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ehuangsan

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Everything posted by ehuangsan

  1. I miss this game a lot too; stuck doing other things. I'm not familiar with Nitro+ so I can't speak for that, but as for Chizuru's splash art, in order to safely get into it you have to sacrifice an oki situation somewhere and 3 gauges to get into it, whereas if you had that + <50% life + 3 gauges + mid to high emotion, you could set up a situation where you may deal 10-14k damage instead off of that same situation. Plus you throw away a lot of options by going into her splash art: - No Assists. Chizuru is only okay without an assist and falls out of the top-tier when she has no assist available. Against some characters, she will have quite a disadvantage in a no-assist situation even with the extra attack powers of the splash art as it becomes much harder to move forward or attack. This is death, especially against the top JP players who are all ridiculously good at defense and moving forward. - No gauge gain. This kills your ability to do more than 5k damage on average, with a max potential of maybe 10kish if you get a lucky combo into the splash art. Whereas had you kept the gauges and the assist, you could set up 10k-14k+ situations. - No emotion gain. You lose the potential 50% damage bonus from not having high emotion. So in exchange for a better fireball/dp, an air super, jump cancels and a few special chains, and a rather situation specific splash art ender, you cut your damage potential in half or more, lose all your meter and assists, and can't get any meter back while it's in play. No thanks. You almost never see Chizuru enter it in top JP level play either outside of clearly won situations where Chizuru is just trolling, or very specific and desperate situations where Chizuru has zero choice in the matter.
  2. They are, but Chizuru's splash art is terrible, and activating it is almost like surrendering. There are very limited circumstances where you would want to even consider it.
  3. Lol @ Sanada being a one man army.
  4. I'm assuming neutral emotion dummy; Chizuru can do more than that from counterhit or from Llyr/Ma-Ryan and in odd situations Yuki. I don't remember exact numbers, but Chizuru/Llyr in corner: BC, BC xx Llyr 6D (enter high emotion), 236236+AB, Llyr hits, 5C (can be omitted), 214214+AB did close to 12k IIRC from neutral emotion full life with red arrow. Something like Chizuru/Mizuki in corner: BCx3 xx 5D Mizuki (enter high emotion), 236236+AB, Mizuki launches, 236236+AB works for 14k+ too from neutral emotion full life with red arrow. I think in some circumstances you can get the 236236+AB three times, but I forgot what it looks like. Chizuru/Yuki in corner: BC counter hit, BC, BC xx Yuki, (5CxBC)*N, 236236+AB did 11k+ from neutral IIRC. IIRC, Riannon has a touch of death from splash art (impractical), Karalau has a practical touch of death that involves two clean hits, Sasara/Yuki and Arawn/Camyu can do 15-18k in yellow health high emotion against neutral dummy that is practical, and all characters are capable of doing 10k+ with practical combos against neutral emotion dummy.
  5. There has to be something better than that with Satsuki. I could imagine something like 5A>2B>66A xx 5D>623A into whatever ought to work.
  6. He must be rather masochistic then, as he went out of his way to force a song that naturally wants to terminate into Wreck of the Edmund Fitzgerald level melancholy into being happy and upbeat, and did so with rather great difficulty. As in playing Zangief as a zoning character level difficulty.
  7. I don't think I shared this before, but as a guy who was at one point a step away from becoming a professional musician/music composer, the feeling I get from the composer of the Yamayura village song is that of a tortured genius who is crying out "Why the fuck must I make music for this shitty loli game? Someone please notice this and save me!"
  8. I would play but work is kicking my ass at the moment so no games until maybe after KSB.
  9. Yeah abare means mashing out or hitting an opponent out of attack string or neutral randomly. So 5a abare into runpast is basically mashing out 5a at random times and then hitconfirming into runpast if the 5a hits. Since her 5a is so good this is one of the big reasons why Chizuru is still in the top tier.
  10. On another note, I have mastered 5a abare into runpast with Chizuru. That shit is totally broken. As with everything AP, my initial thoughts were that it would be difficult to do, and then I found that it was actually incredibly easy when I tried it. AP is maybe the only game I have ever played where you can just copy what you see in match vids or combo videos on the first or second try.
