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kazukifafner

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Everything posted by kazukifafner

  1. Yuzuriha tends to fall around the bottom of mid-tier, but her matchups aren't really all that bad, per se. There just aren't many that are in her favor. http://sp.uniapm.info/diagram_view.php ^ Tier list created from player card data. Go down to the bottom of the page until you see a drop down box, scroll down it and select ユズリハ (for Yuzuriha) and press the button next to it. It'll take you to the character's matchup page, which are organized by their order on the official site's character list.
  2. From watching videos, I don't think it automatically resets. Once you use up all three buttons (or let go of the original button/press D), you have to enter the stance all over again. A lot of her specials and a certain command normal let you enter the stance, so what you're seeing is just really fast stance changing by the player. If it helps, watch the videos I posted (well, and the rest of the videos in that tournament set that weren't linked; I'll try to put up a better collection of links later). You'll probably start to see how they do it by watching when the stance icons light up (red is the button held, blue are the two available to use).
  3. If they're on NicoNico, then you need to register for a free account there, yeah.
  4. They aren't instant kills. The only requirement is that your character has to be below 30% health (and they cost 200 EXS, of course). It doesn't matter what the opponent's health is. On average, they seem to do ~3.6k damage, so it's no instant kill.
  5. Vatista can be counter hit, but what happens is that you don't get the properties of a counter hit. So, no extra hit stun and no OTG. I don't think it applies to throws.
  6. Kome and Nishine are the ones you can expect to see most often, I believe. I don't think I've seen Row or Tiger recently. Maybe Row.
  7. Can't wait to play as Sephiroth's perky daughter. EDIT: Gonna try to make this post not suck so much. Alternate Wiki link: http://in-birth.wikia.com/wiki/Yuzuriha_(Gameplay) [info=Normals:] 5A: Ankle kick; fast start up, puny range 2A: Hilt poke; looks okay j.A: People's Elbow!; mostly just looks cool 5B: Vertical slash; doesn't combo into C normals at max range apparently 2B: Scabbard sweep; longer reach than 2A 66B: Same as 5B but downs opponent on hit j.B: Horizontal slash; air-to-air 5C: Big upward slash; seems to be a decent anti-air 2C: Sweeping slash; good range, hits twice 66C: Jumping slash; mostly used in combos j.C: Big horizontal slash; better air-to-ground than j.B, but still mostly air-to-air [/info] [info=Throw:] Grabs opponent and puts them in crumple state; has the advantage of being comboable from any position without meter[/info] [info=Force Function] Does this fancy long-range sword drawing technique; chargeable, slow startup, downs on hit, unblockable when charged[/info] [info=Command Normals:] 4B: Swings her coat in front of her; counter move, additional attack if successful, works on physical and projectile attacks 4C: Swings her coat upward; lifts opponent into the air, used mostly in combos j.2C: Axe Kick!; chargeable, used in Assault approaches, downs aerial opponents when charged 6A/B/C: Smaller versions of her Iaido specials; air ok, stance ok[/info] [info=Specials:] 236A/B/C(EX): Iaido slash; air ok, stance ok, has huge range, combo and neutral tool 214A/B/C(EX): Leaps forward and does a bunch of slashes before landing; air ok, stance ok, mostly combo tool 421A/B/C: Teleport; air ok, stance ok, A is in front of the opponent, B is in the air behind the opponent, C is behind the opponent[/info] [info=Stance:] If you hold down the button used for any "stance ok" moves, you enter her stance mode, where she gets ready to draw her sword In this mode, you can use her specials much faster than normal, but you can only use each button once (including the one held down) The button held down is in red (and unusable), the buttons you can still use are blue; if they are gray, they are unusable To refill icons, you must either leave and re-enter the stance, walk forward or backward a little, or land her stance parry 6 / 4: Let you walk in said directions, but very slowly 66 / 44: A small, free version of her teleport in said directions (but only on the ground) 7 / 8 / 9: A high jump with a more narrow arc in said directions 22: Stance parry, air ok, small window of invincibility, flashes white when successful, refills stance icons, can cancel into stance commands D / Let go of original button: Leave stance mode[/info] [info=Infinite Worth:] Aku! Soku! Zan! Pulls off her best Saito Hajime impression Two slash attack finished with one final vertical blow Good raw damage, bad proration[/info] [info=Infinite Worth EXS:] Super cool animation followed by 3720 damage Will cause GRD Break on yourself unless you have Vorpal[/info] Subbed Beginner Tutorial w/ Combos Subbed Intermediate Tutorial w/ Combos Extensive Combo Video (including a 7k damage combo) Matchup Videos
  8. Woot! Poverty Mitsuru represent! Here's the link to the other wiki, since it has a lot more combos: http://in-birth.wikia.com/wiki/Orie_(Gameplay) http://www.youtube.com/watch?v=a_p4Hlii8OU#t=13m47s Quite a few matches of Nishine in the latest Acho tournament. Also, next to Hyde, she clearly has the best colors in the game.
