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Omex

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  1. all credit goes to satsuki(?) https://twitter.com/satsuki_azalea5/status/507820765845012480 this was translated using ctrl f + replace so it should be accurate but some small spacing/typo errors may exist mjc Combo (mjc = hop cancel) 5B>(5C1>)2C1mjcJC〜 ①5B>5C>Sweep>214A ②(microdash)5B>2B>J2C ②'2B>J2C Near corner confirms ③B Stance>5B>2B>J2C1>J2D ③'2B>J2C1>J2D ④BStance>5B>5C1>2B>J2C1>J2D ⑤5B>5C1>2B>J2C1>J2D ⑥5B>2B>J2C1>J2D (there's a note at this point about getting b stance to slidestate, it's easiest on chie, and then there's two universal timings, last note is that it will not work whatsoever on minazuki, sho, kanji, or yukiko.) Basic Combos ・5Aor2A×n>Autocombo(orB Stance) ・CorD Megidola fc> 5C>Sweep>214Aor5C1>D Devil ・j/5D>(If you can reach them in time)5C1>2CmjcJC>③' ・AoA C>JBJAJB>JBJAJB>J2C ・DP ch> 5C>Sweep>214Aor5C1>D Devil ・Guaranteed ground CH 2Bch>Falling JB>5B>2C1mjcJC>①3342 ②3039 ③3695 fc = ④4035 Crouch ・5AAorJC>5B>2B>JC>① 2332 JC 2785 Anti Air/Air to air ・2B>JB>J2C ・2Bch>JCスカ>5B>2C1mjcJC>①3152 ②2857 ③3896 ・JA>JA>JBjcJB>J2C ・JBch> Falling JB>5B>(5C>)2C1mjcJC>②2924 ③3920 ・JCch>(5AA>)5B>(5C>)2Cm1jcJC>②3139 ③4154 ・2C1mjcJC>①②③ Near Corner Standing No meter ・C Megidola fc>5B>5C1>2C1mjcJC>③3705 ・AoA Dfc>5A>5C1>2C1>mjcJC>⑥ 3756 Crouching ・5AAorJC>5B>5C>2B>JC>① 2597 JC3154 ・JC Air to Air ch>5C1>BStance>5B>5C1>2B>JB>J2C1>J2D 4068 25% ・Sweep>214AB>5B>5C1>2C1mjcJC>③ 3902 Midscreen 50% ・5AAorJC>5B>5C1> Heat Riser B >66 2C>mjcJC>② 3494 JC4054 ・JC Air ch>5AA> Heat Riser B 〜 ③4274 ・5AAorJC>5B>B Stance > Heat Riser B >2C1>mjcJC>②3540 JC4105 Depending on spacing ・Sweep> Heat Riser B 〜②3687 Non ground hit (?) J2C> Heat Riser B or A Mandala〆 ・CorD Megidola > Heat Riser B >2C ・2Bch>JC Whiff>A Stance>A Heat Riser>2C1mjcJC>②3674 ④4610 ・JBch> Falling JB>A Heat Riser〜 ②3440 ④4179 ・5C1ch Airdash JC>5B>5C> Heat Riser B >Dash 2C1mjcJC>②4470 ③5039 JC ②4134 ③4755 Midscreen75% Awakening ・5AAorJC>5B>5C>Sweep>SB Stance>D Wail 3393 JC3851 why do this instead of heat riser? just if you want fear Midscreen 100% Awakening ・5AAorJC>5B>5C1> Heat Riser B > Dash 2C1mjcJC>②A Mandala 4334 JC4894 ・JC air to air ch>5AA> Heat Riser B 〜 4520 If you only have 50%, then A Mandala〆 Midscreen ~125% ・5AAorJC>5B>5C1> Heat Riser B > Dash 2C1mjcJC>②SB Stance >DWail 5A 5042 JC 5615 Meter 50% ・5AAorJC>5B>5C1> Heat Riser B >2CmjcJC>③4063 JC 4675 ・Sweep>A Stance > Heat Riser B >2C1mjc>JC>④ 5135 ・C Megidola > Heat Riser B >2C1mjcJC>②' 2967 fc時④3786 ・D Atom Smasher(?) >5C1>2C 2997 ・(Nothing more possible off of this?) ・JC Air to Air ch>5C1> Heat Riser B >5C1>2C1mjcJC>③ 4978 Awakening ・JC Air to Air ch>5C1>BStance>5B>5C1>2C1>B Mandala>5AA>③' 5228 Silence Paralyze Meter 50omb ・5AAorJC>5B>5C1> Heat Riser B >5C1omb5C1>2C1mjcJC>③' 4278 JC 4929 Awakening ・5AAorJC>5B>5C1>omb2C1>BMandala>⑤4150 