-
Posts
816 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by brett_
-
time for me to enter bb. by the way, we'll hopefully have vsav set up this time too. hopefully some bb players play that game too (doubtful).
-
siesta is actually considered one of the better characters due to her ability / meta mechanics. almost anyone paired with her is quite good. Battler isn't the best, but with siesta to supplement you can probably get something going. focus on understand battler stagger pressure in combination with hard tag'ing out from siesta, or closing matches with zoning/attrition by combining both characters meter dumping supers, range 410 projectile spam, and life gain
-
you know james posted using that account on accident, right? lol.
-
"At least I tried to talk about getting a meet together. " I laughed. Seriously? *sigh* Anyways. I know of a player whos in stockton (he goes to UoP), u might be interested in hitting him up I think. He's pretty out of practice right now though, but he tries to come visit the bay area sometimes. You could try contacting him if you're interested.
-
Sorry for the triple post, but I doubt anyone cares anymore :p Thought I'd post some pretty interesting new stuff for Beato, as I'm probably not the only one sad about feeling inept after the 1.03 nerf. The new jump cancel system lets her get a lot of new damage potential off of being able to loop launchers into j.214A+B indefinitely (until meter runs out). These are all corner only. The Easy Loop: 5B > j.A > (j.B) > j.214A+B x n The Better Loop: 5B > sjc > nj.A > nj.C > j.214A+B x n You can replace the 5B launcher with 5C, but this will cause them to dizzy a lot faster, and increase the likelyhood of the dizzy occuring at the launcher section. This loop no longer works once the opponent is dizzied. If they dizzy off EX butterfly (the most common scenario), you can transition into the old 3C > ex dp > TK ex butterfly loop for extra damage. This loop can be performed off the following: Anti air 5a/5b - Jump cancel and cancel into EX butterfly. If you hit them high up, dont j.B because it will probably whiff. Land and continue normally. Anti air j.A - Just go into EX butterfly and you're good. DP - 5B/5C and go for it. Timing on 5C is strict here. Ground string - cancel into ground EX butterfly, then 5B/5C and go to town. Note that 214A+B may not combo from the max range 5C, in most cases it will combo. One last note of interest: The ex butterfly causes an untechable juggle state, so at any point you can just throw up meta and towers for a pretty reliable 1.04 way to set up oki. Note that in 1.04, 3C > meta > 214A/B/C no longer forces knockdown. I've uploaded a few vids showing some basic things you can do. Edit: I apologize for the shitty load times, the vids aren't compressed orz. The basic bnb: http://www.youtube.com/watch?v=13qwtLDjS4c The advanced bnb: http://www.youtube.com/watch?v=HXn87j6z9sM Transitioning after a dizzy midcombo: http://www.youtube.com/watch?v=TAUZn_QYv0w Note: This combo is just for kicks. 99% of the time, its better to drop the loop when they dizzy, meta, set up towers, and go for oki. This is mainly just for pushing out max damage if you need to. Ignore the silly battler crap at the end. The last vid shows a basic loop into meta, tower setup, into a crossup reset that dizzies into the old 3C ex dp loop, leading to remeta. http://www.youtube.com/watch?v=1G22Q95XtpE Hopefully this will be useful to some people. I'll probably lab battler soon when I have the chance. Credits go to Klarth on #umineko @ irc.mizuumi.net for the original juggle idea.
-
man i check this thread for the first time and this is what i see... why you guys hyping up kimimachi like its some new shit? idgi. is may 7th confirmed? cause i host like every other weekend so i wanna know if i should cancel the may 7th one. ps. asuka got dis on lockdown.
-
so yeah there's a crap ton of combo stuff i could post later when I have time... damage touch (bursts) are fucking terrible now. incredibly terrible. the attack hitbox of the burst / invincibility from busting is really shitty, it seems to get negated by doing more than one attack so half the time you end up hitting the guy who was bursting after the 1st hit whiffed. pretty terrible. Edit: Another obnoxious thing i've discovered is that getting hit by an Attack Touch while airborne (like after a sweet, etc) now no longer knocks down / is techable. Instead are reset SF4 style, where immediately land and are at neutral. You can easily just do a string into 2C > D and force a retarded crossunder by running forward a bit as your char tags in. It happens really fast. Pretty annoying.
-
I've been busy with other things so I haven't had time to really lab it up yet. The one thing I'm noticing is that unlike other old combos, you cannot use Meta to reset combo-state like you could in previous combo theory. For instance Ronove CH 6C > 6C > Meta > they can no longer be hit here. So unfortunately relaunch combos using meta will probably never happen. Hopefully people find ways to get decent "oki" from an air combo, since I cant seem to think of a way to score a knockdown.
