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Bill307

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  1. - Does it actually have a proper training mode? The stream seems to practice combos in Versus. I don't think so. The game actually doesn't even have a last boss yet: you just beat all the other fighters in random (probably) order and then you win / get the credits. - After using a Blast, you can apparently cancel moves into quick action (roll, air dash, short hop), but I've seen it used even outside of a Blast. Can you clarify that? AFAICT, you can cancel all normals into a quick action on hit or block, both ground and air. Throws too, after the last hit. E.g. you can use the rolls and short-hops to continue pressure on the ground (probably always mashable). If you trigger one of Ignis's super traps while hitting the opponent with a normal, you can roll-cancel or air-roll-cancel to projectile-invul through the missile and bullets. - Al has a follow-up on her 214A+B scimitar toss super that's performed by pressing any button (maybe multiple times?). What does it do? - Ruili's level 3 super (236236B+C) buffs her supers, but how? People were saying that she can combo them together, but maybe they get better by themselves, too? Didn't get to try or play against these characters (except vs CPUs), unfortunately. - Can you block Saya's ground super-blob (236A+B)? It has a grab-like animation, but I just never saw anyone try blocking it. Not sure, but I wouldn't be surprised if it has to be jumped and/or rolled. E.g. I never saw the CPU block Anna's level 3, but one time it whiffed while they were rolling, so I think it has to be rolled or air-rolled. - Any special properties on Anna's super-DP (623A+B)? Haven't seen it yet. I'm guessing it's invincible. Seems to have a bit longer horizontal reach on the ground than 623x in combos. - Where does Muramasa's parry super (623A+B) leave both players? Again, never seen it catch anything yet. I may have seen it once but I don't recall, sorry. :/ The partner-cancels are meterless and you can do them at pretty much any time when your partner is available. (e.g. they can be used to make reversals safe on block) I'm not much of a combo guy but there's definitely a LOT to explore! Many of the partners seem to regenerate pretty slowly, though, and often you'll only get 1 good use of them per round. Like Arcana Heart, I think it's going to be really easy to do a BnB and spend a bar and/or partner to get good damage, close to what you'd get from an optimized and execution-heavy combo. Hitstun seems to deteriorate quickly, much faster than in Arcsys and French Bread games. I personally like this for two reasons: - it keeps combos short (usually) - it means a player with crazy execution can squeeze out only a little more damage than a player with simple combos (usually) I think Nitroplus Blasters will be one of the things I'll miss most after leaving Japan. I wish we could get it on console and play it when I get back home. Edit: cross-post from Twitter: (Ein's level 3 is like a fully-invincible version of Elphelt's gun-aiming attack, but with weird acceleration on the crosshair movement.) Ein's level 3 deals like 40-50% dmg and is unblockable. If the opp is stuck in blockstun it's theoretically guaranteed. It's pretty hard to aim -- not like Elphelt's at all. But even on day 1 I was able to land it raw many times -- on Kyamei, no less! It's going to be the new Day 1 Circus Teddie: throw it out there when you're close to losing, anyway, and you might just steal the round! And while it's punishable on whiff*, there's no guaranteed way to avoid it! It's definitely gonna make a lot of people salty, lol. (* It may be hard or impossible to punish if an assist like The Bees comes on screen, though!) Other system mechanics notes: - The throw tech window is HUGE, almost purple throw length. Def. more than 18f: reactable! - Rolls and air rolls / assaults are all fully projectile-invul until end. Some chars spew a lot of bullets but they're all rollable. - There is chip death but you can avoid it by shielding. Shield prevents all chip damage. But when you shield in blockstun you're throwable! - When an attack is shielded, BOTH players can cancel into any other attack, D-assault, or jump (and probably other options). - All normals can be cancelled into D movements -- roll, short-hop, or air-roll/assault -- on hit or block, on ground or in the air. - The short-hop is fast but has a lot of landing lag afterwards, like 10f. Eg If you go for a short-hop j.A overhead you'll be minus on hit. - Air movement is like GG/P4A: jump + dbl-jump, or jump + airdash, or superjump + airdash. But you can also assault (D) after any of these. - Like Street Fighter and Melty Blood, there's "trip guard": if you do an attack in the air, you cannot block when you land for a few frames - Shield whiff recovery is short but punishable (can't block). Low shields lose to overheads. All shields lose to throws and cmd grabs. - (All?) ground moves are air-unblockable, however they are air-shieldable. - Unlike UNIEL and DFC, you're vulnerable in the air after you air tech / air recover. You regain all air movement options, though.