JC 5119 Poison Silence Paralyze ・Sweep>A Stance omb>2C1>BMandala>⑤ 5166 Poison Silence Paralyze ・C Megidola omb>2C1>BMandala>⑥ 3644 Silence Paralyze fc時⑤ 3991 Meter 100% Awakening ・5AAorJC>5B>5C1> Heat Riser B >5C1>2C1mjcJC>BStance>5B>2B>J2C>AMandala 4815 JC 5470 ・〜2C1>BMandala>② 4159 Silence ・Sweep>A Stance > Heat Riser B >5C1>2C1>BMandala>5AA>③' 5302 Silence Paralyze ・C Megidola fc> Heat Riser B >2C1>BMandala>⑤ 4213 Poison Silence Paralyze ・JC Air to Air ch>5C1> Heat Riser B 〜 5382 Silence Paralyze Meter 100%omb Awakening ・5AAomb orJC>5B>5C1omb 2C1>BMandala>5B>5C1> Heat Riser B >J2C>J2D 4543 JC 5441 Poison Rage Silence Paralyze ・Sweep>A Stance omb〜 5506 ・C Megidola fcomb〜 4183 Meter 125% SB Stance > D Wail routes ・JC Air to Air ch>5C1>BStance>5B>5C1>2C1>BMandala>5B>5C1>2B>J2C>SB Stance >DWail 6959 Meter 125%omb ・5AAorJC>5B>5C1omb2C1>BMandala>5B>5C1>2B>J2C>SB Stance >DWail 6072 JC 6876 Throw Midscreen 50% ・ Throw omc5B>2C1mjcJC>② 2077 ・ Throw omc Dash 5B>5C1>2C1mjcJC>③ 2448 fc時④3048 Midscreen 50%omb ・ Throw omb Heat Riser B >2C1mjcJC>②2688 Midscreen 125% SB Stance >DWail〆 3815 Meter 50% 125% (not much difference between the two?) Meter 50%omb ・ Throw omb Heat Riser B >2C1mjcJC>③' 2848 fc時④3554 Awakening ・ Throw omb2C1>BMandala>⑥ 3044 Silence Paralyze fc時④3491 Poison Silence Paralyze Meter 125%omb ・ Throw omb>2C1>BMandala>5B>5C1>2B>J2C>SB Stance >DWail 5122 Fear specific stuff Midscreen No meter ・5AAorJCor5C1 airdash JC>(5B>2B>JC>)5B>5C>Sweep>A Stance 2574 JC 2982 5C 3593 Crouching 1 rep of loop possible Midscreen 25% ・5AAorJCor5C1 Airdash JC>5B>5C1>Sweep>214AB>Microdash 5B>2C1mjcJC>②3078 ④ 3642 JC②3806 ④4307 5C②4124 ④4688 Midscreen 50% ・5AA>5B>5C1>Sweep> Heat Riser B >2C1mjcJC>②3714 ④ 4265 ・5C1 Airdash JC>5B>5C1>Sweep> Heat Riser B > Dash 5C1>2C1mjcJC>④5894 JCfc 5301 Midscreen 100% (more doesn't change much?) Meter 25% ・5AAorJCor5C1 Airdash JC>5B>5C1>Sweep>214AB>5C1>2C1mjcJC>④3776 JC 4603 5C 4956 Meter 50% 214AB > Heat Riser B (only route possible:) 5A 4665 JC 5436 5C 5805 Meter 50%omb Awakening ・5AAorJCor5C1低ダJC>5B>5C1>2B>JC>5B>Sweep omb 2C1>BMandala>⑤4711 JC 5411 5C 5738 Poison Silence Paralyze Meter 100%omb Awakening ・5C1 airdash JC>5B>5C1> Heat Riser B >5C1omb2C1>BMandala>⑤ 6123 JC 6099 5A 5105 Silence Paralyze Meter 125% (not much changes?) Meter 125%omb ・5AAorJCor5C1 Airdash JC>5B>5C1>2B>JC>5B>Sweepomb2C1>BMandala>5B>5C1>2B>J2C>SB Stance >DWail 6482 JC 7183 5C 7509
  2. dustloop mod who hasn't posted in half a year who me what i mean hi! i made a bunch of "introductory tutorials" for p4u2. quotations being there since I dunno what else to call them but they're more for people who're familiar with fighters or have spent a bunch of time on p4u and can upgrade how they use all of the mechanics in the game to their advantage! I'll be more than happy to answer any questions; don't feel bad if you still have questions on anything the videos