  9. It's Famitsu, so I wouldn't worry too much about it, lol And yeah, BBCP was on HK and JP PSN stores at around the same time; and since there's a general Asia region option for importing, it'll probably be same day on the HK stores as well.
  10. Yeah, you can't throw while shielding. So if you use shield, even if it's a gold throw, you'll get GRD broken. You basically just want to think of shield as a more committal form of guard and treat someone slipping past it as if they just landed a counter hit on you. And it's true, you can mash throw in most games. You wouldn't even really need TRM in BB either were it not for the Barrier/Throw Tech OS. Problem with spamming throw/throw tech OS is that some sort of animation comes out (whether it be the throw animation or an attack, like low short in SFIV), so mashing it isn't safe.
  11. Links to the colors for the two new characters was posted in the UNIEL thread earlier. Though they aren't separate, they should at least do for now. Source: http://www.gamer.ne.jp/news/201406160035/ Nanase 1-10: http://image.gamer.ne.jp/news/2014/20140616/0035d0a24574a32c0efc0bc79dc48f752f0f/o/78.jpg Nanase 11-20: http://image.gamer.ne.jp/news/2014/20140616/0035d0a24574a32c0efc0bc79dc48f752f0f/o/79.jpg Byakuya 1-10: http://image.gamer.ne.jp/news/2014/20140616/0035d0a24574a32c0efc0bc79dc48f752f0f/o/80.jpg Byakuya 11-20: http://image.gamer.ne.jp/news/2014/20140616/0035d0a24574a32c0efc0bc79dc48f752f0f/o/81.jpg
  12. I'm honestly surprised at the reception it's already gotten. Wasn't expecting to see so many people hyped about this game.
  13. I thought DP timing meant trying to input it on wakeup or something, not just inputting it in general. Maybe I'm just dumb, this is very possible.
  14. This game doesn't seem to have too many characters that have a reliable, meterless DP reversal anyway. Like, maybe 1/4 of the cast?
  15. They were working before, but now they aren't, it seems. I forgot to save them, but I did jot this down (and they're still in the video, of course). Training menu translation: Pg 1: Return to Training Restart (the option is the center of the screen, so I'm guessing you can start at the left or right corner as well) Command List Hide the Menu Screen Default Settings (I think) Exit to Character Select Exit to Main Menu Pg 2: Health Gauge (whether it refills or not) Health Gauge Starting Point EXS Gauge (set to refill, don't know if you can set it to halfway or not) GRD Gauge (set to default, can probably force vorpal state for either player or turn it off altogether) Counter Hit Pg 3: Dummy Controls (set to controller, obviously can select AI) Guard (set to never guard, assuming standard options) Guard Timing (set to default, I'm not actually sure what this option does, having guard come out at certain intervals?) Throw Break (set to never) Air Tech (this and the three below it are set to fuzzy kanji, but I'm assuming normal/neutral) Ground Tech Auto Recovery (I think) Pg 4: Dummy Playback Settings (I think) Memory Slot Display Playback Clock Playback Timing (set to fixed interval, I believe) Playback Type (not sure what types there are, but I believe it's set to normal) Pg 5: Display Damage Display Inputs Display Input Lag (I think)
  16. http://www18.atwiki.jp/un_inbirth/pages/45.html According to the wiki, direction+A+B is an alternate way to do various movement options. 66 or 6A+B = Forward Dash 44 or 4A+B = Backdash j6D or j6A+B = Air Assault Obviously, since 6A+B just does forward dash on the ground, you can only use the ground Assault by pressing 6D.
