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Everything posted by kazukifafner
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I don't think so, since it takes too long to recover from Jabaki. I don't think not being able to Mizuchi from that is a big deal though, since if you have enough to Mizuchi, then you probably had enough before the Jabaki to Houtenjin. Plus, the fact that you can use Mizuchi from 3C already makes that move DD much better anyway.
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If you dash all the way when you 5C from 6C, you only need to delay the 4D. If you interrupt the dash midway with 5C, then you only need to delay Jakou.
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[CS1] Top Hat Top Hat Top Hat Top Hat: Top Hat Top Hat (fedora)
kazukifafner replied to Zidane's topic in Archive
I'd go with 5C. The fact that it hits twice seems to give it a good advantage in that sense. Plus it has great vertical range. And you can cancel it with a lot, so it still gives you quite a few options. 5B seems trickier to time, but seeing as it leads into the 6A/6B mixup, it's probably a good thing to practice as well. Well, in the corner, 2A should still work most of the time for catching rolls. Other than that though, I'd only recommend catching rolls with 3C if they do it consistently. Otherwise, it's too risky to eat that counter. -
[CS1] Top Hat Top Hat Top Hat Top Hat: Top Hat Top Hat (fedora)
kazukifafner replied to Zidane's topic in Archive
You could 2B quickly and hope to catch their roll. If they roll away, just start your next plan of action. You won't always be able to keep reapplying pressure after 214D~A ender. Sometimes they'll get away from you. What's good to do is watch what they do. If they consistently roll, punish them for it. If they consistently tech neutral, go for pressure/236C. If they try to jump out a lot, go for an air throw. 214D~A isn't about guaranteeing you followup, it's about putting you in a strong position to continue your assault and to give you a lot of viable options. -
A bit belated, but to add to what's been said, one thing you need to keep in mind is that it all comes back to how you did the dash 5C after using 6C in that combo. If you interrupt the dash midway with 5C, then Jakou must be delayed. If you finish the dash and then 5C, then the 4D must be delayed.
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[CS1] Top Hat Top Hat Top Hat Top Hat: Top Hat Top Hat (fedora)
kazukifafner replied to Zidane's topic in Archive
I usually delay the 4D instead of the Jakou. Seems to make Jakou connect consistently on every character. -
Well, here's the clarification on the Simple Mode and Impact Guard sections. I'll do the other page when I've got time later today. Paraphrased a bit on the Impact Guard section based on what I think some of the phrases mean. NOTE: Changed the first effect on "Impact Guard" to the more literal translation, since I now realize that "sensitivity" is a game mechanic. Impact Guard Successfully guarding the moment the opponent attacks. If successful: → Increases sensitivity → Cannot be guard crushed → Negates chip damage Simple Mode Using simple mode: A = Normal moves B = Normal moves C = Special moves D = Partner Throw/Throw Escape (When near the opponent or the moment the opponent throws you) → 6B/4B Through simple commands, combos and powerful moves can be performed. → Simple combination: A > A > A (Combos using normal moves) → Supers (or whatever they are called in this game): A+B (Pressed simultaneously) → Splash Arts: B+C (Pressed simultaneously) - - - - - - - - - - And here's the other page. 1st part is top left, 2nd part is top right, 3rd part is middle, and 4th part is the last thing on the page. Game Features Partner Select Choose from various partner types and head into battle! [special] [Follower] [standby] Partner Assist Each partner performs various types of assistance! Assist Type: [Marksman] [striker] [All-Purpose] [support] Splash Arts Don't worry if you're low on health. Unleash a destructive technique that can turn the tide of battle! If the health gauge start glowing, Splash Arts become possible! Consumes 3 bars of meter. Active Emotion System Keep up your defense. Land attacks and achieve good sensitivity! If you only guard, it will decrease! Good sensitivity effects super moves! [High Spirits] (“I'm so happy I'm here.”) - Attack UP [Good Sensitivity] [bad mood] (“It's hopeless.”) - Defense DOWN
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Which parts did you need?
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Sorry for the misunderstanding. I read "combo into" as "this move can be used at the end of certain strings" and "combo off of" as "you can follow-up after using this move".
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Actually, you can combo off of Kunagi's ground projectile (her B projectile, to be precise). Example combo: 5A > 5B > 5C (2 hits) > 2C > 4C > 236B > jA > jC (2 hits) > j623B > j623D It works because the 236B doesn't hit them as soon as it comes out (as the 2C > 4C puts them too high in the air), but they hit it as they fall down (so the hitstun starts later), giving you enough time to recover and follow up. Though, I will say that the jA follow up is pretty strict timing, so it's probably the only way to follow up a ground projectile (well, aside from a counter).