  2. Ignis (long sword) - seems like long range zoner character with cmd grab and 2d short-hop for mixup - can end bnbs in wallslam to put opponent fullscreen - far 5B long-range poke; has close 5b too - 236x (air ok) batarang projectile - [4]6x rush, 4(?)x follow-up wallslam - 421x (air ok) string arrow trap - 360? cmd grab, can combo 2a etc. after - 646a+b super coup/rush - 236a+b batarangs super - 412a+b arrow trap super: looks same as 412x until triggered - 236236b+c level 3: like Halo Arcana Blaze: long (~45f?) vulnerable start-up, then super flash and hits entire screen. - bnb: 2a 5b 5c [4]6b 1a (follow-up) 646a+b ~4500 dmg - wallslam combo: (opponent in corner) 5b [4]6b 1a 5a ...? - air combo: j.a j.b dj.b dj.c 6d j.a j.c ...? - combo into 5d launcher...? - combo into level 3: 5b [4]6b 1a 236236b+c
  3. I'm n a cab right now. Every character is SO COOL. Too many to try, lol. Anyone want me to try anything?
  4. Tigre asked me on Twitter for some optimal Saki combos. I'd like to do a stream on this, but for now I'd like to "quickly" write down some staple combos I use. Note: I suggest learning which combos you can end with j.623B instead of j.623A. They both do the same damage, but: - j.214A+B is more likely to connect after j.623B, especially in the corner. - After j.623B, you land ~1-2 frames earlier relative to your opponent's wake-up. This is particularly important vs Clarice: land 5B clashes with her neutral tech 4C if you ended with j.623B, but it loses if you ended the same combo with j.623A. - If j.623B connects, you know for certain the opponent will at least hit the ground before they can tech. They may be able to air-tech after hitting the ground, though! Tip for inputting j.A j.4B consistently: take your time! You have lots of time after j.A to make sure your joystick is at 4 before you press B. The combos below are not so tight or character-specific that a short delay here will ruin them. I intentionally delay my j.4Bs after j.As (but not after j.Es) just to ensure I input them correctly. Punish combos: 6B is generally the best combo starter. (Counter-hit [4]6B EFC [6]4C can be slightly better. Zyaqu uses this starter.) 2B will deal exactly 300 dmg less than 6B as a combo starter: it's the best "panic" combo starter since switching from block to 6B will give you [6]4B instead. j.B is also a good combo starter. I often punish whiffed DPs, etc. with homing j.B if I'm already in the air, since they'll probably recover before I can land and 6B/2B them. From any starter, e.g. j.C 2A 2B 2C or j.B j.C 2A 2B 2C, with 1 metre: ... [6]4C 5HC~8 j.A j.4B dj.A dj.B dj.C dj.623B (with Wind: dj.B dj.4B tj.A tj.B tj.C tj.623B) From bad starters, e.g. j.B 2A 2B 2C or 2A 5B 2B 2C, with 1 metre: same as above From bad starters, e.g. j.B 2A 2B 2C or 2A 5B 2B 2C, with EF: ... [6]4C EFC j.A j.E j.4B dj.A dj.C dj.623B (with Wind: dj.E dj.4B tj.A tj.C tj.623A) From standard starters, e.g. 2A 2A 2B 2C or 5B 2B 2C, metreless: ... [6]4C j.A j.4B dj.B dj.C dj.623B (with Wind: dj.B dj.4B tj.B tj.C tj.623B) From standard starters, e.g. 2A 2A 2B 2C or 5B 2B 2C, with EF: ... [6]4C EFC j.A j.B j.[8]2C land 5A 6C j.A j.B j.C dj.B dj.C dj.623A/B (can't remember if B ver connects) (same with Wind) (important to EFC j.A as early as possible so that they're at the right height) (credit to BillDing for this one) From good starters, e.g. j.3C 2A or 6B/2B, metreless: same as from standard starters without EF From good starters, e.g. j.3C 2A or 6B/2B, with EF: ... [6]4C 66EFC j.C j.A dj9 delay dj.B dj.3C delay dj.C land dash j.C j.E j.4B dj.A dj.C dj.623A (same with Wind) (66EFC means input 66 then A+B+C so you do a dashing jump j.C) (credit to FrostyBolt for the idea to use j.3C in an EF combo) Lastly, a really cool combo by Zyaqu starting from an air-unblockable 2E: 5A (blocked) 2E EFC 5D j.C j.A dj.A dj.C dj.[8]2C delay dj.C land dash super-jump j.A dj.A dj.C dj.623A/B (can't remember if B ver connects) (air combo at end should be improvised depending on the height dj.C leaves them at) (this combo works everywhere, not just near the corner as you might assume!)
