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Everything posted by bellreisa
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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
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current version has some CH stuff
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i updated it silently haha it's actually really outdated atm, i have a bunch of matchup notes i need to compile
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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)
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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
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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
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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
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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
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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)
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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
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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
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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
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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
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hey i think you're talking about me (purple linne)
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hello to easily get tk kuuga out from mujin, you can do this: 214b[8]~a~4269b be sure to hold 8 only after you input the b, and during the a press. since you can only jump cancel near the end this will automate the timing a bit this is outlined in linne.txt along with optimal combo routes!
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hello so lately i see a lot of people asking about linne's mixup and was working on some stuff in my gameplan that i figured would help. before we start though, we need to get on the same page about a lot of basic concepts first to ensure that all of the stuff at the end makes sense: - linne's character type: linne is not a typical anime mixup character, and uniel is not a typical anime mixup game. this means that hard to see left-rights and high-lows are not part of the gameplan. what is she good at, then? linne's strengths lie in having strong normals, good range, and high speed, which add up to a gameplan focused around whiff punishing opponents' mistakes, making them afraid to push buttons, and being placed into situations where they are forced to guess between respecting further pressure or reacting. - uniel's basic mixup: at the core of uniel is a standard rps mixup: throw > block mash/throw tech > throw assault > mash/throw tech block > assault obviously it's a bit more complicated than this, but this is the basis of how to attack and defend in the game. you pressure them with blockstrings, place yourself in advantageous positions where you can harass with normals and start mixing up the timings in your pressure to force a guess between tech throw and mashout. "but you can just tech throw on reaction!" - throw tech window for non-gold throws is 14F, this is incredibly hard to consistently do on reaction if not impossible. most people do this on anticipation, which lets you bait them "you can just get hit by assault OS!" - this is true, we're getting to that in a second "what's an assault OS?" - this is where things get complicated, hold on until we get there - linne's corner combo ender: linne has multiple combo enders, with 214b being the damage ender, 6c being the hard down ender, and the others being resets used when you notice an opponent's patterns and want to set up a mixup based off their airtechs. (remember, airtechs do not have crossup protection, so they are one of the few times you can set up legit left/right mixups!) since linne is a strong momentum character, you almost always want to take the 6c down and start forcing them to make decisions on wakeup as to whether they want to block or mash something out - microdash 5a: if you've studied katou, jikangire, or fusemaster's linne, you will notice that they like using dash-in 5a at midrange and microdash 5a to reset pressure strings. microdash 5a can be done with 66a or 6ab~a; i use the second since i find tapping a bit faster for me personally. microdash 5a is a very powerful tool as 5a's hitbox hits all crouchers, and the move comes out fast and can be confirmed into pretty much anything, blockstring or grounded combo or anti-jumpout conversion. the most important part of microdash 5a is that you can use it in conjunction with corner 6c knockdown to set up a situation where opponent is forced to respond by either blocking, hitting throw tech, or using a reversal. there's a lot of details here with spacing and baits and general FG psychology that i'm too lazy to type up but i'm sure you can figure it out if you go into training mode and try it this is where the "issue" with linne pressure begins though. after blocking a single 5a, she pushes herself out of range of throw, effectively removing it as a mixup option. when you are past that range, her only choices are assault (telegraphed), dash in throw (mashable), and more blockstringing (not an actual mixup, gives opponent grd). this is probably where a lot of players are finding themselves right now, thus the "linne has poor mixup" posts - kara throw: this is actually not a true kara throw, but a microdash throw which you can do with 66ad or 6ab~ad. the first input method is highly preferred as it avoids possibility of getting assault. when done properly, linne will slide forward and throw, expanding the range massively. you are able to throw people from a range where 2b would be an ideal poke normally. since the game is still early on in its lifespan, there's a good chance most people won't expect the range of this yet and get caught by it a lot at first, even if they have linne MU experience, since they're used to throws being set up in a certain range. when you mix in the capability of having normals and throw be an option, the pressure linne can exert becomes a genuine threat as down-backing is no longer a catch-all answer - assault OS: there is a universal OS (except for akatsuki lol) which allows characters to tech throw and anti-air with a crouching normal. examples: eltnum: 3acd - tech throw or 3c gordeau: 2acd - tech throw or 2c (8f!) merkava: 3acd - tech throw or 3c (the tumbling move) linne: 2abd - tech throw or 2b (doesn't AA, but moves forward and can slide her under assault normals) once an opponent is aware of kara throw range, they are going to start teching more aggressively at ranges they normally wouldn't. this allows you to use assault to crush those attempts. however, they can also use assault OS, which will stuff the kara throw as the extra space allows normals like gordeau 2c time to come out, instead of letting the tech option happen. in this case, if an opponent is aware of the kara throw, and is using assault OS to beat it, you can use several counter options to force the current rps game back to your side: - microdash 5a, delay the next normal to counterhit assault OS mash (this is what 5ac is for. 5ac isn't seamless, but the 5c will catch mashers) - 5a, step back 2b/2c to outrange and whiff punish AA mash attempts - microdash 5a, repeat to establish that you're not going for throw, to train opponent out of mentality of going for it anyway, a lot of this stuff should be obvious if you play around with it in matches, but hopefully it's clear to everyone. let me know how things go!!