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
kazukifafner replied to Hecatom's topic in Under Night In Birth
Well, I'm about as amateur as you can get when it comes to translating, but: First Line: Our anticipated new arcade project is about to begin. Second Line: The mysterious event rumored among the people - "Night of the Void" ("Immortalize") Third Line: Living eagerly, Searching for a soul, Fourth Line: A monster that consumes existence - "Oblivion" ("Immortal") Fifth Line: The person who can awaken anywhere and everywhere - "False Born One" ("Inverse") Sixth Line: On that fateful night, people will gather. Seventh Line: To protect what they must. Eigth Line: None would hand them over. Ninth Line: The ever-repeating battle. Tenth Line: And then, coming soon - "Seven Days of Endless Infinity" ("Seven Days Immortal") "That man's will . . . before it happens, I'll do it myself. That's all there is to it." The mocked boy who accidentally became involved in multiple events at once - Hyde "It's fine isn't it? [For that as well, we have the reason for the sword of the night](?). We'll advance through the mountains and rivers of death." The one who appears before Hyde, "The Girl from the Chance Meeting" - Linne "Fighting is heartless. Power is all that matters. Those with thin arms should realize their powerlessness!" The one who lives forever, "The Mysterious Old Man with Strong Arms" - Waldstein "Heh heh heh . . . that face is great. Isn't it the best? That beautiful face is so warped." Whose desires are insane and pleasurable, "The Beginning's Red" - Carmine Eleventh Line: From the production staff behind "Melty Blood", an original 2D fighting game. Twelfth Line: Native HD resolution, [3 times the conventional ratio!]* *No clue what this is second half is supposed to mean. Thirteenth Line: Super high definition character sprites! Fourteenth Line: The life of the 2D Fighting Game! Pulse pounding action! Fifteenth Line: Character sprites overflowing with personality! Sixteenth Line: High Definition graphics that even show expression! Seventeenth Line: The fighting engine is even more refined! Eighteenth Line: Run on the stage of a new fight! Nineteenth Line: The challenge to reach the top! Twentieth Line: The best of all fighting games! Twenty-first Line: [Encompassing the whole French Bread team!]? Something like that. I didn't translate the very last image (mainly because I didn't feel like it). -
I've tried that, but it still doesn't solve the problem. I think the game just doesn't like Windows 7.
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I would play BBB 1.00 if I could figure out how to get it to stop crashing every time I start a match.
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Out of curiosity, what video capture program do you use? Thinking about trying to record something myself.
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Yep, it works. Senna has a lot of lol stuff in this progress update. She can 623C infinite in the corner (and doesn't need to do anything else). She can 623C infinite midscreen using 623C > dash > 623C > repeat until corner (and then you just omit the dash). The only place she can't is if she uses 623C when she's backed right into the corner. Even then, you can still connect with dash > jC > j623C, it's just that the 2nd hit of the j623C won't connect. If you are mid screen, and you get them in the air (such as by using 2C), you can repeat 214C up to 6 times (depending on how far away they are). In the corner, you can even repeat 214C more than 20 times before they become out of reach (again, depending on distance between the two when knocked into the air. She also has another infinite (though this one is really strict and is really only fun because it's satisfying to actually pull off). On a standing opponent in the corner, jB (as soon as you jump, while rising) > jC (about the apex of the jump, you'll know it worked if both hits connect) > repeat. I should note that I did all of this on Ryouga since he's the only one who techs properly.
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Eh, I guess it's just because this doesn't even feel like loketest to me. It feels more like a progress update where not even the basic system is finished yet (like how the meter now goes to 9 instead of 5 like it did before v.04). Not that testing out random stuff isn't fun, of course :3 Doesn't have to be the corner. You recover from 623C/j623C almost immediately after you land, so you can dash up to them before they can tech out. Just go 623C > dash > jC (2 hit) > j623C > dash > jC (2 hit) > repeat until you get into corner (and then just omit the dash). EDIT: Actually, in the corner, you don't even need to do anything extra. Just 623C all day.
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Yeah, aside form commenting on general stuff that we might like to see or stuff that should be fixed, I don't really see much point in building combo stuff off of the early build that we have. Also, hell yes Burai needs to be in next update.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
kazukifafner replied to Hecatom's topic in Under Night In Birth
Yeah, apparently it was officially confirmed by a twitter post (or maybe a blog post, idk) from French Bread. Maybe it's just me, but I already thought it was pretty obvious Carmine was a guy anyway :/ -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
kazukifafner replied to Hecatom's topic in Under Night In Birth
Idk if it's been mentioned yet, but it looks like this game will have something similar to instant blocking. I noticed that Carmine flashed white as he was blocking during part of the trailer. Granted, I'm not a MB player, so it could be something carried over from that. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
kazukifafner replied to Hecatom's topic in Under Night In Birth
Actually, I already knew I was going to main Carmine the instant I saw his awesome bod :O -
One more question about netplay (well, really about ip addresses). Does something like "196.168.1.1" correspond to "196.168.001.001" or "196.168.100.100"?
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Yeah, BnBs are no brainers really. Due to the nature of the combo system, you can find nearly all the character's BnBs in a matter of minutes. Though I can see what you are saying about gimmicks that can be used for pressure or messing with your opponent. For example, Kanon can cross up with jB (and the way it works can make it really difficult for an opponent to guess). TK 214A/B/C can also be handy for catching people off guard and can be handy against zoners if timed right. 214A, when properly timed, can quickly lead into a throw or more pressure; and if the opponent starts to figure this out, you can use 214B/C to bait their reaction.
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Could someone help me figure out how the netplay option in this game works? I don't know Japanese and have no experience playing any doujin with built-in netplay, so I'm kinda at a loss for what to do
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Hazama's chains allow him to move quickly, thereby rendering her lasers fairly useless. Given that Mu's lasers are of large importance to her strategy, that's why it hurts her a lot. It's similar to why Hakuman's ability to render our chains useless with his swords is so worrisome. I suppose, but I prefer to save the heat for later if I need it.
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Well, the problem is that this only based on what we're told. We don't actually know how bad it is unless we actually participate in the loketest.