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Everything posted by Gravelneed
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https://www.youtube.com/watch?v=lr94VAP5o8k&#t=43m40s After seeing these Arakune matches, I think he's stable enough to still be viable
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[P4AU] Ken Amada Video Thread (Updated 09/12/2014)
Gravelneed replied to VR-Raiden's topic in Ken Amada
Finally I get to see Kubo's Ken -
Made some vids. These are probably fairly known already, but I thought I'd share anyway. Instant Overhead into Crossup: http://youtu.be/_4frFTTTKKA (Mostly)Unburstable Taunt Loop: http://youtu.be/DkutgDvW5YE
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Made some vids. These are fairly known already afaik, but I thought I'd share anyway. Instant Overhead into Crossup: http://youtu.be/_4frFTTTKKA (Mostly)Unburstable Taunt Loop: http://youtu.be/DkutgDvW5YE
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Arakune 1.1 CMV http://youtu.be/KE9H4jkNq6w
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What's the best way to stop or punish Azrael's Growler dp for curse corner oki? After 6D ender while buffering C/D curse bugs, PQA(214A) doesn't teleport behind him fast enough for a crossup. He can still buffer Growler forward and hit from behind putting Arakune in the corner.
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BBCP 量産型アラクネのスパモ (ver 1.10)
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Figured I'd add myself to the player index. Even when I move later this year, I won't be too far from PA. Alias: Gravel Location: Philadelphia, PA Characters: AH3: Dorothy, Yoriko, Catherine VF5FS: Akira, Taka-Arashi BBCP: Arakune, Kokonoe, Tager GG: Zappa CC: Catherine, Cait-Sith, Cthylla, Bravo KOF: Almost entire cast UMVC3: Tron/Haggar/She-Hulk SG: Cerebella/Double Contact Info: Gravel on Mizuumi IRC, Twitter: @Gravelneed Other Games: Hack and Slash/Beat Em Ups, Old SNK games, Shmups, anything related to Shin Megami Tensei Extra notes:: Fighting Game Lore Lord
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Well I guess in Victory Cry it doesn't matter too much with losing health as Junpei has the fastest blue health regen in the game iirc. Also watching those Sorashido matches confirmed some things for me: -Home Run super with hard slide follow up can link into the reverse Home Run super(where persona throws fireball) - Junpei can reflect Naoto's r-action shot with All-Out-Attack. This might mean you could use AoA freely on her without much to worry about if opponent likes to respond with r-action frequently. -Max range 5B can activate Yosuke's DP without hitting Junpei. Now I'm just wondering if fireball super has a followup hit to make opponent slide on the ground.
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Since you guys are ending your corner combos into curse with slow cloud, I think I need some proper notations or vid examples of these for me to use. I usually keep it fairly simple to lower risk of dropping online.
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Yeah, after I get curse in corner I usually buffer [3]BCD bugs to catch no techs and rolls before they can happen. Then I get some damage when BCD bugs hit then do J236[CD] ]CD[ dash back 6D wait for tech. I musta been doing 2C too early on no tech because I would get blue beat. I'll practice on waiting a bit longer on the 2C for the combo to reset.
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I'm not sure if I'm liking those changes for the patch. Also, after a combo in the corner that gives you curse, what's the best way to deal with opponents who don't tech at all?
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2 Junpei matches in a row vs Mitsuru/Narukami. Junpei matches throughout almost the entire set
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The thing I'm wondering is: How strong is the reflect fireball? For example; Naoto shoots all 5 rounds and you reflect the 1st bullet. Will the fireball go through all of the bullets or will its durability run out before it hits her?
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IIRC They actually had to patch Junpei's reflect ability. Older footage shows reflecting projectiles still counted as a strike on the baseball meter. I initially thought this ruined a big portion of his neutral game and looked to other characters to play. Now that I've seen it fixed in these recent sets, I'm much more optimistic about Junpei as a whole and want to play him even more. Lately I've been thinking: "Can Shadow Junpei work well at all?". I think to be a good Shadow character you need to have a few things to make up for having no burst: - Effective ways to open the opponent up - Fast full screen super for Shadow Rage punishes into a full combo - Ability to chain same/different supers together without specials moves in between(so opponent cant burst) S.Naoto/S.Narukami/S.Kuma are the only ones that fill these requirements pretty well from what I've seen. I'm wondering if Junpei could do the same. Victory Cry health/SP regen would be nice to have. It builds slowly but every bit helps. Tricky mixups aren't really his thing so I'll move on to full screen punishes. His SB awakening seems perfect for this. Problem is if he can loop supers or not as I'm pretty sure SB awakening super only does the multiple wallbounce thing and not a sliding hard knockdown. Any ideas on S.Junpei stuff would be appreciated.
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sm22834816 【BBCP】画質テスト アラクネ 12547dm【ブレイブルー】 http://www.youtube.com/watch?v=XJit8JezjSc
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Wow that combo is sick. I wonder what other secrets Arakune has.
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In many matches I find myself full screen away when the opponent decides to touch a cloud or get hit by spider, resulting in curse mode. How do I capitalize on this? Now that I don't have as much leeway to throw bugs for lockdown while I use wall teleport to get in, I need a better strategy.
