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Everything posted by WintySoSolo
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dat's the new netplay tactic ok
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someone got hit by it due to it hitting their persona and then them walking into the extended hitbox and dying from 70%hp. As for actual setups, pretty sure it's still notgud. 120 frame unblockables are really helpful, arcsys.
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not that I'm aware of. If there isn't one, we should start one...once 2.0 hits console. I want to say I'm VERY happy with getting 3C -> 5D -> followup after 623B 22D. The fact that you just lost heat if you wanted to get damage on DP was pretty sad. Is that H2 only? I think the next change on my want list would be for aggressor to give heat when it connects, just to see it have use outside of ending a round.
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better heat gain and better control of where her opponent goes is really nice. I'm not sure if it fixes her fatal flaws but it's another decently sized step in the proper direction. I'm pretty excited for this.
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2C wasn't special cancelable before, it only canceled into drives. Being able to cutting sheer after it is new. Sad to hear it doesn't go into drives. That'll take some getting used to, i guess. 3C didn't cancel into drives before, only specials. That's new.
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guy in video drops a gamewinning combo by doing some strange stuff. makes me wonder, if we can cancel drive into specials, can we cancel drive into super? I mean we probably can but will it actually combo
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if blocked drive is special cancelable into anything there's multiple...oh wait we don't really have any special moves. I guess you could drive -> capture -> break or something if they are just blocking everything? Drive to charged flint seems like it would be alright for more +Frames. How + is blocked drive now anyway? seems that bullet DOES MORE when she gets a hit and has even more varied options in her combos to leave the opponent wherever the player thinks would be the best place for them.
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oh you can dash cancel it? wow that changes a lot.
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I'm talking about the fact that you can cancel j214 as you hit the ground, before the final hit, causing even C mojuu to miss, even on simpler combos. I can understand a combo not working because of doing things too late, but the fact it's even possible to cancel a move without actively hitting feels odd to me.
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tl;dr i'm a little bitch, waaah my character sucks i don't like it. While I like that you can do 5AA 5B now, I don't like the worse air confirms and huge disadvantage in the combo itself, and I really don't want to use shadow just for the autocombo. A bit good, a bit bad. I don't like the 5B change. I'd honestly prefer straight +8 to +4 after a dash cancel for the times when I don't need to dash any closer, but that's just personal preference. I want my old A followup on chain back. The old one was +1 on block, which was cool. The new one is -29 but cancels into a bunch of moves that don't give her any frame advantage. If they block chain and respect the followup, there's no advantage. I can understand letting her special cancel, but I don't see why she had to have her frame advantage removed here. What's with j2B anyway? Seems like it just doesn't come out most of the time, I just get jB. I'm retarded. reversal can be charged to be unblockable...why? Actually why are her unblockables still 120 frames? Can't those be better to make her, I don't know, scary? Maybe I'm too used to melty blood where having an unblockable means something. Thanks for the 2B unblockable, that's also a really useful thing to have. Brutal impact counter is another really useful thing to have. I accidentally mashed too hard on guillotine axe and got this, guy hit it and then jumped over. What's the point? why is it still even possible to drop j214->super, shouldn't that be changed to not happen? it seems really stupid. Like I can understand "oh you did it too late for it to combo" but the fact that you can do it too early is just dumb. I don't know how to use bubble but maybe I need to fight characters that actually allow me to set it up in fullscreen instead of characters who as soon as I'm not in their face start pressing their projectile normals as hard as they can. I thought maybe this would be an oki tool but I guess not. Can I have a 2D button sometime soon? That'd be really cool. Maybe make those arrows shoot upwards or something. Or have them be in the air and shoot downward. I don't know, it just feels odd that there is no 2D.
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try super jumping to get closer, or doing sjBCD, or jB djc jC. Just try to reposition yourself to get closer for jC to hit. none. Either dash forward to pressure or afterburner for heat, depending on what you think is more important. blockings: 3C is a decent tool. 3C 236A is only -3 and makes decent space, I often get a counterhit on 5B after a blocked 236A. 3C 236[A] is massively + on block, allowing a reset, and is a strong opener. 3C CH allows 6A 236[A] etc and goes into 3k or so without head or meter. 5[C] is good, as noted. 6B in blockstrings allows a jump cancel but bullet's options from this are rather limited, through from respect you can do 6B jc delay falling jB fuzzy jC jD.
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combos from anti-air 3b?
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is there a full changelist from the first game for her somewhere? Labrys was pretty much the only reason I played the first as long as I did and I'm uncertain if I want to spend money on this one.
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it now bounces back and put bullet in the air and she can't do anything till she hits the ground. unless the frames are really different, this ends your pressure. It may not be punishable at higher levels, but I doubt she can just get a bunch of plus frames to do whatever with by having a drive blocked. that is my understanding of the change, at least.
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charged flint moving actually seems to be a better change to okizeme more than zoning. adding that to the list for completeness.
