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nekohime

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Everything posted by nekohime

  1. So the changelist for Six Stars has been translated: http://www.dustloop.com/forums/index.php?/topic/8382-lm-news-gameplay-discussion/page-14#entry870923 Haven't seen much Kamui play yet so I'm not sure exactly how the changes affect her but from this they all seem like improvements. I like the new command for Kanna, though. No more mis-inputs going from crouch blocking to standing attacks, and if you're playing Kamui you should be good enough at half-circles anyway to get it when you need it.
  2. Namely that we just got the last version. I'm talking about English console releases specifically, not the quality of the games themselves. AHF: By the time we got it AH2 was out and what everyone wanted to play. AH2: We never got it at all and the PS2 port was terrible anyway. AH3: Really good port but PSN got hacked the day it came out. AH3LM: Also a really good port, but if you imported it you had to buy it again to play with anyone who bought it for your region. And if you did buy it for your region, the next game got announced a month later anyway. Like I said, I'm not mad and it's not Examu's fault. SixStarS will probably be a really good game and I already know I'm going to buy it, but will anyone be surprised if something stupid happens with the console version? As for crowdfunding AH4, I'd donate for it.
  3. I know I'm late but I just found out about the new version and I don't even... Hell, I cant even convince myself to be mad about it. Given this entire series's history you'd be an idiot not to expect to get shafted if you live outside Japan or far away from the few people who import the arcade boards. I know Examu doesn't do it on purpose and it's usually not their fault but it's bordering on comical at this point.
  4. Well, damn... so my JP copy is pretty much useless now? Here I was hoping that there would be people online to play with after the NA release. I probably won't be able to afford another copy until after Christmas, and I have a feeling that netplay will be dead again by then.
  5. I know it's a long shot but maybe they already implemented it and would rather just include it in the new release than pay to publish another patch. It's kind of baffling that it's missing from both vanilla and LM, I thought it had been a standard feature for a least a decade.
  6. Bumping instead of editing because 2 weeks is plenty of time to not be considered double-posting. So I think I can set up a tech-punish by leaving out the super from my EFC bnb: 5B 5C 41236C efc 5A 5B 3B j.B j.C j.B dj.B dj.C dj.421C dj.236A+B - 10,415 dmg Or for the same amount of meter: 5B 5C 41236C efc 5A 5B 3B j.B j.C j.B dj.B dj.C dj.421C (fall) air-throw 5D j.A j.B j.C j.421C 9,890 + 5,268 = 15,158 dmg For one more meter add j.236A+B = 16,308 dmg + hard knockdown In training mode against Earth Akane I can land the air-throw on both neutral and forward tech at any screen position, on back tech only against the wall. Also I have no idea if it's fast enough to prevent reversals. Anyone else have any good tech-punishes, mix-ups, or anything to help with pressure and neutral game?
  7. I know I sure as hell don't have a clash game, but I always figured that was my fault not her's. Do people actually do that? I don't think I've ever seen Kamui's Critical Heart in a match.
  8. That helps quite a bit, thanks again.
  9. Now that's the sort of thing I'm looking for, thanks! When you say 5B/5C otg 22A, does 5B/5C hit otg or is there a crouching attack before 22A? Edit: After a couple hours in training mode I now remember why I never learned the Uruma loop. So right now when I do ~41236X EFC 5A 5B 41236A the second 41236 almost always whiffs, either not getting close enough or going right under them. On the rare occasions I do hit the second 41236, the next 5A 5B 41236A hits pretty easily. I tried some variations with no success. 2A 5B 41236A still whiffs, and while leaving out A and just doing 5B 41236A hits consistently, they hit the ground too soon to follow up. Got any tips or is this one of those things you just have to grind out? Second Edit: I don't know if this is already known or not (it's news to me anyway) but I just noticed that all versions of Uruma whiff against certain standing characters if you do it from right next to them. I first saw it against Akane, and tested against Dorothy too because she has a thin hitbox.
  10. Watching Kamui's metagame slide backwards a few years as I post my scrubby combos. I'm just hoping that by getting conversation going we'll get more good info from people better than me, and maybe even some stuff for the wiki. Anywho, just tried using j.BCB dj.BC in the EFC combo so... 5B 5C 41236C EFC 5A 5B 3B j.B j.C j.B dj.B dj.C 421C - 14 hits 9,890 dmg (9,516 starting with 2B 2C). 421C seems to hit all 3 times pretty consistantly and does about 200 extra damage. I still need to try it against the rest of the cast but seems worthwhile so far. And does anyone have any good non arcana specific corner combos? The best I can do right now without getting too much pushback is to leave out the double jump and only use 3B after canceling uruma, such as... 5B 5C 41236C EFC 3B j.A j.B j.C 421B - 9 hits 8694 dmg. 236A+B can be added. Using j.B j.C j.B works too but seems a lot harder to hit without 5A 5B 3B first, which pushes me too far back. Also 41236C EFC seems much more difficult in the corner than midscreen. 41236C 6HC 3B I can do all day long, so right now I guess it's a matter of efficiency vs stability.
  11. No worries, while I personally find it easier to be clear using numeric notation, I'll agree that it's not exactly succinct. Ah yes, AH1. Back when there wasn't even an E button and people complained about getting an arcana special instead of a homing cancel, or vice versa. I still miss it sometimes.