bring up, asking for more clarification just means you actually care about what you're learning, and I appreciate that a lot! https://www.youtube.com/watch?v=hMYA_0-cDng Intro Mechanics Tutorial https://www.youtube.com/watch?v=HPEL-5nsoac Status Effects Tutorial https://www.youtube.com/watch?v=0CzVOsebkSg Advanced Mechanics Part 1 https://www.youtube.com/watch?v=CpJRrv_Ezzc Advanced Mechanics Part 2 https://www.youtube.com/watch?v=gjLhJ0-dGcQ Shadow Mode Intro Tutorial
  3. yeah i wasn't focusing on actual combo routes/etc since people can figure that stuff out themselves/there's already content videos of that on the internet (on nico for sure) so it's more about 'why would you even want to do any of this'
  4. i made a dumb video about mugen https://www.youtube.com/watch?v=BIFo0EQ1oRY dont use mugen anyway
  5. 5a 10 dmg up 5aa 1f faster, 20 dmg buff 5aaa proration buff, 950 dmg > 800 5aaa startup from 23 to 17 5b damage 950 > 700, p2 200 > 100, startup 15 > 13, recovery 19 > 21, now -8 2a dmg 152 - 160, p1 from 500 to 300, -3 instead of -1 2b 720 > 800, level reduced to 4, startup 20, recovery up by 5, now -12, 7-23 instead of 7-28 head j.a 10 more dmg j.b 30 more dmg, p1 now 200, 2f faster, 2f more recovery j.2b variation - 500 SMP, 2 less active, 3 more recovery AoA - 15 more dmg, universal changes (major buff to her), p1 3000 > 0 AoA rush from 171Xn to 200 C ender 1800 dmg D finish up by 50 dmg sweep damage up 50, special cancel 5C - now chargable. damage values - uncharged 1600, then 1800/2000 (latter two might be titano) new 8c - dmg from 475x5 to 500, 250x4 new 2C - damage up 100, 1f faster, throw damage up 40, airthow damage buffed to 1500, universal proration change BD damage up by 45 overheads adjusted as you'd expect from the changes, SB version 0 on block DP -24 instead of -28 AoA lost armor aerial guillotine - from 380x2, 570 (760) to 400, 200, 600. similar to other vers (400, 800) more recovery on aerial guillotine, A ver an extra -5 on block j.214AB longer startup (3f) buffalo hammer from 1520 to 2000, startup now quicker (82f, use to be 9x) D hammer from 2280 to 2400 sb hammer from 94 to 62f startup hammer earthquake from 285 to 300, proration from 1000 to 300 Flame damage rebalanced from 190x6, 950 to 200, 100xn, 1000, startup from 101 to 77 al flame startup is like ~20f faster minimum bite dmg changed, check frame data punch up by ~120 dmg punch startup from 1+14 to 4+14, recovery up to 121 wacky invuln on punches fixed, D/SB still -4 brutal impact damage up by 150 b brutal from 4275 to 4500 titanomachia landing recovery added Titano flames from 3230 to 3400, starts up 1f faster 2b > 5b chain gone small damage changes may be missing. there were a LOT. lol. this is full changes from the frame data but obvious details (new move added, certain moves combo completely different) will be missing since those are not listed in frame data.