  17. That's cuz this game isn't a traditional airdasher fighting game. Hell, Seth is the only character that has a backwards airdash, iirc. Instead, we get Assault, which is a move that launches you at your opponent whether you are in the ground or in the air. It's done by pressing 6D.
  18. Well, idk if "dominating" is the right word to use, but Waldenstein and Gordeau are pretty firmly the best characters in the game.
  19. GGs to everyone who tolerated my scrubby Izayoi over the past couple days.
  20. http://www57.atwiki.jp/uni_colors/pages/4.html Just click the various character names in the side-bar to see them for the whole cast. Or you could just look at Hyde and Orie cause they have the best colors.
  21. That's just plain embarrassing, lol. Though, their ability to not understand defamation is somewhat entertaining.
  22. I really wasn't thinking about playing Seth, but Rion just make it look so fun. Only problem is I know I won't be able to pull off 1/4th of the things that he does, lol
  23. It's not endless pressure, and even that type of pressure isn't typically used to run down the clock. The reason Hilda wants the life lead is because she wants to force her opponent to do something, and the reason she wants to do that has to do with how her pressure works. Essentially, her neutral game is zoning/frame-trap pressure. She has a lot of big, mid-range normals. There's one for pretty much any mid-range position. She uses frame traps to trick the opponent into thinking it's safe to attack, then punishes them with a combo. She uses zoning to catch her opponents' sloppy approaches. (Boogie is stupid good at both of these things, which is why his opponents always look so afraid and well conditioned, lol.) If Hilda doesn't have life lead, then there's no reason for her opponent to attack/approach. Hilda has poor "traditional" pressure. She can't open her opponent up with long blockstrings and mixups. She has to use her sword sphere (idk what it's called) to cover her approach, and that's difficult to setup in her neutral game without some heavy conditioning. It's challenging for her to switch from a neutral to an offensive state and break through her opponent's defense. EDIT: Though there are incentives to blocking/shielding and no real penalty for turtling, none of that matters if you don't have the most life by the end of the round. That's why opponents will eventually try to escape pressure if they don't have life lead, and that's where Hilda gets them.
  24. If you're focus is on improving yourself as a player; then your best bet isn't to worry about top-tier or low-tier, but instead worry about your comfort zone. A game's top-tier certainly can be those that just have a lot of options; but in general, they are top tier because they best work within the system. Sometimes they have a lot of potential options and tools (which obviously correlates with this), but the reason they're good is usually that they just work so well in the game's system. That's why Tager has a hard time climbing out of the bottom half of the tier-list. His design just doesn't mesh well with BB as a whole. And, naturally, you can learn different things by either putting yourself in advantage with and at a disadvantage with the system. But the best way to improve fast is to do things you aren't comfortable with. Have you been playing rushdown characters the entire time? Pick a keepaway character. Used to characters that swap between offensive and defensive states almost exclusively? Pick up a character that revolves around their neutral/footsie game. Things like that are what will help you improve, not just routinely sticking to one end of the tier list.
  25. I like to learn a low-tier (or mid-tier) character on the side in this situation. Main Gordeau, but then learn other characters to switch to and make them feel dumb for complaining about Gordeau when they continue to lose. Granted, considering that this game is only getting a Japanese release so far, we probably won't have that issue in the community a lot (as was said earlier in this thread). Hilda's normals make her a fantastic mid-range zoning character, but that zoning is pressure in its own way. It's like with Lambda or Mu or any other character in a fast-paced fighting game. Your zoning game becomes equal parts keep away and pressure. That said, because all of Hilda's normals are like that, she's even more of a zoning/pressure blend then usual. Hell, she's not even a horrible oki character once she gets a combo in. Knockdown, then pin them with Ball o' Swords, jump in for pretty ambiguous high/low mixup.
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