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Everything posted by Sharkkato103
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Oh yeah, it's still consistent, just not stupid easy. It gets tiring after about 5 minutes of constant lasers/orbs.
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This at least doesn't work on Hitbox. If you are holding 4 (or 6) and press the opposite direction, you get 5. The game doesn't override your old input with the new input, it just gives you neutral. You actually have to alternate between 4 and 6. Not sure if pad can work differently.
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Only thing I'd add is that j.A is basically j.B but with no combo ability but far more useful at futher ranges and will hit tall characters during assault (invalidating wiff grab mixup) or backtechs. In that case j.6C from assault or 66C stops jumpouts and allows for the same mixup from wiffing it. j.[C] is more of a gimmick (Top 2 Walds will 99% of the time use 66C or j6C over j[C] for 360 mix).
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Waldstein Wald vs Elt from the Wald perspective: 4B can stuff Eltnum dps on wakeup 623 series because it is so active and has no hitbox on the claw. Not sure about 421C. Wald can punish Eltnum 5CC string with a jumpforward jC. Assault is Wald's main too to get in for this matchup, if you think she's going to 2C or sometimes even 5C assault can get over (sometimes have to upback assault). However assault will always lose to 214 (or at least I never noticed 214 fail to beat it.) If you're afraid of gunshots but still want to get in on her, jump assault j2C CS covers pretty much the whole screen and can sometimes even punish gunshots (usually the 3 shot version) 66B and 5C and 66C are great anti airs against her angles if she is approaching. 5C for furthest approach, 66B for mid approach, 66C for close approach (don't question it just rock it) 5B and clap are about the range of elt 2C, gunshots, and 214 at the very tip. Elt 2C can beat both, but then loses to assault. Gunshots also seem to lose to assault, Wald's feet don't seem to have much of a hurtbox during his hop. 214B doesn't seem to lose to much honestly. I need to test out more to see what does work vs that move. Oh and if you're not using and abusing 66B j214A you're messing up. That's about all I can think of for now.
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Waldstein Infinite Discussion (Tournament Legality)
Sharkkato103 replied to Tigre's topic in Under Night In Birth
Ban any infinite combo that does not kill an opponent before the timer runs out given a full match utilizing the infinite. So yes, ban it. Use it in friendlys, say absolutely not in tournies. -
I hate to break it to you, but 66C isn't an overhead.
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Chie 5As, you jB her, she gets counterhit. Chie DPs, you jB her, she gets fataled. Chie 5A is normal state. Chie DP is fatal counter state. The fatal property isn't on the attacking move, it's on the defensive move.
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jB doesn't cause fatal lmao
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They're definitely ~not~ soft banned lmao. They're allowed in any tourney, and they aren't bad, but lack of a burst still screws them over. And here's the reason Liz's place is rising: They found out how to get damage with her again, even off shitty starters: https://www.youtube.com/watch?v=f3aFCle-zJk
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P4U2 1.1 tier list S+: Yu SLab S: Teddie Minazuki Aigis Yukari Ken Yosuke A: Kanji Mitsuru Chie Rise Junpei Sho Akihiko B: Liz Naoto Adachi Yukiko C: Labrys
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Dustloop: Sharkkato103 ID: Zyine Location: NorCal. Availability: No idea really. Comments: This is MikeMuscles I'm just too lazy to change my dustloop ID or PSN ID.
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[CP] News & Gameplay Discussion (Old)
Sharkkato103 replied to kosmos badgirl's topic in BlazBlue Gameplay
MY VOICE WILL BE HEARD! But really, you're crying OP about something you know barely anything about, and is undergoing a Loke test, which means any of his moves can change values at any time. -
If the opponent is coming in at IAD level, then I've found 5B or 5A works better as an anti-air for that angle. On counterhit those have the same properties that make them fall all the way to the ground before teching (at least at that hight. Same with his j.A, j.B and j.C at low heights.) Anything up further in the air than that though use 2B. 2B is GDLK.
