-
Posts
138 -
Joined
-
Last visited
Other Info
-
PSN
kusohime-
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Nitroplus Blasterz: Heroines Infinite Duel
bellreisa replied to ivanchu77's topic in Misc Fighter Central
http://wiki.mizuumi.net/w/Nitroplus_Blasterz:_Heroines_Infinite_Duel Please mention me on Twitter for any issues; I check email less frequently. -
i started compiling notes for each matchup, but have been sidetracked with stuff so it isn't complete. i'll put up my personal opinions on numbers and see if it leads to anything AKATSUKI - 6.0/4.0 CHAOS - 6.0/4.0 NANASE - 6.0/4.0 HILDA - 6.0/4.0 HYDE - 5.5/4.5 SETH - 5.5/4.5 BYAKUYA - 5.5/4.5 ORIE - 5.0/5.0 ELTNUM - 5.0/5.0 CARMINE - 4.5/5.5 YUZURIHA - 4.5/5.5 GORDEAU - 4.5/5.5 MERKAVA - 4.5/5.5 VATISTA - 4.5/5.5 WALDSTEIN - 4.0/6.0
-
current version has some CH stuff
-
i updated it silently haha it's actually really outdated atm, i have a bunch of matchup notes i need to compile
-
there is no reason to use 2c 5c ever, even 2c 214b~a air combo will net more damage in all situations 214b~a also works off non-CH assault as long as you omit TK kuuga (this is all covered in linne.txt; some of the routes are slightly suboptimal for stability, but not this particular one)
-
knockdown momentum tier list this list sorts characters into groups of how aggressive you can be on knockdown, and my personal preference of ender for optimal setplay. it's up to you what you want to do of course, but this works best for me note: all lists exclude wakeup shield, wakeup mash, veil off, IW and IWEXS, which should be accounted for universally green class: these characters have poor wakeup options period. use 6c knockdown midscreen/all the time and bully them with dash 5a or 2c meaty on wakeup to consistently maintain momentum whenever you convert a hit, or use airtech reset options if they like airteching hilda, yuzuriha, chaos, byakuya orange class: these characters have metered reversal options, but nothing too special outside of that. run 6c knockdown until 100% meter, then adjust gameplan to space out/bait metered reversals on wakeup gordeau, merkava, waldstein, carmine, orie, seth red class: these characters always have a wakeup reversal. space carefully at first to bait them, then attack more aggressively or passively based on how much opponent is respecting you linne, akatsuki, vatista, eltnum, nanase, hyde
-
a2a, you can open up with either a single jump combo (j.abc, j.b6bc) or double jump combo (jump cancel c; haven't fully verified what the best is here), then land and either 5a 6c or 5b 6c into 624a based on height into ender. i haven't written those in since they're a little free-form but if you get the basic combo theory it should click pretty quickly
-
assault OS baits when you are pressuring and move in for a tick/kara throw or a 6d, assault OS is an issue. bait by stepping back (or stepping back further) and using 2b/2c/236b to punish the whiff 3b/3c or flat out beat it before trying 6d again. here's some results i noticed: merkava (3acd): tumble goes over 2b/2c and kuuga lol fuck this character. you probably have to hard bait it with preemptive j.236c, 6c or j.c all of which are risky and trade against you if you're not early gordeau (2acd): step back -> 2b/2c, step back kuuga, step back tk kuuga. kuuga preferred since it should stuff 3c which will probably beat 2c. beware, 2c first hit is low! eltnum (3acd): step back more -> kuuga. eltnum 3c moves her forward so 2c will probably get stuffed in a lot of cases hyde (3acd): step back more and kuuga/2c. treat similar to eltnum since it moves forward byakuya (3acd): 3c seems kind of huge and low profile? it doesn't move forward but was hitting me more often than other 3c's. would step back further and 2c/kuuga to be safe linne (2abd): linne has a special case: her OS doesn't actually antiair but moves her forward quite a bit, messing up assault trajectory if you're not careful. you can delay a 6d and use j.c to punish as it will hit crossup. if you're not paying attention she'll slide under you and punish your landing. you can also hard bait with divekick or staggered blockstrings carmine (3abd): step back 2b/2c should beat this free since carmine's kick only hits high and linne's very low profile on both those moves orie (3abd): step back 2b/2c and step back kuuga. you can probably even trade in your favor if you're closer with kuuga nanase (3acd): step back 2b/2c and kuuga. 3c comes out fast but doesn't move forward hilda (3abd): step back 2b/2c and kuuga. it's decently fast but doesn't have much horizontal range akatsuki, waldstein, vatista: do not have usable assault OS afaik untested: yuzuriha (5c~5acd): from @dat_kyhz. will test range on the 5c later seth (3acd/3abd): from @fwtravisbain. two OSes, what is this nonsense. testing later chaos (abcd under 100 meter): from @LordSpectreX. note: chaos will do roll (B+C) instead of veil off (A+B+C), thus the meter requirement. this is sort of ghetto lol... but it's legit. will test if roll can be easily OS baited later