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this is the unscale glitch. works like F/UC's where projectile causes super to unscale. also applies to akatsuki. may be patched out soon
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i'll leave this bit here, you guys can play with it gordeau, merkava, and waldstein give linne problems on their wakeup due to having some pretty strong options, but you can use linne FF to maintain momentum or punish vs merkava: the standard answer to wakeup ex noodlearms is shield last hit or green shield 2nd to last to autoshield last, then punish w/5a or 2a. this is fine, but a bit difficult to time, also a starters suck. if you're up to half a chara width away linne can b+c post-superflash and the super will pass through her, allowing a full punish with 2b or 5b starter vs gordeau: generally when gordeau is knocked down w/100%+ you have to look out for ex assimilation vs meaties or ex grim reaper vs jumps/non-meaties. watch for the superflash animation: ex grim has the scythe pulled out. up to a max range of half a chara width, linne b+c will dodge most of ex grim. one of the hits will hit her from behind for about 500 dmg, however gordeau will be in recovery and allow for a full 2b/5b punish. vs ex assimi, you can counter this for free using b+c followup for 1.9k -> cs if you got it. be sure to not try and counter ex grim, you'll get bodied lol. this one is definitely not as free since you need to react to superflash animation vs wald: b+c post-superflash will counter 623c (arms), 624c (suplex), [4]6c (godpress), and 360c (720) you should be able to set up situations where you force opponent respect on wakeup. afaik there are no 0 frame supers? so you can b+c post superflash and counter wakeup DPs, or phase through invincible supers and punish as if they had whiffed on recovery lmk what you guys find!! things i will test later: orie ex dp, veil off EDIT: vs carmine: you can b+c ex grab and punish w/5b on recovery or do followup. you can b+c ex blood fling and IW and punish with 2b to summarize: having the b+c option forces opponent to block on wake because you can beat wakeup ex mash options mostly free. this in turn makes linne offense that much stronger. i was wondering why jp didn't wakeup mash her as often, pretty sure this is the reason. i'm also pretty sure their metagame has already evolved past needing to use the counter and that the threat of it is enough to keep them from pushing buttons this is probably a pretty big shift in how i think about matchups, will play sessions and report back later maybe
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Hey guys, we're going to launch ChainShift.com now. It's a UNIEL stream hub, matchvid database and chat. http://chainshift.com/
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http://mizuumi.net/linne.txt please feel free to correct/add
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[UNIEL] Mizuumi wiki project outline/status
bellreisa replied to Tigre's topic in Under Night In Birth
yes hello if you want an account, you must email me these things: username password recovery email i've gotten a few emails and nobody gave me a password so i can't make any accounts for you until i get that. thanks -
imo, lilica's best arcanas: wind - the extra jump allows lilica movement options after a full-damage doublejump combo. pushblock over normal 6gc helps massively on defense as her clash game is poor. coverage from wind boomerang and mixup off whirlpool using airthrow -> j.214e -> left/right is very good. she can't really maximize usage of eclipse sadly thunder - thunder affords lilica better defense by giving her 5[e] clash -> 5a or 6gc -> 2[e] to clash, both of which lead into decent damage opportunities. since lilica is poor on defense but has a good 5a, this will help offset how easily she can be rushed down by certain charas from air to ground. thunder's strongest point is having an EF combo that allows 95% screen carry into a thunder pit left/right mixup. getting one opening -> successful mixup is about 16k combined damage, resulting in 65-75% life lost for opponent love - all-around good arcana. beam helps keep opponents honest at long range, loveball gives her better ways to approach but can be useless in certain matchups. fast recharge and meter build always good. nothing wrong with love, but wind's superior versatility and thunder's extra offense/defense options makes love a safe, stable, but slightly underpowered pick sin - still on the fence on this one. sin is more playable now that lilica has good meterless damage routes, and sin balls give much more coverage than love for approach. not sure how well 623e does on offense just yet for her
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played some more games vs kiras. a couple of points. - kira's hurtbox is higher than the bottom of the blob. because of this, if you are lower, flip through combos that work on everyone else will NOT work on her. examples include: - j.a j.b dj.a dj.e j.214c - max-distance 236a 236a j.214c and situational a2a confirms where kira is higher than you (probably cause you want to j.e her in the ass) for these situations, confirm using j.ab dj.b, j.ab dj.e, or using a shortened 236a 236a 236b -> optional j.236ab. this was def not a part of the matchup before since j214 basically saw no use, but it was most likely already an issue with the hitbox on j214 that never came up. overall, the matchup still plays out the same since both charas got buffed: if kira gets vortex going, lilica probably loses. in neutral, lilica can harass until she wins, but it's a dangerous game the entire time
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grounded 6c combo route from karisu matchvids. this is optimal dmg + spacing unless you want to switch sides using the j214c route when you're cornered (j.a/b) (2a/b) 2b 5c(1) 6c(2) 236a 236a j.d[9] j.b j.c j.e (land) j.a j.b dj.a dj.b dj.c 6632 dmg (2a) 8288 dmg (2b) 7819 dmg (j.a 2a) 9018 dmg (j.b 2a) 9147 dmg (j.b 2b) - be sure to use normal jump not sj - use dj.a dj.c in corner due to pushback - best screen carry, more dmg than j.214c route, but can't switch sides. a little less stable - whiffs on dorothy (too small) and cathy (too high)