  6. these are changes derived from the frame data. there'll be obvious details if they aren't listed in the frame data (like if a move hits completely differently) Teddie notes: 5AAA (shadow) p2 reduced by 200 5B now chest attribute j.A startup from 6 to 8 j.a p2 reduced by 100 j.b 1f faster AoA 1f more recovery universal(?) aoa proration change - rage drink AoA reset now does drastically less damage basically j.2D added j.D startup reduced from 18 to 10 (could just be the attack hitbox and not the item throw) j.C SMP reduced by 100 5C damage reduced by 100 universal airthrow proration change (p2 up by 200) DP blockable, 1-65 inv instead of 1-100. -65 on block. b bearscrew from 50 smp to 500 bearscrew recovery changed to have universal x recovery + x landing frame recovery SB bearscrew projectile invuln, p1/p2 swapped (500/300 instead of 300/500) puppet teddie is now safer on block, A series fatal counter Television warp nerfed, recovery up ~10f for everything (tv-less version has less recovery) 22A recovery buffed by 1, inv added (if it wasn't listed before) D tomahawk from 7+14 to 7+2 ik startup 1f slower, 1f less invuln green robot starts up 2f faster(?) dr salt neo 1f faster dr salt neo lasts 20 frames less muscle drink active 1f faster, less duration barrel active for 10f longer praise satan red robo 1f faster mystery food x duration from 250 to 186 2f faster startup. cycles between fear/silence/poison edit: 5C/2c > aoa cancel added
  7. 空中バックステップ ・移動値を増加しました。 - not sure what this means, but it sounds like we can't do air actions after air backdash anymore like air chair. :V 5AAA - now travels less distance (not as good of frametrap/anti jumpout option, probably doesn't work in some combos now) non charged 5b - can now be special canceled 2c - can now be special canceled 236236AB - damage reduced there's probably more changes/nerfs we haven't heard of.
  8. i'm not 100% sure if the patch notes actually say 'kanji air backdash distance traveled increased', it sounds more like he can't do air actions after it or something. i just woke up out of bed but it does say 値 rather than 距離.