-
sorry for the late post. as usual, correct anything i fucked up etc, post any specifics you find, etc. I'll be posting character specific changes as we speak. enjoy: There is now a rating system based on your online performance. Simple background mode also reduces the burden during meta deny sequences. You can now replay recorded actions in Training Mode During replays, you can slow down and fast forward. When Metaworld ends, it no longer removes any Abilities (if you neutral touched during meta, for instance). Immediately after landing you can be attacked <- Not really too sure about this, and kind of hard to test. (There are more situations where can get hit multiple times in the air) When you land a counter hit it is always possible to continue with at least one attack. (Puts them in a comboable state) You can now jump cancel certain standing attacks when hitting an airborne opponent. The character being counter hit now glows red. It now says when you do a Reversal. After getting guard broken, the charge time for recovering your Touch Gauge has increased from 3 seconds to 5 seconds. All characters have had their Attack Touches tweaked. Damage Touch startup and recovery have both been tweaked. You can no longer perform actions when your partner is coming in during Guard Touch. You can no longer be thrown by command throws during jump start up. Command interpretation for dashing / backdashing when you have been crossed up has been modified. The command interpreter in general is now better at preventing misinterpretations. Some code has been reverted back to 1.02. A bug involving simultaneous crossups orienting improperly has now been addressed. A bug in which Kanon's Meta Super effect continued even when interrupted has been fixed. The height requirement on triple jumps has been lowered. Ability: Auto Guard - You can now block even during dash recovery. Ability: Break Boost - The duration has been extended. Ability: Counter Boost - The damage bonus has been increased. Ability: Silent Attack - This ability is now more effective. Kanon, Lucifer, and Beatrice's HP values have been modified. The SP gain on Siesta's Golden Bow have been adjusted. The length of Virgilia's jump startup frames have been modified. The recovery on Ronove's backdash has been modified. Varies normals and specials have been tweaked. Some explanations for the changes: Landing a counter hit does not increase hitstun. Rather, it puts you in a combo'able state when you normally aren't in one. The obvious example of this is moves that launch on hit, such as Battler's Divekicks / DPs. You can now follow them up. Just messing around it seems like almost all standing attacks can now be jump cancelled ground to air, including close proximity normals. As with previous patches, many "anti air" moves are still really shitty because most of them are "close" moves that dont come out early enough (unless you're Ronove :p). Fortunately, it means you can get a much better rewards off of tactics such as running under them when they jump in at you, then catch them on their backside. This makes some moves much riskier, such as Virgilia's post 1.03 dive kick (j.2C), which on block can often be punished with 5a, but led to nothing. Now you can connect 5a into some air combo or more mashing etc. I'll be posting these on the mizuumi wiki when i have a chance. Enjoy. Edit: Character specifics: Beatrice's 6C and Ronove's j.C can now be button held. Changed moves: Battler: Meta super Ange:2A、j.A Shannon:c.C、f.C、6C、3C、j.A Ronove:Elegant Sheild Lucifer:6A、f.B、2B、垂直JA、nj.B、j.C Eva:2A、2B、j.A Beatrice:Red Truth、j.214A and j.214B Siesta:f.B、f.C、2B、j.A、nj.C
-
patch 1.04 came out yesterday. Have shit tons of work so the usual translation will be a bit late. I'll try and have patch notes posted by the end of the day.
-
lol i guess you could call it choking? also you again fucked up a bunch of the names on the brackets. ahem. pNp represent. also shoutouts to socal beating PNW in a 5v5 with only three people :D yo i dont even play this game
-
my head hurts. i keep telling myself never to come back here. but I CANT CONTROL IT
-
This patch actually contains a lot of big changes (well, relatively). I went and tested a bit of stuff for a few characters, here's what I found: Beatrice: A nerf, but if you're good with beatrice this doesn't really change the core of why this character is strong. The SUMMONING of the towers no longer freezes time. This means you can no longer do silly ground combos such as 5C > meta > tower summon > fire arrows > continue combo. In fact, the time it takes to summon towers now is very significant. Even after an untechable 3C, such as 5B > 5C > 3C > Meta > Towers, they will recover at almost the same time you can get your first volley off. While I haven't tested, it definitely looks questionable whether or not you can land that first volley meaty, rather than getting DP'd or allowing them to jump and only get hit by 1 arrow. Fortunately, you can still special cancel it, so I've began using the following setup: 5B 5C 3C > meta > 5a > make towers. Since you meta'd, any hit after the 3C will be completely untechable. Your 5a will air hit them and be completely untechable. Since you're special cancelling it from the 5a, you still get your towers up fairly quick. In the corner, this guarantees a meaty like normal. midscreen, this pushes pretty far away. you can attempt to dash in or jump and try and land a meaty, which may be possible, but the old setup I liked involving 3c meta 5b towers into a superjump crossup meaty j.C to pincer them seems a bit risky. In the corner, if you have