  5. - Use jump neutral homing a lot. Mess around with pressing directions after you neutral homing to learn how to approach from multiple angles, cross people up on the ground, or fake-out anti-airs by landing early. - Dash-jump is useful to poke people out of the air from an unexpected distance (e.g. with j.A). It's also a good "anti-air". - Super-iump is a lot better for general movement than normal jump. Some characters can make use of super-jump followed by an immediate double-jump for a particularly low, horizontal jump arc. ... I actually didn't know this. :S I figured there was some kind of no-blocking period after speed-homing, but this explains it a lot better. :O
  6. Awesome extension, thanks! It just occurred to me that I can modify the Burst, Meterless combo to be (almost) Corner-to-Corner and increase the damage: CH 5C (DC)> 2B> 5B> 5C> *236A> 214D> delay OMB> dash 5B> 5C> delay IAD j.A> delay j.C> j.214A> dash 5A> 5C> 2C> 214B, Damage: 5420 6293 with BD(1) 236236B 6710 with 214214C What I mean by "(almost) Corner-to-Corner": I've gotten this to work with my back to the corner vs Narukami ~1.5 character widths out of the corner. From the corner starting position, you have to nudge him about 1/2 a character width forward before this will corner carry.
  7. Does anyone use CH 5C (DC) 2B punish combos? I found a bunch, with damage values for comparison: Midscreen, Meterless: CH 5C (DC)> 2B> 5B> 5C> *236A> 214D, Damage: 3023 Corner, Meterless: CH 5C (DC)> 2B> 5C> 5B> 2AB> 214C> 5A> 5C> 2C> 214B, Damage: 3813 Midscreen, 50% Meter: CH 5C (DC)> 2B> 5B> 5C> *236A> 214D> OMC> 3214B> 2B> 5B> 5C> j.BB> j.B> j.C> j.BD, Damage: 4956 ~3/4 Screen to Corner, Burst, Meterless: CH 5C (DC)> 2B> 5B> 5C> *236A> 214D> OMB> dash 5B> j.C> j.214A> 5A> 5C> 2C> 214B, Damage: 5102 6000 with BD(1) 236236B 6392 with 214214C ~3/5 Screen to Corner, Burst, Meterless: CH 5C (DC)> 2B> 5B> 5C> *236A> 214D> OMB> delay 214B> 5C> IAD j.A> delay j.C> j.214A> 5A> 5C> 2C> 214B, Damage: 5590 6404 with BD(1) 236236B 6880 with 214214C
  8. Easy combos from probably any starter: ... 2C 5C (8) slight delay j.A j.B j.C land j.A j.B j.C j.8(2)A land 2A 28B ... 2C 5C (8) delay j.(B) j.C land j.A j.8(2)A land 2C 2-B-bomb 28B
  9. I don't have a good plan for what to do if they're beyond j.B range, yet. Possibly just A-laser, or A-orb and follow behind it, or j.6D and chase them down. Refer to my post above to see what kinds of bomb combo follow-ups you can get with that air sequence from various starters. Keep in mind that counter-hits and apparently GRD increase hitstun, which should allow you to do more damaging follow-ups. (I haven't tested these, yet.)