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lol I really hope this stays on game release. Sounds like fun.
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The defense boost isn't nearly as noticeable as it is with P4U's awakening mode. Anyway, I got chaos code a few days ago. I've been having a lot of fun with it. Today though starting the game up, it said I needed to download a patch update. Maybe it's to fix the glitches in training mode. Anyone else get this?
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Jojo's Bizarre Adventure: All Star Battle
Gravelneed replied to SolxBaiken's topic in Misc Fighter Central
New Trailer is really cool. Seeing Dio, from what I could guess, his specials using the stand to teleport look like they all......track the opponent? Looks pretty cheap. lol It's like CC2 looked at Capcom's game and said "Dio's 623X(stand on) is gonna be amazing now." Jolyne/Hermes both look interesting. Can't wait to play them. I'm personally waiting for Johnny to be shown as well. Lastly, is anyone else paying attention to the music? Ever since trailer 2, I can't help but like it. The chara/stage theme played during the arc titles in the new trailer are catchy. I especially liked Stone Ocean Theme. It sounds ominous. -
Sorry it took me a month to reply. That 5D crossup stuff in the corner is very cool. I've been trying to incorporate it into my gameplay more. As for the AoA > 5D setup, that seems like a good challenge to make practical but it sounds good. I'll try it out later. Lately though, I've felt like messing around again with Akihiko and found some gimmicky stuff. I'm not sure how useful it is but I'll list them anyway: C+D(lv2 cyclone), 4A, 5D, 236C, 4A, 6AB, 2B(reset)......etc This setup is for when the opponent is kinda sleeping. When the 6AB hits, if the opponent techs, it will be immediate. Also if they aren't paying attention or don't know the setup they will back tech most likely. This particular reset only works with a back tech and is character specific. When they back tech, Caesar 5D keeps them right above Akihiko's head so he can hit with an AUB 2B into whatever he wants: 2B > OMB> combo of choice/2B> sjc > air combo/etc. This reset is also heavily affected by a characters "weight". This reset doesn't work on Yosuke or S.Labrys. Characters who are heavy are Chie/Akihiko. Ones that pop up high are Yukiko/Naoto. etc. Teddie is a special case as he techs so high you can't hit with 2B at all but you could actually super jump air grab him if he doesn't air dash. Also when the reset happens the opponent will be backwards in the air. Corner: CH C+D, 66, 5AA, 5B, 2B, 236AB, 4A, 6B,(opp techs), 236236B This reset works in a way that it catches both back and front techs. Using the B version if the super move you a bit closer so the AUB from the first hit of the super connects. Also, when you super cancel, you will be a Lv3 Cyclone for max damage on the reset. Like I said before these aren't guaranteed. They're just gimmicks, but the CH C+D combo into reset does work quite well imo. If someone can improve on them, please feel free to post.
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Came up with some oki stuff involving Akihiko's D moves. I got tired of everyone doing the same throw combo from Trial #27 midscreen without enough meter to finish properly. People usually just end it with corkscrew and have to get back in all over again. Not sure if it's been done by anybody but it's been working pretty well for me so far. Also, if anyone could post some other uses for any D move it would be appreciated. Anyway, here's what I use currently: Midscreen: C+D(Lv2 Cyclone), 4A, 5D, 214C/D, 6C, 6B, 236D, (OKI) The opponent's tech/no tech will leave them in front of you because of D. Oki can consist of whatever the situation calls for: If the opponent likes to R-Action: ~236D, A+C or block or 214C+D If opponent likes to wakeup super: ~236D, A+C If opponent likes to throw out wakeup 5A/2A: ~236, 4A+B You get the idea. Also if you want a better version of the SB hook some you get +frames and guard point do: C+D(lv2 Cyclone), 4A, 5D, 214C/D, 6C, 6B, 236C, 4C, 6C, 4A+B. It's a little input heavy but you get a nice bait. Lastly, if the opponent if really scared you can do: C+D(Lv2 Cyclone), 4A, 5D, 214C/D, 6C, 6B, 236C, 4, 6C, B+D, 2A+B, 236A, 6B. The shorter dash version before charging is preferable here as the 236D dash sends you too far and you could get hit more easily before finishing the unblockable boomerang hook. They may not be the best setups but it's pretty fun to do.
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I figured you were trolling. Everybody in the lobby kept getting caught by it so I assumed it was a frame trap as well. lol That's pretty cool how 2C can combo like that.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Gravelneed replied to ludwig van's topic in Archives
Been trying to make more of a use for Hamaon. Many times has it match point for me and the opponent has 8 or less on Fate Gauge, so when I catch them in a throw in the corner, I sometimes do CD~C, 236236B, 66, 5B, 5C, 236B, 236A, Hamaon. Then go for some sorta quick mixup. Unfortunately, several characters have a useful R-Action to escape the situation even though Hamaon looks very meaty. I might still get tagged by Getsu-Ei or Big Gamble when trying for a mixup. Most people online are too scared to even try an R-Action/Super, but some have and I've paid the price for it. Is there a better use for this super or should I just not really bother with it.