  9. i just captured footage at 60fps and used a video player to frame advance and screencap everything at the appropriate frame. if it helps the replay system has a frame advance button so if there's things you want to look at you can grab a friend, load up a private netplay match, get the replay of you whiffing/hitting random stuff and frame advance the replay www
  10. oh that's basically what i'm saying and what i'm moving towards with the info as well, plus it's what I thought before I went into it w it's really just data for the sake of data sorry if that was unclear to anyone~
  11. does posting a discussion on overheads, blockability and etc for discussion automatically count as starting a flamewar? if it does i’ll ban myself after sorry anyway here’s some shit. remember im naturally biased and can’t block anything here do not take my statements seriously, i’m here to present data over say what is reactable or not (barring haku 6b c’mon guys). most complaining is just me attempting to be funny I’m working on a video dissecting some of Blazblue’s overheads and how they’re balanced, not only their speed, range and what gatlings into them, but a few other aspects like video comparison of how similar the startup frames might look to other moves, how smoothly animated they are, when in the animation are you able to identify that they’re doing their overhead, and similar. To do this, I started out by capturing a handful of overheads I thought would be perfect examples on video, and then used frame advance to capture every single ‘key frame’ of the attack. key frames being primary animation frames, or in the case of sprite games, the only frames of animation in the total duration. For example, Ragna’s 24f overhead has 8 or 9 frames of animation, and I screencapped and labeled all of them here’s all of those screenshots for reference/personal use/whatever https://www.mediafire.com/?qwl0k2jc2tc5l91 interesting things: ragna’s 6b has 9 frames of animation counting the first and last frame (last frame being ‘on hit’, animates fairly smoothly throughout the duration and the first truly distinct frame that could be identified as 6b rather than anything else is either 11f or 13f, meaning you have ~13f or 11f to react from pure visuals alone. for comparison, bullet’s 24f 6A is 8f total frames of animation, is animated fairly smoothly, and the first frames that could easily be identified visually as ‘this is her overhead’ are 4f, 7f or 10f, depending. that plus less gatling options than Ragna is probably why her overhead is kinda shite? now, hazama’s 6a. 22f startup, and it essentially only has 6 frames of total animation-frames 1, 5, 8, and 20-22. there are frames inbetween 8-20 where his coat buckles flutter in the air somewhat, but the animation is small enough that it’s not worth including in the count here. there’s clearly some sort of balancing going on by making the animation clearly identifyable by frame 8 but then having no sort of animation afterwards until frame 20-i’m not a scientist so i have no idea how certain animation styles affect the human brain reacting to it for a fighting game, but there’s no way this wasn’t intentional similarly, hazama’s 6b is animated in the same way. this is probably to help make it hard distinguish between them, since otherwise people would just react to hazama standing up or crouching to block high/low until he goes into stances (which was a bigger deal back when he couldn’t combo off of them without charging/etc) on the opposite end of things litchi’s 22f [e]6a, the first clearly identifiable frame is actually frame 16(!) and it’s the most well animated overhead i’ve looked at yet with a new frame of animation every 2 frames, giving it a 22f duration with 11 keyframes. most of the frames before frame 16 are all just very slight hand movements however, making it difficult to identify. of course [m]6a has the staff spinning so that is a bigger tell that [e]6a lacks. similar to hazama i have no idea what kind of effect having a lot of keyframes has on making your overhead reactable or not, but litchi has both that and a late identifiable frame going on for her. definitely intentional still hakumen 6b - i’ve said it before but anyone who says they visually react to it is full of shit lol. at 18f startup and 5f total frames (the actual ‘hit’ frame is missing, sorry) the first clearly identifiable frames are at 7f (still mistakable for 5b, also included in the rar) and more definitively 10f (much clearer), which would only