  10. Cool. I can already think of a couple of places where I can apply this! This also raises the question: can we plink A inputs with A~select or A~back like in SF4, as well?
  11. If you're close enough to connect (2C/5BB) 5C j.B, then (2C/5BB) 5C delay j.B j.C land j.A A-drill should always connect.
  12. So I was testing the link from 2C B-bomb to 2A in some basic combos. I might just be missing the link when the timing is really tight, but this is what I found from testing different combo starters: (Note: you can substitute 5BB for 2C in all of these combos. The hitstun proration is the same.) * Starting from 2C 5C, you can link: (8) delay j.(B) j.C land j.A j.82A land 2© 2-B-bomb 2A ... * Starting from 2A 2B 2C 5C, you can link: (8) j.(B) j.C j.82A land 2© 2-B-bomb 2A ... * Starting from j.C land 2C 5C or 2A 5B 2C 5C, you can link: (8) delay j.(B) j.A j.82A land 2© 2-B-bomb 2A ... * Starting from low j.B land 2C 5C, you can link: (8) delay j.(B) j.82A land 2© 2-B-bomb 2A ... Apparently 5B has worse hitstun proration than 2B and j.B has worse hitstun proration than j.C. (Note that j.B is an overhead and 6D j.B will beat crouch throw tech / shield whereas j.C will not.) If you have too much hitstun proration to link 2A, you can often (always?) link any flashkick version instead after 2C B-bomb. E.g.: j.B land 2A 2C 5C (8) delay j.(B) j.C land j.A j.8(2)A land 2C 2-B-bomb 28B - deals 2418 dmg This only deals about ~100 more damage than a bombless combo, though: j.B land 2A 2C 5C (8) slight delay j.A j.B j.C land j.A j.(B) j.C j.8(2)A land 2C 2B 28B - deals 2314 dmg (You can make this even easier by doing j.8(2)A land 2A 28B instead for ~100 less damage.) For more damage comparison, a simple bomb combo ender deals only ~100 more damage than 2C B-bomb B-flashkick: 2C 5C (8) delay j.(B) j.C land j.A j.8(2)A land 2© 2-B-bomb 2A 2B 2-C-bomb 2B 28B - 3101 dmg 2C 5C (8) delay j.(B) j.C land j.A j.8(2)A land 2© 2-B-bomb 28B - 2987 dmg Add some lasers (only works from 5BB/2C starters) and you get another ~200 dmg: 2C 5C (9) j.(B) j.C j.8(2)A land 2© 2-B-bomb 2A 64A (3) 2-C-bomb 64A (2) 28B - 3327 dmg
  13. http://www.twitch.tv/nycfurby - TSB AH3LM Winners Finals on now! Nadakaineko (Yoriko) vs Someazndude (Kamui). Loser fights Reioumu (Scharl, Eko) in losers finals! Tweeted earlier: http://t.co/ByyO6HlYJs
  14. GGs tonight! Would love to participate in a FT10 at some point. Would also love to co-commentate over Skype if possible!