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Just wanted to add a few points. Sukukaja lets his normals become jump cancellable on BLOCK, which is normally not the case for all his normals, they're usually only jump cancellable on hit, so now 5C, 2C, 5B, etc are all jump cancellable on block, allowing for sick "any move canceled into airglide over for more mixup" pressure. Mirage Slash becomes SPECIAL cancellable, not dash cancellable, so you can go straight into Dash Spring or Tentarafoo on hit or block. Just wanted to make sure that if we're changing information we're getting correct information.
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I never played CS extensively, so the mechanics are a bit lost to me, but I have heard it compared to Carl's kara airthrow trick before.
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[UPDATED!] Persona 4 Arena 24 Hour Charity Tournament - August 7 @ 12AM
Sharkkato103 replied to Coopa's topic in Archive
I'm pretty sure I'll be there to hangout as well, but knowing gamecenter there will be someone in there at that point getting everything ready. -
A bit more complicated unfortunately. It's kara cancelling his J.2B into an airturn after your airdash, so it looks like 66 > J.2B~AC. However, the timing that you do the J.2B after the airdash changes your speed and your descent arc, so unless you have done it a lot, simply throwing it out there may sometimes land you right in front of a kanji's face (which is no place for a happy Yosuke.) I would say that it is something you should take time to master though, because it is a really powerful skill.
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Yeah well....... she doesn't have swag... ... I want that hitbox T.T
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I just love how hes so happy about everything he does. Hes got swag hitboxxes and he knows it. Not sure what hes even tripping them with, but DAYUM does it reach far.
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It's much more like 40% in my own experience. Just watch a video, the red goes down to just a bit below the bottom half of the B.
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Xie's Laboratory - P4A Gameplay Video Q&A Thread
Sharkkato103 replied to Xie's topic in P4:Arena Gameplay
I was actually curious about this in the first Xie's lab streaming session, and we did test his R-Action out. I believe his taunt lasts for 32 frames, and then is invincible for 31 frames as he trips. We tested this with Yukiko's 5B fans on auto, so that the first would trigger his trip, and the second would go nearly all the way through, barely hitting him when he was no longer invuln (it would basically hit is back arm barely with it's hitbox). Additionally, if you look at the hitbox data for his trip, the range is HUGE, so the 5C range would have to be much much longer. I do know that I've tripped Akihiko's using 5C before, but it may not have been max range. Moral of the story - if you trigger his trip, its near impossible to punish, and I believe that even if you do hit after the 31 frames of the trip, it isn't counter hit. It's much more effective to just bait and then get a fatal counter for your troubles. -
Yeah, you can cancel the sweep animation into his 5D so that it goes behind them before they wake up. If they tech instantly it sometimes even will hit them as they're standing up, so it acts as a meaty attack for you, allowing for free pressure, or even a combo if they were pushing buttons. Additionally, if we had suggestions for combos, who do we direct those to? Or do we just reply in the Yosuke combo thread?
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I apologize. I'm still new to fighting game terminology, so I was including crossups in the realm of mixup. Is mixup a term more specific to just a high low game?
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Hooray! A fighting game for an awesome show with good mechanics! I am extremely happy at this news (unhappy that it was leaked, but happy that the people are saying positive things about it.) But now I fully expect you to go to the corner for 5 minutes and think about what you've done mister.
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First of all: Hello! Second of all, while I agree with you for most of the cast, I would counter that specifically for Labrys and Kanji, zoning is not only possible, but probably encouraged. Those two characters can deal massive damage, but only if you happen to be up close and they get a hit in. However, these characters are easy to harass with kunai (for Kanji), and persona (for Labyrs). Other than that though, I think I agree with the "no room to breathe comment." People like Naoto with unfortunate reversal options and a subpar 2B are like tasty tasty candy. Specially since the zoning game simply does not work against Yosuke - He can fly over projectiles with ease.