your partner out, I'd probably suggest comboing sweep into airhit tag into beatrice, rather than going into a ground string with beato, as the tag airhit knocks them high in the sky, giving you plenty of time to set up towers (corner crossup reset still works). Note that the airhit tag is normally techable, so you need to meta as soon as you land in order to make it untechable. Or you can hope they tech and do a tech trap. Since the towers are so slow to make, you can no longer respond to an air tech taghit with make towers > arrows for guaranteed hits. instead I'd probably suggest 2C into an ex dp tk ex butterfly loop as a punish. Battler: Some good things, almost too good. His blue truth / birds / beams (236X) are now much better. While the startup is the same, the recovery seems a LOT better, unless i'm just imagining things, You can spam them pretty fast now, definitely can begin shooting one while the bird is still out. the best addition is that the C bird now HITS CROUCHERS (yes I tested on crouch block as well). This means unlike A and B birds, they cannot get out of your pressure easily by just mashing 2C. It's still slow to startup and longer recovery than the A and B versions, but it's still just as plus on block, so if they are forced to block it, you can definitely attempt to go in for more pressure. Between the buffs which encourage staggering with him (6B, 3B, longer windows), the threat of dash ins, and the ability to mix in fast birds in your strings, hopefully 236C will be a decent usable move. It's still pretty slow so using it point blank will have opponents mash 2a'ing you out of it, but from max range 5C / 2C, it seems pretty usable. The fast birds especially feel strong for midrange neutral game, as you can spam them quite fast, letting you SRK them if they try and mindlessly jump over them. Finally dive kick will have some company in the neutral game tools department. Lastly, the exe version is now no longer plus on block. It's minus now, so using it in blockstrings and for repressure isnt really as viable. Instead, the startup seems to have been buffed, so comboing into it is quite easy. The speed might help for punishing jumps and other things, perhaps, though I honestly don't remember how much it differs from 1.02. Kanon: I only got to take a look at the viability of his air Wolf Jump, and my guess is that it will be as obnoxious as one would predict, as it basically gives him a double jump when no one else has one. He can perform it anytime during his jump, and the minimum height on it is quite low (you can effectively TK with it though im sure that has limited use). obviously you can only perform it once in a jump. you CAN special cancel into it from air normals, allowing you to do silly things such as j.C > j.B > wolf dive > whatever you want. As an extremely easy example, jump in j.C > B wolf dive > j.C will cross up midscreen. Uncreative, I know, but it illustrates how easily you can force some uncomfort with this. Like battler dive kicks, you can use it to change your air movement in a game that has very limited air movement manipulation, making the air wolf jump not only a great offensive tool, but as a way to neutral, bait others, or close in distance. Oh and yes you can wall jump afterwards if you really wanted to. Eva: Only looked at her airdash to see the difference, and I'm a bit disappointed. While part of me feels relieved this character doesn't have even more silly crap, I'm somewhat sad you can't even really iad with this character still. The minimum height is still extremely high compared to any actual airdash game. It feels impossible to do any iad motion (96, 696, 676, etc), due to the height. 966 will probably be the way you have to do it, and it still looks painfully ugly. The buff only helps the airdash do what it is already good at doing: closing in distances and manipulating air movement. So far it doesn't seem like the reduced height added anything new. Please post any changes you guys discover. I'm especially curious about stuff like lucifer's changes (though I hear they are nerfs), shannons stuff (dp, j2c), virgilia's j2C (is it still retarded?) tl;dr: Beatrice nerf. Battler buff. Kanon buff, Eva small buff.
-
Well it's that time again. Patch v1.03 is out. Here are the patch notes. Feel free to correct anything I messed up: Patch can be downloaded at http://umineko.mizuumi.net/wiki/Changelog ・A REPLAY feature has been added to the VS mode. (replays are up to five minutes long and a maximum of 999 can be stored) ・An option has been added to save replays. ・Added an option for offline delay. ・Damage touch startup speed has been tweaked. ・Re-adjusted the command interpreter for half circle motions. ・Fixed a bug which occurred after v1.01 in which attacks were evidently not coming out after a clash. ・Other miscellaneous bugs have been fixed. ・The Berserk Ability (Eva's) no longer influences stun. ・The minimum height requirement on air dashes have been lowered. ・Each character's Attack Touch has been individually tweaked. ・The behavior of Eva Beatrice's Jelly has been modified. ・Kanon's Wolf Jump (41236X) can be performed in mid-air. ・The priority on Ronove's Enchant Shield (41236X) has improved. ・Various changes to specials and supers.
-
is socal coming? have you asked them on threads aside from this one? not just talking about bb because no one in socal plays bb.
-
if you're wc im pretty much always down for games.
-
this game aint dead. I still play it. That is all. Still really just want them to add: Dlanor, Will, Jessica, Gaap. Dash breaking and directional throws would be nice but oh well.