  15. Basically, most (all?) characters have a move (or multiple moves) that have clash frames during start-up. These can be used to parry attacks. You can then cancel the clash into (almost) any attack, among other options. Your opponent can too, but in an unexpected clash they will probably have already input the next attack in their pressure string, which you can probably beat with your own quick 5A or 2A. If they are mashing 2A and it clashes with you, they cannot repeat a ground normal twice so the game automatically gives them 5A instead, which will probably whiff over you cancel the clash into your 2A. E.g. Saki's 5B has this property against low moves, which is one reason why I use it so much. (I was actually testing it tonight to see how it can be used defensively.) I usually use it offensively to frame-trap because if the opponent mashes, it'll clash with 5B's start-up and then 5B will almost always beat whatever their next move is. In contrast, Thunder's 5[E] and 2[E] are usually used defensively to parry incoming attacks. Their clash frames start at frame 1 and last until you release E or until the attack is fully-charged. They both have full-body clash frames, afaik, so usually people use whichever move has less recovery, in case it whiffs. Example: the opponent homes-in or IADs at you and does a jump-in. You press and hold 2[E]. A clash happens. You cancel the clash into 5A to anti-air them, leading to a nice combo. Example: you can sort of option-select Saki's jump-in high-low mixup by blocking her j.A high, then crouch-blocking and pressing 2[E]. If she does j.A j.3C overhead, it'll clash with your 2[E] and you can cancel into 5A to hit her. If she does j.A land 2A, either you'll block it if it's tight, or you may get a clash which you can cancel into 2A to hit her. (Of course, you can also just clash with the j.A in the first place unless it's in a tight string, like right after a flashkick.) Edit: I forgot to talk about Thunder 623E. 5A and 2A are preferable after a clash because they lead to actual combos. 623E is slow and invincible. I find it has 3 uses: 1. It beats an immediate 4D out of clash. 2. It can beat or trade with most invincible DPs/supers. 3. It's a good "panic" option online if it's too laggy to react with 5A/2A appropriately. Edit 2: for characters with slow 5A/2A and no meterless DP, forward guard-cancel clash into Thunder 623E is an option to escape pressure.
  16. GGs CMass! You should use your Thunder 5E and 2E more often to clash things!
  17. Playing online right now for EVO preparation! PSN: bill307_ca
  18. This is true character love.
  19. Useful links: Canon's Youtube Channel - has great combo videos and bug (glitch) videos. HEK's Youtube Channel - has a lot of short Lilica combos and setups as well as some bugs. Here are some videos from these channels to get things started: Canon has an ongoing series of combo videos for LM right now. So far there are 3: Part 1: Heart, Petra and Weiss Part 2: Saki, Scharlachrot and Eko Part 3: Mei-Fang, Catherine and Kira Ever try picking Time Lilica and backdashing Petra's Critical Heart repeatedly? HEK did: LM version vanilla AH3 version
  20. I'm on PSN for about an hour tonight if anyone wants to stop by and play.
  21. GGs Latios! (the only person who played in my room instead of Nadakaineko's, lol)
  22. I'm heading online as well. Will be in nadakaineko's room unless it's too laggy/full. I usually get good connections with the northeast coast and Michigan. PSN: bill307_ca
  23. Love and Flower are 2 of the most beginner-friendly Arcanas. Love: - 2nd-fastest burst recharge (no need to save burst if you don't know how to use EFC or defensive EF yet) - great meter gain and meter recharge - useful generic projectiles Flower: - fastest burst recharge (if hit then burst) - decent meter gain and recharge - you cannot be counter-hit
  24. You might find this alternative easier: 5B 2C 41236C EFC 5A 3B j.B > j.E j.C land 5B 41236B (short delay between j.B and j.E) It does more damage than 2 reps of the Uruma loop but less damage than 3 reps. It also works on Fiona whereas I can't seem to get the Uruma loop to work on her at all. By the way, in LM, 5B 2C 41236C connects at longer ranges than 5B 5C 41236C. (I think it was the other way around in AH3 vanilla)
  25. Yup, you can block during super-jump start-up but not during normal jump start-up. (Super-jump-block is an incredibly useful option select to learn, e.g. on wake-up!) I did notice a weird quirk (possibly a bug?) in LM, though. I tested this with Psykotik in VS mode so we know it's not training mode only. (In fact, afaict it _doesn't_ happen in training mode if you playback the dummy against yourself and try to jump away from it!) During a blockstring, if you hit someone with a low during the last couple(?) of frames of blockstun, it can be blocked HIGH. They stay in the crouch-block animation, so you can't tell if they were actually up-backing, either. This is unfortunately very useful for the opponent if they're trying to SJB out, because their up input will probably coincide with these frames. Meanwhile, up-backing will lose to either an earlier low / rapid lows, or to a frame-trap. I'm not sure if this quirk/bug exists in AH3 vanilla as well.
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