  12. Thanks, I'll give that a try. I usually stick to the same air combo in or out of EF so that I don't have to worry about remembering which one to do when. Well yeah, if you have 22X up you don't have to worry about range, although personally I would rather just 6HC 3B > air combo after powered 41236X and save EF in case I need it shortly after (assuming it's available). Also, while I'm not very good at it myself yet, I believe that not comboing after powered 41236X is a good way to set up oki since you get an untechable knockdown with lots of frame advantage. Afterthought: I read "~hcf+C, EFC, df+B" as "homing cancel forward+C, EFC, 3B". Did you actually mean 41236X, EFC, 3B? Cause that would make a lot more sense. I wouldn't say you will never have to settle for BC Super. People aren't going to stand around and let you 22X whenever you want so you're either going to be trading healthy chunks of life doing 22C or creating opportunities to safely 22A. Either way eventually you're going to get hits with BC that are out of uruma range when you don't have 22X up. I'm just saying you shouldn't be ashamed to BC Super when the situation calls for it. I haven't really messed with Eclipse/Blaze much so I'll be trying this out too. Also wouldn't you need to dash or something after EFC for the second BC to hit, assuming you aren't starting from right next to them? Speaking of Plant and 22X, I haven't tried it in LM yet but one thing I remember doing in vanilla was during opponent's blockstring with 22X up, 4GC j.421X (land) 2A 5B 5C 236E 5A > air combo. Got about 10k from 1 meter. All around good stuff though, thanks for the input.
  13. I mean no disrespect to you or to Greats, and I'm sure he's much better and more knowelgeable about the game than I am, but I tested everything I posted before posting it. Whether or not the vine lifts a crouching opponent on hit is dependant on the size of the opponent and the hight at wich vine comes out. The taller your character is the higher the vine comes out. With short characters (such as Konoha) the vine comes out very close to the ground and will lift anyone at any range, crouching or not. With taller characters (Kamui, Heart, etc.) the vine comes out higher up and will not lift short or medium characters if they are crouching, even at close range. It will lift large characters as long as it hits.
  14. Since there's not much info here yet and wiki page is blank I guess I'll post a few basic combos. Most of this is carried over from vanilla, and if anyone has better stuff feel free to contribute. Meterless 2A 2B 2C [4]6B - 5 hits 4,440 dmg, pushes opponent away from you a bit, needs to be right up on them for [4]6B to combo. You can also replace 2C with 1E and use either [4]6B (3370 dmg) or [4]6C (4170 dmg) which will leave opponent in the air. 5B 5C 41236C - 3 hits 5,818 dmg, 5B needs to connect at about half of it's max range for 41236C to combo. 2B 2C 41236C - 3 hits 5,444 dmg, combos from closer to the edge of 2B so distance may be easer to judge than 5B. 41236C 41236C - 2 hits 4,760 dmg, opponent can tech before you recover so may be unsafe outside of certain combos. The second 41236C needs to be input in the same direction as the first, before Kamui stands up. I find it easiest to input while she is sheathing her sword. j.A j.B dj.A dj.B dj.C 421C - 8 hits 7,412 dmg, air combo ender. In some combos 421B will be easier to connect 1 Meter (super, homing, or EFC) 5B 5C (or 2B 2C) 236A+B - 4 hits 7,160 dmg (or 6,786 dmg with 2B 2C). If you are too far away to combo 41236C after B C then 236A+B will at least get you some damage and a knockdown. 5B 5C (or 2B 2C) 41236C 236A+B - 5 hits 7,968 dmg (or 7,594 dmg with 2B 2C). Immediately after 41236C hits, input 236A+B in the same direction. This is really only useful if you can't 6HC or EFC in your combos yet, as there are much better things you can do after comboing into 41236C. 5B 5C (or 2B 2C) 41236C 6HC 3B j.A j.B dj.A dj.B dj.C dj.421B - 11 hits 9,397 dmg (or 9,023 dmg with 2B 2C). 6HC needs to be input in the opposite direction as 41236C. Fairly simple with decent damage from 1 meter. 421C can be used but may only hit twice anyway. dj.236A+B or arcana super can be added after 421B for extra damage and/or oki setup, although you may be too high up for oki to be effective. 5B 5C (or 2B 2C) 41236C EFC 5A 5B 3B j.A j.B dj.A dj.B dj.C dj.421B - 13 hits 9,667 dmg (or 9,293 with 2B 2C). EFC version of the above combo. Plant Meterless Combo 5B 5C (or 2B 2C) 236E 5B 5C 236E 5A j.A j.B j.C 421C - 15 hits 9,453 dmg (or 9,079 with 2B 2C). When 5A hits the opponent will usually be behind you, so use 7 to jump cancel instead of 9. Omit the usual double jump from the air combo because hitstun proration without HC or EFC tends to let them tech out. j.214214E can be added to get seeds out, or j.236A+B for 10,053 dmg (9,679 dmg if you start with 2B 2C). Keep in mind that unless you are playing against large characters like Cathy, Kira, Nazuna, and Eko, 236E will not pick up crouching opponents, so do a 41236C combo or something instead. Against some characters such as Kira with unusual falling properties you may need to omit the second 5B 5C 236E in order to get the air combo. Note: all damages were found using Love (except for the Plant combo) against Earth Akane.
  15. I mained plant Kamui in vanilla and I know this was character dependant, so I just did some testing in LM. Using Kamui the larger characters like Cathy, Kira, Nazuna, and Eko can be picked up with vine while they are crouching, although in some cases the tip of the vine can whiff if you are too far away. Heart is a little shorter than Kamui but I don't think it would change who can be picked up, though it might change who/where it will whiff against. Konoha, and I imagine other short characters, will pick up any crouching character at full range. So basically, if you plan on using vine to extend combos pay close attention to whether your opponent is standing or crouching when you start the combo, and do something else if they are crouching. Unless you're playing against a large character, then you can just do vine combos all day long. Do be careful about using it in blockstrings though, In vanilla (with Kamui at least) a blocked vine would generally push them far enough away to be safe but after a while people start 4GCing. Now the recovery is worse making it even more risky.
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