-
hi, some recent things i added to my gameplan i was playing against a vatista and continued having problems getting flashkicked out of pressure as well as general problems opening this player up in the corner, so i sat down and pieced together a few elements that seemed really obvious in retrospect vat will FK out of non-seamless pressure when she has a read in order to FK, vat needs a downcharge if i make the vat player stand up, they lose their downcharge, and i get a small amount of time to attack without having it be an issue to make a player stand up and drop their charge, you obviously need an overhead. linne has only a few: jump ins/assault attacks 624b 5c[c] the first one is too slow and telegraphed. second is sort of okay once in a while especially if you have vorpal to make it safe with CS on block. third one is good, but is mashable and really obvious if they know the animation the key then, is to mask the animation a bit by making the times you're doing it a bit ambiguous. that's when the top linne's 5ac strings suddenly made sense a lot of the top jp linnes will end strings with 5c, with a few options: b kuuga (catches flinch) 214b (moves back in) 5a rebeat (resets pressure safely once respect has been established) nothing the last one sort of confused me until i noticed that opponents will downback linne until they see the overhead. once 5c delayed kuuga is used to stop opponents from flinching, they will respect enough to sit still for 5c nothing. when enough 5c nothings are used, the timing for the 5c[c] becomes more subtle in that the opponent has been gradually conditioned to expect nothing, allowing it to connect more often timing is important; staggering and delaying your normals so that the tempo isn't rapid-fire is critical. since there is a big delay before 5[c] comes out, introducing a similar delay between the normals in the rest of your pressure will make the 5[c] startup less obvious. as a point of reference, this is very similar to f-moon style pressure from MBAA of course, 5[c] is mashable with 2a, and an opponent can CS to react if they feel it's coming. make sure to stay about 0.5 width away at 5[c] max range and establish 5c nothing as an option first before going for it, and always watch opponent meter and keep their patterns in mind. if they are fond of reversal EXes, skew your pressure more towards 5c nothing and bait them out, then punish accordingly this all also depends on how solid the opponent's blocking is. if you're getting mileage from running basic run -> 6d pressure then this isn't going to be strictly needed. but against harder opponents who block more, this will be another way to open them up vs vatista in particular, since she has a bad assault OS, removing the threat of FK for one exchange can make the difference between gaining momentum and taking the round or getting FK'd and being zoned out till you lose
-
2886/3116 - 5b 5c 236b~66 6b 624a 5b j.b j.6b j.c dj.2b 2c 6c 6c 214b~b 2926/3211 - 2b 5c 236b~66 6b 624a 5b j.b j.6b j.c dj.2b 2c 6c 6c 214b~b these are really finicky based on spacing and height. they're not as stable as the tk kuuga variant. also using 5b 2b or 2b 5b will deal less? tk kuuga variant is: 2863/3142 - 5b 5c 236b~66 5b 2369b [ comboEnder ] 2862/3143 - 2b 5c 236b~66 5b 2369b [ comboEnder ] some of these "optimizations" probably aren't worth it. i did notice j.236c combos deal more with a 2c instead of 5b 5c before the 214b (why)
-
you should always confirm CH combos yes, regardless of assault or not. they don't do too much for linne outside of corner in terms of routes but getting the extra dmg off CH assault, grd break or corner CH will edge you out in close matches
-
another quick note been testing out microdash 5a after 6c for meaty/fake meaty pressure, and i have some concepts for using that + slightly spaced 2c to stop backdashes + stay in a dp-safe range that allows you to react to all wakeup supers w/b+c or 623b, as well as remain outside 2a/throw mash range while staying in kara throw range. remember that you can 623b/623c vs ex noodle and ex grim, and 6d carmine ex grab and ex assimi. having a little extra space makes it riskier for them to do anything since they're not right next to you
-
thanks! the 2c link off the one i listed is sort of tight and i prefer stability generally, but a 200 dmg increase is too significant to ignore in this game. will test in matches later
-
quick note: old assault combo: 6d j.c 2b 2c 5c j.b j.6b j.c dj.2b 2c 6c 6c 214b~b~2a (whiff) = 2295/2517 new assault combo: 6d j.c 2b 5c 214b~a j.b j.6b j.c dj.2b 2c 6c 6c 214b~b~2a (whiff) = 2483/2725 6d j.c 5b 214b~a 2369b j.b j.6b j.c dj.2b 2c 6c 6c 214b~b~2a (whiff) = 2574/2824 landing every 6d j.c counts, old combo should be thrown out in favor of this one
-
hey i think you're talking about me (purple linne)