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ok i guess it's time for me to write down my thoughts because i'm bored to fuck. things we know: - 5D/jD now causes a bounce on hit and can be canceled into "throws": snaphance fist/snap hands fist(to be called "snap" from now on out), miquelet capture(to be called "capture"), and cutting sheer(to be called "sheer"). These moves will combo from the drive. - 5D/jD on block without red lock now causes a bounceback which is VERY BAD. - capture engage now wallslams, drive engage now wallbounces?(this is my understanding, I'm not sure. Does level 1 drive engage also wallbounce or only level 2?) - you can cancel a whiffed capture if you want to - bullet gets 6k meterless combos in the corner(From what starting heat? I'll assume H2. This is up from the 4.5k or so from previous combos.) - charged flint shooter now moves foward CRAZY SPECULATION THAT COULD EASILY BE ALL WRONG: - bullet is even more momentum based and even more comeback-heavy. sample scenario: someone puts bullet in the corner and starts to pressure her. Bullet manages to mash 5A/2A out, does 2A 5B 5C 5D. Cancels 5D into snap. depending on spacing, snap could wallbound here, allowing bullet to afterburner. This is an instant corner reversal where bullet now has H1/H2(depending on if she can get bound->afterburner or not) and her opponent in the corner, opening up big combo opportunities. Bigger than before, if her new routes are stronger. Bullet has a lot of positional control after her combos. We've talked about sheer. We can do sheer to end our combos to emulate our old okizeme setups because it's probably still the same knockdown as old drive. What if we DON'T try to bring back the old and instead look at the new. Bullet can sideswap after any combo. Snap in neutral has been generally considered a winning read since we get either a free afterburner from it, or we get to put them in the air and then threaten them on the way down if they air tech. Bullet can, after any combo, toss the opponent behind her to switch positions now. There was never any reason to end a midscreen combo with empty snap before because we wanted heat, but now we get heat anyway and can do an air tech ender that swaps sides. This seems like it has potential. Maybe we even still get the safe afterburner from it, but that seems like a bit too much to hope for. There's also the corner carry from capture, if we wanted to end with that. That's ALSO a "safe" afterburner or tech chase, based on past experience doing capture from neutral to grab projectiles even without the heat to engage. Those are my thoughts on new enders. Here's the other thing. Let's look at new jD. So, after a combo into 5D->Sheer, we get our old knockdown. What if instead of doing our safejump, we went to the old stupid: jD crossup. jD crossup is generally NOT GOOD currently because if it works, you get...another knockdown and a heat level. If it doesn't, you lose your heat. It's a low risk, low reward. Unless they DP your face. In which case you yell in frustration. But what about now? There's a high risk due to the bounceback. That's bad. But there's a high reward. Since we're doing with with 1H, we can do jD into snap into engage into combo into jD into sheer into...jD crossup or whatever else we want. It's high risk and high reward. How much will this combo do? 3k or something and resets the situation? that's REALLY COOL if you ask me. it's no longer "I'm going to jD crossup you until I have enough meter to RC it into a combo or until you actually block." it's actually "hey I'm going to make a gamble that could make your life really terrible." again, speculation based on a game I've never touched. pls don't nerf bullet mori-tan ty
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only in the corner
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hilda matchup is kill. if you get in you can be really mean to her. doing so is super hard. Not as hard as it could be, but it's hard. generally if you force a 22B it will always be in your favor but I actually don't know when it's possible to do that, or even just 22B her out of something. Depends on what she's doing and despite about 40% of my matches being against hilda I'm still not entirely sure where her gaps are.
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alright so i'm just too fast.
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after doing random DPs in neutral on netplay today I decided to actually go into training mode and look at inputs to figure out how to stop doing DP when i want quarter circles. 623A is 623A 65236A is 623A 6541236A is 623A am i missing something or is it just impossible to not dp in this game
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The UNIEL SAME CHARACTER 3on3 Tournament [August 17th @ 5PM PST]
WintySoSolo replied to brett_'s topic in UNI Online Play
how does this work for teams with less than 3 players? -
22C at round start(for later rounds) is pretty strong against zoners since they have to jump over it otherwise they eat it(either hit or block) generally beneficial if it trades idk how to play this game
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well he's doing it from spaced 66C in the videos. If you were to start from 2A, you'd have to create the same spacing by adding additional normals, hence the longer blockstring. the further away from hyde they are when it's blocked, the more + it is. B+C is the longest ranged move that cancels into BO. According to frame data, BO can be + from max range 5C as well, adding more distance would add more +frames, until you add enough distance that they have time between the blocked hit and the BO to jump it and punish.
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based on the videos posted, this longer blockstring (B+C 236A) creates pushback to make 236A + on block allowing a dashin against characters who don't have good answers. It's not wasting GRD for no payoff, as the pushback also pushes them closer to the corner. Lack of air movement in the game means that this sort of positioning tool is very strong...assuming you are not against one of the characters who WANT to be this far away. From the video I watched he abuses an orie by doing 66C B+C 236A three times in a row, putting her in the corner with the pushback. probably not a universal blockstring but it has it's uses in space control and positioning abuse against characters that can't do anything about hyde dashing in on +. JUST SAYING.
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no staggering has been messing me up big time, it's like ingrained in my muscle memory to stagger everything on block. maybe everyone sucks at this game but I've had success at doing 5[C] 6B and catching people trying to mash after the 5[C].