  11. You can probably make any assist work with Karulau.
  12. Double posting is fine. FWIW, I think it was around this video where I had played maybe 6 consecutive hours of AP and was just being very sloppy, which may have made Tamaki/Rina look much better than it actually is. The point of Tamaki/Rina isn't really for combos although there are some rather fancy combos that you can do. The main point is to immediately get Tamaki into high emotion while forcing the other side to be in low emotion since they have to play defensively in view of the Rina assist. Since the length of Tamaki's high emotion is quite a long time, you can use Rina to build up a life lead or possibly win after you obtain the high emotion and blitz the hell out of the opponent while ignoring your life bar. I personally don't think it really works that well since most JP have very good defense and can defend against the blitz, which leaves you with a neutral Tamaki with no assist for 10-20 game seconds. However, I suppose you can get away with it even in JP simply because it's Tamaki.
  13. Rina works very well with Touka and Karula, and quite well with Morgan. She works with Chizuru, but it's quite hard to beat good players with that team. In NorCal we nickname team Touka/Rina Team "Tax Collector", because any 2A or 5C is an automatic 50% life damage with Rina. Since it's close to impossible to never get hit by 2A, it's like being forced to pay taxes each round.
  14. Try Satsuki or Boss Ma-Ryan. They should both be quite good as well.
  15. Unfortunately Lark lost the stream archive, however Hardmancanada has a recording up of the Norcal vs. online community event. Lulz abound: https://www.youtube.com/watch?v=ojZMH5ICHAQ
  16. I think the matchup is bad for Oboro, but not horrible. Maybe 4-6. Where he loses out is damage disparity and defensive options. The latter is especially painful since Oboro needs to blitz the hell out of Chizuru and simply avoid blocking anything. Chizuru has to do the same, but at least her defensive options can somewhat make up for how quickly she goes into low emotion once Oboro gets something going. It's one of those strange matchups where blocking is very bad for both sides, so they both have to take some risks in neutral and defense, while maybe trying to maintain pressure without risk on offense. Gono lost because he was too conservative and was blocking too much. He had to attack GO1 a lot harder and had to be more desperate on defense, even though GO1 has that 5a abare into runpast down pat like all the top Chizuru players.
  17. Congrats on getting 3rd and for being the third American to win a game against a JP player in a serious match...though it seems you have an Oboro complex of sorts :D GO1 is incredibly good with Chizuru, but it's so odd as to how he is missing a lot of the basics in Chizuru play but yet can make up for it immensely with very strong hit confirms. Yet, those basics are apparently what allows Kouya to have a complete indian sign (90% win %age) over him.
  18. Was much more hype than I gave it credit for. Lark was hilariously full of fail online. Reminds me of the Millia comics on twitter.
  19. So we start at 9:30 PM Cali time. Stream link is here: http://com.nicovideo.jp/community/co1690860 Stream will change every 30 minutes because Nico is stupid, so go back to that link to see the next stream page.
  20. Probably. However, netplay is almost a different game. I don't think Manabe has ever even tried AP netplay, and neither Angel of Hope nor Lark play AP online, so those matches could be interesting.
  21. There is going to be a NorCal vs. the Netplay community 5v5 round robin exhibition on 10/9 at 9:30 PM PST. Stream link is TBD for now. The bracket looks like the attached.
  22. You would be surprised at how extraordinarily difficult it is to move forward against JP players and not go into low emotion. It almost feels like playing Madden and trying to advance the ball against top players.
  23. Yeah, this became much easier for Ky. Faith's trick of HS VT RC into air block out of the unblockable setup is even better here as you don't even need for the VT to hit. So the unblockable setup is worthless against Ky if he has 50%+ tension.
  24. I suppose, but given that versus a 40-50% combo off of SVT CH that leads to knockdown, I would take the latter. I guess I still don't see it.
  25. Actually I think that may be why the last JP Oboro player left that's worth a damn uses Rathy. Get knockdown, call 5D Rathy on oki, go in and gain emotion, and her 4/6D is also a better substitute for Oboro's crappy guard cancel.
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