3C if it's the third hit of 5B). I don't have a list though,
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EDIT: You can see a demonstration of a possible solution at 1:09 in this video http://www.nicovideo.jp/watch/sm22826618 Looks like, with level 3 drill whiff a Hariken-B behind the opponent, push them into it with 5B(3) 5D then link 2B 2D Zettou-A j.6D land 5B(1) 5C(2) 6C(1) activate overdrive 3C OD-Kaizoku immediate RC dash Zettou j.Zettou airdash land 6D Not sure if the 2B is necessary, can probably be omitted. The video that's been made private had two different solutions but the concept was the same, so maybe you can play around with it.
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I'm not sure I can be of much help, but I was essentially attempting the same thing and have gotten as far as round 8 (Hazama) so I can provide some notes regarding this. In most cases I found that using Hariken and 6D works to your disadvantage, since the CPU always instant blocks which gives it meter for Distortions. If you're playing is on point you can avoid getting hit, but a Distortion often resets your momentum even if you block. The CPU AI also always barriers so it would seem like an obvious choice to abuse that, but it just doesn't seem worth it to me. Instead, you can use empty Hariken stance to raise your Drill without giving the opponents free meter, or neutral activate overdrive. However, with the exception of Tao and Valkenhayn you sorta don't really even need to be using drills at all. Bang you can CH with 3C at the start and OTG with 5B for a pickup BNB. From there you can push him into the corner and go for Gekiren loops. He almost always gets hit by meaties, so from far away you can catch him with meaty 2C into whatever, and from up close you can do 5B into whatever. Midscreen you just have to play cautiously, he is overly aggressive so you can catch him from afar or block and punish. Only thing to watch out for is when up close if he guard points you need to react accordingly. If he guards 5A you can beat him with 5B, and if he guards 5B you can beat him with 3C for a CH into pickup bnb, if he guards j.B you can zettou or doublejump, etc. Well, the other thing to watch out for is when he has meter and overdrive active, don't get grabbed. Tao you can just 2D anti-air her all day. It's much easier to do on reaction than 6A or 5A or 5B or whatever. Just react to Tao's IADs and do 2D into empty Hariken stance for drill meter. If 2D does CH you can hold the Hariken stance until she emergency techs on the ground, and if it does not CH then you can stance cancel immediately and be safe. Once you're at lv.3 Drill you can do 2D CH into Gekiren or a Zettou into j.6D into fancy combos. There's really nothing to this match other than patiently anti-airing her and avoiding her Distortions. Bullet can hurt you bad if you jump. Her anti-air grab Snap Hands Fist is too good, and if she's heated up it'll hurt so much because of the damage boosted combo she does. You can typically start the round with 2B 3C Raibu and then meaty her with 2C 5C 3C Raibu to put her in the corner, then from there it's a matter of maintaining your momentum. While she's in the corner you can attempt meaty 5B hitconfirm 3C into Gekiren loops or you can do Drill shenanigans, but the main things to be careful of is her wakeup command grab Cutting Sheer and wakeup backdash. Midscreen is a little spotty, unfortunately I haven't found a good solution for a blocked Drive, she has frame advantage so you basically have to either react well or guess. On the bright side if you get hit by her Drive then she usually spends her heat levels, then immediately does her After Burner, this move has guard point during the animation but also has a CH'able recovery so you can dash in for a CH 2C 5C 3C Raibu and then go for more meaty 2C. She's essentially like Bang except you just can't jump around. Tager can kill you if he gets his hands on you, so don't get near him. Fishing for while-rising CH j.C seems effective, you can do a partial BnB ending in Gosei off a CH j.C. But timing is important because Tager spams Spark Bolts everywhere. You can usually do a 3C for a CH at the start of the round for a full BnB and from there either meaty 2Cs or while rising j.Cs. It's really risky getting point blank so back off if you corner him. Midscreen you can just bait out Spark Bolts then use your C attacks to fish for hits. Use Zettou to get away if he uses his Overdrive Distortion where he falls from the sky. Makoto is kind of spotty, if you corner her then it's a relatively easy win and if you don't corner her then you might just be screwed. You can usually hit her by starting off with 5B as it covers ground and air, but she can be random sometimes. I don't have any particular strategy here other than knock her down and keep pressure going until she's dead. The same 2C meaty strat works on her as it does for Bang/Bullet/Tager but you need to really hitconfirm because if you drop anything she can bulldoze you. If you have something on her then I'd like to hear it. Tsubaki is a pushover. She only gets scary if she Installs, at which point you probably want to back off. But other than that you can just fight her like a normal CPU AI opponent (she really sucks). Valkenhayn is a real jerk once he has wolf meter. You can activate Overdrive right away to get yourself up to Lv.3 Drill and try to maintain it, it's very useful in this fight. His AI seems a lot more random than the others so you basically have to do what you can to gain momentum and keep it until he has Wolf meter, then you need to try and block everything. But from what I've experienced so far his Distortions are not as scary as the others, so going all in with Drills is worth it. The most obnoxious thing about this fight though is the fact that when he is able to wolf then he can and will morph out of hitstun into an invulnerable wolf back-hop. Therefore you can't do anything laggy or telegraphed when he has wolf or he will either beat it or wolf cancel and punish. He will even do this while getting hit mid-combo so keep an eye on his meter. I recommend just practicing specifically against him in versus mode so you get a feel for his moves in general. Hazama is basically like Bullet, don't jump or you'll die (especially if he has meter). you can't barrier block his Drive in the air, it's air unblockable period, so stay grounded unless you're in his blind spot. Another annoying thing about him is 3C CH pickups don't seem to work on him, unless I'm just bads. But yeah this is as far as I've got so GL HF bye,
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It would be nice to have either data set whenever it's available.
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Makoto Nanaya hitbox vid http://bit.ly/dds6y5
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Mu-12 hitbox vid http://bit.ly/93JlVu
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Ragna hitbox vid http://bit.ly/cDl5i9 Rachel hitbox vid http://bit.ly/dxtNP7
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Taokaka hitbox vid http://bit.ly/9MKs0W Arakune hitbox vid http://bit.ly/dp81We
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Jin hitbox vid http://bit.ly/cCUFH0 Hakumen hitbox vid http://bit.ly/9BdVbE
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Noel hitbox vid http://bit.ly/9s5VSJ
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Tager hitbox vid http://bit.ly/9Ico8A Litchi hitbox vid http://bit.ly/9nHDjP