give you 8f to react. regardless, i’m 100% sure anyone who blocks this ‘on reaction’ are people who are reacting to hakumen standing/walking forward before doing an attack, and most people who say they can block it to me die when i do walk up 2b confirm. on top of this, most anyone who’s trying to visually react to it will also die to walk up 5b>renka, which is something film (18-19 dan haku who got top8 at arcrevo) runs on people trying to block him. if haku could actually chain into 6b off of anything but 6a nobody would be able to block it at all lol noel drive overhead and post first hit drive low - first 2-3 keyframes are in fact identical just like it looks in the game, and the next few frames are extremely similar as well regardless. first cleanly identifiable frame for each are probably frame 15 for the overhead (lol.) and frame 15 or 18 for the low, which is made easier by the fact she crouches so you don’t even need to look for the animation so much as her loss of height. lol gauntlet hades - lower keyframe count than most overheads but its’ VERY visually identifiable, so that might be why. something like 5-6 frames for a ~20f overhead? too lazy to check how fast air gauntlet hades hits. also i dug deep into the flamewar necronomicon and recorded tk badmoon and millia 6k too, it was right next to reviving hitler and summoning satan. anyway tk badmoon is RIDICULOUSLY well animated, having 12 frames of unique animation (counting jump startup etc) for an 18f overhead? something like that i don’t play gear. not trying to use millia blocker as hard evidence or anything but i know that tk badmoon feels ‘oddly easier to react to’ compared to 6k even though I don’t react fast enough to actually BLOCK IT, and the smooth animation is my best guess as to why that would be. move is bullshit 7 frames of anim for azrael’s 21f 5d. 7f is the first identifiable frame though all of them do a good job of distinguishing it from his 6/3d. hakumen’s TK tsubaki and Zantetsu both have the trait of being very well animated but not having a ‘slash’ of sorts until it actually hits. i think tsubaki starts up in like 21f and it has 13f of smoooooooth animation counting the jump startup. zantetsu is 21f startup and has 8f of animation, smoothly moving, but has a big gap towards the end (1-3-5-7-9-13-17-21) azrael 3/6d - 24f and 27f or so respectively. identical startup until the 10th frame. someone argued that you can tell which of the 2 he’s doing at this point by looking at his knee (not at where he puts his leg) but i’m dubious of it. i’m convinced you have to OS block low > high after visually confirming it’s 3 or 6d startup lol. or, y’know, mash or jump out. 14f for both are still very muddy and his knee is the only solid identifier. 17f on 6D is cleanly identifiable but at this point 3d still looks like he’s raising his leg. 21f of 3d distinguishes cleanly which one it is but you’re already getting hit at this point. this is probably. character’ dum millia’s 6k apparently hits around 20f on sol and as far as i can tell in the video i took ky blocked it on the 21st frame. either way for 20/21f duration there were 10f of keyframes for 21-20f of animation, and it was very, very smoothly animated, you can see every little frame of her flip in it. i’m sticking to my guns that how smoothly animated/how many keyframes an overhead has in a consistent speed somehow affects how we react to them visually but gear is totally a different game from a different era so god knows if both of these moves are different from bb’s for other reasons, but I thought it’d be worth doing and bringing up! that’s all i have a writeup about for the moment but feel free to download/discuss. i am biased and also cannot block anything listed here so yeah http://puu.sh/7SeWO.jpg here’s a graphic i’m gonna use in the video showing where the animation keyframes happen for a few overheads ok bye
  12. https://www.youtube.com/watch?v=pszyi3S3cxU bbcp barrier blocking tutorial
  13. Uh... Yeah, I wasn't subtracting it to pretend it doesn't exist, I was doing it just to emphasize that's how they made it -2 on block. People don't really need an additional 5F of hitstop to react to blocking agito anyway, 36+7 duration was more than enough as it is.
  14. There's an in-depth breakdown of it in the Kanji forum if you're interested, but the long story short is p1 is starter, p2 is every hit, and you do addition rather than multiplication for bb, and the instanttech point is around ~3400 if i remember correctly.
