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Everything posted by kazukifafner
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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
Hilda does better when she can take life advantage early. Any time she's in a position where her opponent is forced to act is a situation in her favor. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
kazukifafner replied to Hecatom's topic in Under Night In Birth
Fuse Master makes Waldy look broken, lol -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
kazukifafner replied to Hecatom's topic in Under Night In Birth
Yeah, it'll definitely be important to figure out how to fight him, but he isn't as broken dominant as people make it seem. The thing with him is that he's the only character with no bad matchups, but he basically ranks a 5.5 to 6 across the board. The only character he has a ridiculous advantage over is Chaos. That matchup is a 7 in Gordeau's favor. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
kazukifafner replied to Hecatom's topic in Under Night In Birth
No ragequitting and hate mail will make me sad I think you have to block projectiles/items based on what side your opponent is on. So even if they can't physically cross you up with their own attacks, they can still cross you up by being on the other side of you when a projectile hits. At least, I think that's how it works. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
kazukifafner replied to Hecatom's topic in Under Night In Birth
So, it's basically just how Melty Blood works then? So, basically, the only real difference is that an opponent can't cross you up traditionally? That shouldn't take too long to get used to. Hell, the only aspect of it that you'd need to remember is to just block normally if your opponent tries to jump over you. -
GGs to everyone I played today. Honestly, the more time I put in, the worse it feels I get.
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ggs to a bunch of people I played in arcade lobby. I will forever hate Tao and Valk. The trials and tribulations of a poor Izayoi player continues.
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GGs to the people I played in the lobby. I haven't been able to play for real in about a month thanks to other things making it impossible for me to sit down for a solid session. I feel so behind now ;-;
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ggs Koopa. That set is what I get for taking a break for about a week and a half
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Meanwhile, we can't even fill up more than a single room, lol
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Chinese and Japanese look different. As someone who speaks Japanese, I can confirm that they are speaking Japanese. Whether or not it's an actual Japanese person and not just other people speaking Japanese, I couldn't tell you.
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This matchup (along with Taokaka) is pure hell. I have never felt so helpless against a character. Wolf mixups are nuts; and even on the off-chance that I get away, his ability to throw himself around the screen has been proving surprisingly difficult to AA. The tendency to stay in the air makes it difficult to get hits in. The only luck I've had (and this applies to Taokaka as well, though Valkenhayn may be the worse of the two) is to constantly move. The thinking is that, at the very least, it makes it harder for them to get a bead on you as well. Once your pinned down, you better pray to god you have some meter to burn or a burst handy. Maybe there's some secret to dealing with this guy, but I have no clue what it is ;-; EDIT: Oh, and keep that jA handy. A solid hit will knock them off their rhythm (again, applies to Tao as well).
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Maybe this has been mentioned, but for her jC > 5A loop in normal mode, I've actually found it much more universal to launch into hjB > delay jA > jC. Seems to work with everybody, even Carl.
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I don't find this matchup horrible outside of navigating the stein field. Even then, your best option is to keep moving to minimize their effectiveness. You'd be surprised how often you can dash in and nail a Mu with 623B (or C if they like to be really high when they do it) who thinks it's safe to throw them up just because they're far away. The nice thing about Mu is that her pressure has pretty decisive stopping points, so you aren't going to be blocking forever like in certain matchups. She has better neutral overall, but you can still weave through her stuff with a good teleport or special. Once you have the stocks, it's business as usual. Watching out for her DP is no different than watching out for Ragna's, so stick to her like glue and bait it out.
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"mashykaka" I don't know why I thought it was anything else `3` (I swear, it does not look like that under the lobby avatar, lol)
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ggs, Zeromus. When you get those Mu orbs up, it's no joke. ggs to... umm... mastroya? I forget the exact name, but the Tao that kept kicking my ass. I did almost win a round though, so I consider that progress. My loathing of Tao will never end. Sad that I had lag with MysticMonkey, he seemed like good Amane matchup experience Also have to apologize (and say ggs) to RockVolnutt. I just want to let you know that I had no intending of leaving after the Kagura match. Turns out my ISP provider decide to perform maintenance for about 15 minutes tonight. Had a fun time trying to figure that one out.
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GGs to online people. I think I'll relearn Jin and Hazama as subs instead of Kagura. That way I'll get get my CT, CS, and CP characters all on the same page :P
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ggs to Aki, Shin, and something-Snacks I'm trying guys, I really am ;-;
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ggs to Abelcru, A Hall Monitor, Zephyr (I may not be spelling that right), and other people with long usernames that I can't remember in the couple rooms I was just in. Extra thanks to Abelcru for giving me my first Kokonoe match :D
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Oh, yes, I played against your Tsubaki, lol
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I played Izayoi. Wanted to play a few more for the Tsubaki experience, but someone ninja'd my rematch. This happened a lot today.
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GGs to the arcade lobby. I really need to get my defensive game down if I want to have any chance at winning with Izayoi ;-;
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Sorry to everyone who I played late last night and just now. I've been having nothing but lag spikes as of late. EDIT: OK, so I just found out that someone had uTorrent open. Well, that's one mystery solved.
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Poor, poor Izayoi ;-; Also, extra ggs for the people I played in my second session tonight. Sorry for the rather abrupt departures. My head was clearly out of the game in that second session, lol
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Oki game in GA mode can be tricky because of how I-no dash basically forces you to commit to whatever plan you came up with. Other than that, though, Izayoi's mixup game seems pretty straight forward. Your best bet (especially in the corner) for oki pressure is probably something like 2366jD after knockdown for some quick pseudo-TK swords. Her general mixup is mostly just quickly alternating between high and low. So, like, you can go 66jC > 2B; or 66jC > 66jC; or an empty dash into either of those; or an empty dash into throw, or 66jC > 6B. Of course, you can also throw in D swords and teleport for effect. Izayoi's GA mixup isn't horribly complex, it's just very fast and fairly solid. You do have to read how much your opponent respects you though. Remember, you're still playing Izayoi, so pretty much everyone has better normals than you, lol