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umgogo #

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Everything posted by umgogo #

  1. Latest Arcadia tier list (September 15th) and info: S - superbly balanced characters Reizei, Kuon, Eve, Dawn Reizei's projectiles are great, his EX Ma Jin Sen (qcf+AB) goes through projectiles, and his Koku Yoku Jin (dp+A/B) is invulnerable and thus an excellent defensive tool. Also, his dashing C and dp+C moves are good anti-Reflect (push block) measures. Kuon's crouching B and Heaven Thrust (qcf+A/B) sport good range, and his dashing A pays off well on hit. His crouching C and Aerial Judge (dp+A/B) make for superior anti-air capabilities, as well. Whereas Reizei is a mostly offensive character, Kuon's defense is very solid. Dawn might be somewhat immobile, but his stamina and power are both top-notch. His B (I assume they refer to his standing B, but it may be his B Buster Tackle) and EX Buster Tackle (charge b, f+AB) have guard point properties and lead to heavy damage on hit. His B'n'B combo knocks down and causes poison status, meaning his okizeme is deadly, too. Eve has fast, rapid-fire standing/crouching C projectiles, as well as outstanding mobility. Besides her "runaway" playing style, her Suisei Renbu Kyaku (qcb+A/B...) is an effective mix-up weapon. However, she is weak against okizeme. A - specialized characters Emelia, Asuma, Pekomaru, Kureha, Rebellion, Nina, Dusk Emelia is well balanced, much like Kuon and Reizei. She boasts long-range normal moves, powerful invincible moves and three projectile modes (ether/normal shot, spread-shot and napalm/"bullets-hang-in-place" shot). Her main drawback is that her dash attacks are difficult to use against projectiles. Asuma does tremendous damage, and combos ending in his super also knock down. Rebellion is similar to Reizei in terms of normal and special moves, but his projectiles are more difficult to use. Kureha and Dusk have "stalling"-type projectiles which lend them towards a "waiting" style. Kureha's df+A has upper body invulnerability, and her Gekka Enbu (qcb+A/B) is spammable(?). Dusk can defend himself with his stalling standing C and (wall stick) C. His invincible moves and runaway ability allow him to guard the lead. Nina and Pekomaru are okizeme experts who suffer from a low HP rating. Nina can go into a cross-up/non-cross-up mix-up after her EX Saint Scissor (qcb+A/B), and once she corners her opponent, she can end the match quickly. Pekomaru's flight ability (AC in the air) gives him access to a nearly instant overhead (jump, AC, A), granting him possibly the strongest mix-up game out of all the characters. B - still struggling characters Licht, Noah, Souya, Shiffon Licht has strong set-up potential with his projectiles and one of his Bride special moves, but lacks a fast projectile to take the initiative. Noah is also dependent on set-ups. Souya is effective at long range and has powerful combos, but dash attacks (which pass through projectiles) cause him trouble. Shiffon's projectiles are useful, but her normal moves have slow start-up, leaving her vulnerable at close range. Notes Overall, the criteria for high tier placement are good projectiles, strike/throw mix-ups and okizeme potential after combos. Judge is very similar to Kuon, though his C attacks are generally better (particularly his ground/air f+C - his air game is apparently superior to Kuon's). However, his crouching C is less effective (negatively impacting his defensive play), and as the jump cancel timing of his jumping C is slow, his air combos become more taxing to learn.
  2. Bang's portrait also has the blue star icon next to it, even though his name does not appear in the Arc-Enemy chart.
  3. Not to be overly picky, but this is the only "Racheal" I know of...
  4. 9. (in the corner, usable against everyone except Arakune, 75% Heat, 6532 damage) dp+D, standing C, f+C, f+D, hcb, f+D, dp+B, dp+A One must apparently stand in the corner (as opposed to merely close to it) when doing the dp+D. The C must also be performed very quickly after the dp+D. 10. (near the corner, 50% Heat, 4207 damage) f+A, qcb+D, f+C, qcb+D, f+C, f+D, dp+A 11. (in the corner, usable against everyone except Carl, 25 % Heat, 4025 damage) f+A, qcb+D, f+C, f+D, standing C, crouching C, high jump B-C, double jump B-C Two combos starting from the f+A overhead. Like combo 9, combo 11 requires the opponent to be in the corner. 12. (corner-specific?, 2743 damage) f+BC throw (two hits), dp+B, jump B-C, double jump C-D, land, standing B (two hits), standing C, df+C 13. (corner-specific?, 2922 damage) f+BC throw (three hits), (delay), dp+B, jump B-C, double jump C, qcb+B 14. (near the corner, 25% Heat, 5008 damage) f+D, f+C, dash, standing C, high jump B-C, double jump C, aerial qcb+D, land, crouching C, dp+B, dp+A The f+D is slow, but does not prorate at all (?). Aim for this after a Guard Crush or after blocking Ragna's Inferno Divider while crouching (as only one of its hits will connect in this case). 15. (near the corner, 75% Heat, 4082 damage) standing C, standing D, qcb+D x3, dash, crouching C, dp+B, dp+A The qcb+D x n part only works against Rachel, and the standing C must be a Counter Hit for the combo to connect on her?
  5. Bored so will post mook combo translations: Use the proper combo according to the opponent's position 1. (1881 damage) crouching B, standing B (two hits), standing C, crouching C, qcb+B Low-starting combo. Omit the crouching C when at far range. The first hit of the standing B will miss against a crouching Rachel or Litchi up close, but not when done from a dash? 2. (opponent crouching or on a Counter Hit, 3300 damage) standing C, f+C, dash, standing C, high jump, aerial B-C, double jump C-D, (delay), aerial qcb+B 3. (opponent crouching or on a Counter Hit, 3674 damage) standing C, f+C, crouching D, f+C, dash, standing C, high jump, C, double jump C, aerial qcb+B In case of a Counter Hit, the first standing C in the combos 2 and 3 may be replaced with a standing B (one hit) for slightly more damage due to less proration. 4. (against everyone except Carl, 2860 damage) f+BC throw, mash C (eight hits), dash, standing C, crouching C, high jump, B-C, double jump C-D While doing the throw and mashing C, perform the Barrier Guard command to prevent the Sekka Jin from coming out in case the opponent breaks the throw. (I am guessing the BG overrides the Sekka Jin command?) 5. (against everyone except Arakune and Litchi, 2701 damage) b+BC throw (two hits), qcb+B (misses), standing B (two hits), standing C, crouching C, qcb+B Use [crouching B, standing C] instead of [standing B, standing C] against Arakune/Litchi. 6. (opponent standing, 3237 damage) standing B (two hits), standing C, jumping B (delay) - C (delay) - D, land, f+C, dash, standing C, crouching C, high jump B-C, double jump B-C Useful combo from a dash. Easy to perform on Ragna, Jin, Tager and Taokaka; difficult against Noel, Litchi and Hakumen. 7. (aerial Counter Hit, 50% Heat, 3169/2943 damage) dp+A/B, hcb, f+C Depending on the circumstances (distance and character size/weight?), this combo may work from a ground Counter Hit or with the hcb, f+D Distortion Drive (presumably with follow-up options) as well. dp +B (CH) may also be followed with a qcb+D. 8. (75% Heat, 4341 damage) dp+D, hcb, f+C
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