  15. hi. i translated akihiko frame data! here's the stuff from it. New moves/Mechanics: Cyclone gauge now goes up to level 5. You cannot use the same move twice in a single cyclone string. 2C added, persona anti air grab that deals silence on hit. Silence length/damage affected by cyclone level. [5C] added. Same as old 2C. Sonic Punch added. B Corkscrew now knocks backwards (akihiko change list) Akihiko change notes: P2 on Shadow 5AAA down by 200 (Universal change, buff) j.C now head attribute AoA speed reduced - At level 5 Cyclone, only reaches 25f startup. P2 on sweep increased (~100 iirc) Sweep recovery nerfed - Is now -8 out of Cyclone, and -6 at all levels of cyclone. 5C damage is now based on cyclone level, now 400 P1 (from 300) Ground throw changed quite a bit - Levels 1/2 leave Aki at a state where he is +9 and the opponent is forced to block. Air throw P2 up 200 - Seems to be a system change to an extent DP damage changes, higher P1/Less P2 - Better damage, better proration mid combo SB Killrush proration increased to p1500/p2600 Counter recoveries increased by 3 Counters reworked - A counter and SB counter now affected by killrush, getting faster startup and longer duration frames. Why? idk lol Assault Dive proration nerfed - 200 more p2 (No idea on proration/etc changes for corkscrew, I added the data to the wiki in a weird way, sorry guys!) Damage spread on hook adjusted P1 added for all (100,100,200,200,300) P2 reduced for all (400 400 300 300 200, from 600 500 400) SMP reduced (1000 > 300) B Hook P1 (22334) (same for unb) P2 reduced (33221, 02110], down from 543) SB hook damage unchanged (alerady made a big jump, now just spread) p1 increased (22334) (? wrote it down wrong, compare later) Better as a combo piece now Sonic punch added ~here omex got completely killed by the raw amount of data he had to put in and may have missed info~ Thunder fist C - More recovery Thunder fist CD - Has an attack hitbox that shocks maziodyne: C startup buffed to 22f LV5 Mahaziodyne now + on block (+12/+13 for D/SB lv5) hi here's all the stuff i gathered from wiki editing. p1/p2 changes on hooks/etc all seem to be designed around making cyclone moves the same as they are now as starters but better in combos, since the p1/p2 even out to be the same but obviously buff the p2 mid combo. so yeah!
  16. Topic updated to reflect information from the frame data
  17. just as a heads up @ an earlier post in the thread - for agito, it's not '-2 on block + additional hitstop, so they have more time to blah blah', they listed the hitstop in the changenotes just to explain how they made it -2 on block. previously it dealt 7f hitstop and none to haku-now it deals 7 hitstop to haku and 12 to the opponent, which is basically 0/5 hitstop- in other words, 2 less than before, making it -2. in other words, the reason they specified was to let us know it'll be exactly the same as it is now on whiff, just different on block/hit.
  18. they're discussing the nerf to metergain in the air, the problem is they don't give the original numbers to compare it wtih
  19. there's two kinds of knockdown in BB, emergency tech and non emergency tech-if it's an emergency tech knockdown you can hold forward/down/back while teching and you will still get the neutral tech as soon as you hit the ground. if you delay your tech you'll get the roll/etc options. no problem charging for akumetsu with this sort of knockdown. if it's not emergency tech you will get quick getup if you hold 2 and a button once you hit the ground, which won't really let you use akumetsu. easy example? haku 3c is emergency tech, 5D knockdown is not emergency tech.
  20. i've done zero testing but as far as i know, yeah. especially on tager, since the frames on his should be similar. this actually doesn't work on az if you're too far before the 3c but it probably works from max range 3c vs tager since his dash is shorter. alternatively you can probably do 5c to catch normal backdashes and get better confirms but i haven't tested how universal that is
  21. if you knock azrael down and input 2a > 3c > 2b at the right time on his wakeup you can option select his backdash. it's dumb. here's a video. http://www.youtube.com/watch?v=yF2nBfL9-XI&feature=youtu.be
  22. there's murmurs of him being top 5 with how he plays now, having actual neutral game + his frametraps technically improving due to charge 5B catching them before they jump, a bunch of details people didn't bring up until the game came out in arcades. 2 kanjis in top 20 psr rankings!
  23. PSN: Omecross Location: Minnesota Timezone: CST
  24. [11/29/2013] White/Black Kanji VS Default Naoto http://www.youtube.com/watch?v=ZQLhUE4gWNw#t=110 [11/30/2013] Red/Grey Kanji VS Mitsuru http://www.youtube.com/watch?v=fHJleo4QED8#t=64 [11/30/2013] No Card Yellow Palette Kanji VS Maliwan (Mitsuru) http://www.youtube.com/watch?v=MtfXw_KQTZg#t=162 [11/30/2013] Nagisa (Kanji) vs Blue/Blonde Narukami http://www.youtube.com/watch?v=MtfXw_KQTZg#t=398
  25. are you going to ignore charge 5b having massive horizontal range, being safe on block and forcing spin state on non CH for dealing with midrange? because yeah
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