kenja0
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Everything posted by kenja0
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http://www.nicovideo.jp/watch/sm11033211 It's been forever.
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Because 6C wall bounces, 6D may not work... I'd have to check tomorrow. On another note, looking back at Nu, I noticed there were a couple of changes to the aerials. The framedata changes are minor to the cause: +2 frames of startup on 5D/5DD/6D (starters into the combo) and j.DD (one of the possible tools for the combo). But when doing random air juggles- whether it be with j.C/j.2C or j.D/j.2D, it doesn't always hit as consistently as it did before, forcing me to end the combo early. I can believe it more for j.D and j.2D because of a smaller hitbox (or slower?) but I don't get why even the C's will miss sometimes.
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Type-B Stick, with thumb on the D button. My thumb's reaction time is much faster and more precise than my fingers- so I make it do the most important job for Lambda. I don't trust my ring or my pinky to do that job. Also, RC feels awkward doing it all the other ways.
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Going back to CT, I've been doing a lot of 3C>214D (and the occasional 236B/C out of sheer habit). I never really looked at it as an oki pressure until CS when it took a Primer. But I still only use it to help my escape rather than start a block string... I'm going to practice TKs like crazy...
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I'd have to say that Rachel does a pretty good job at taking Primers with George in the corner (3 in blockstring and up to 4 with BBL). Noel would be decent too if Bloom Trigger took one as well as some others. They were pointing those 2 characters in the right direction on paper... The only problem I have with the system is the obscured Barrier Block save on the last Primer. If anything, I'd say that GP breaker attacks should deal 50% damage to Barrier Block even if it isn't at the last Primer- but it would protect your Primers still. That would force people to stop spamming Barrier and switch defenses more often so the don't end up with max Primers and no Barrier. On a related note, Guard Libra sucked because a lot of attacks weren't balanced right for it. Tug of Wars against Rachel and Noel were terrible as well. I'm glad they switched and made 214D useful and more necessary.
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http://zoome.jp/sculpture/diary/12 I wanna know why this happens...
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Well yeah, but I was referring to characters who are capable of evading. *cough:BANG::LI:cough*
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Sadly, the characters with the most health have the most Guard Primers too; not that it should be based on Mobility, Size, and Nimble Escapes or anything... Geez, remember in the loketests when they tried to give Lambda 3 to survive on?! So glad they changed their minds about that.
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I stand corrected. Have a candy.
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Okay, punish isn't the right word for it. However, Act Parser B/C have a half second startup. If the opponent is a good player and is watching everything on the screen, they should be able to react to it fast enough to tap them out of it via 5A. I know 5D,5DD/4D,4DD are good ways to test their reaction speed, but I just find it relatively unsafe to even attempt it during normal blockstrings (Unless online lag will make Lambda awesomely harder to guess). Of course, I'm probably giving everyone too much credit for reaction time: I hardly see any Tager and Hakumen players reacting to attacks with Counters/360s. If they won't do it, then what are the chances others will?
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Lambda's Act Parsers are unbelievably punishable. If they block 5D, they have enough time to 5A us out of an Act Parser. And everyone in CS can do 2~4k combos out of a 5A. Not even worth the pressure, I'd say.
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Famous doesn't equal playability. If Justin Wong played BB...or GG... I doubt he'd win against pros. Scrubs, yeah.
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http://www.youtube.com/watch?v=eK5lsHeMJQc 2nd Match Counter Assaults. They're necessary. Especially the one that should've taken place at the match's conclusion.
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Gimmicks will be gimmicks. You can try j.214D after the RC if 236C feels unsafe (which also results in an unsafe recovery). Luckily, the gimmick works much better when you do it to an airborne player. 236C requires a Barrier to block in the air. But you are right, Act Parsers are borderline useless outside of combos. For people to actually pull off a grab with 236A amazes me: if they aren't poking to knock out an Act Parser (which 236C can be stopped by any and every spammed 5A/2A while 236B can be stopped by any low hit), then they should be blocking and hovering their fingers over B and C. I play Score Attack mode every time I get a chance to play the game, and every single out of combo Act Parser is punished to holy hell (Tager's 720C for example). I guess people really hated Ice Car-like moves.
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RC won't come out unless it hits, so you won't waste it by accident. If the enemy blocked a TK Crescent, you can go into 236C to break another Primer. I saw in one of the videos I posted for Lambda, j.2147D>RC>236C is a combo and a viable block string. -You miss, no Heat off your back. Though you may get punished. -You hit, you get a good combo started. -You get blocked, you can possibly break two primers. This is still risky since someone can react to your 236C and tap you out of it.
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Jin's 6B would have too many advantages over 6A if it became an overhead. For Lambda, her 2C was nerfed to make 6A the go to AA (and we found a nice loop with it). Her 2C is still usable as the attack to jump cancel j.214D. The ideal moveset is to make every attack have its uses and make each one a viable move to use. 6A is useful, but it is relatively easy to whiff with, so a range extension may help this out and improve his mixup (since they nerfed his crossup game).
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If there is any way to make Jin's overhead better, Jin should end his 6A's spin on the Sheath's side (or his sword should slide out slightly) and land at a flatter angle as opposed to downward. Sure 6A wouldn't be better at combos (because Cx8 would miss at any farther range I think), but at least it wouldn't whiff, making everyone feel stupid.
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I guess you're right. Just take the CT matchup, add more punishment for Lambda's whiffs and more damage for Bang's counters. I find it funny that her win quote infers Bang doing no damage to her.
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With Hakumen's buffs and Lambda's mechanic changes, Lambda vs Hakumen matches can be some of the most tedious matches to fight. Right now, the matchup stands: 50-50. The matchup says both have an equal advantage against the other, but in reality, both have a humongous advantage against the other depending on who is controlling the space between the two of them. Keep away: Because of Hakumen's slow forward step dash, Hakumen likes to approach from the air. If Hakumen is able to approach through forward steps, then throw out a couple of 5D and 6Ds to stop him. He's a much easier target to hit in the air. His airdash seems faster in CS. 6D him when he's far away and/or trying to get into the air. 2D him when he is at most half a screen away. His airdash will usually cause a 6D to whiff at this distance. Keep an eye on Hakumen's openings. If Hakumen is close and does not airdash, he serves the risk of being able to cut one of Lambda's 2D swords. If this happens, she's going to be eating Hakumen's projectile barrier AND get hit by Hakumen. The best way to counter this is a Gravity Seed AA or 6A (less practical). Always an option: if Hakumen is approaching you predictably in the air- meet him there with an airgrab. If it succeeds, you'll score a free 2k+ with RC. Close combat: Hakumen is a tank up close. Fighting him point blank is a death sentence and Barrier won't push him away fast enough before he tries to reset his position. His 6A was nerfed so his approach has some weaknesses in it, but he's gained a normal overhead, 6B, which gives him low invincibility- making a sweep defense relatively unsafe now. Lambda's new DP-like Gravity Seeds only work when Hakumen is point blank which isn't usually the case with him. The best attacks to safely Gravity Seed Hakumen off are 6A and the forward momentum magnatama moves. Hakumen has also gained a new attack, 4C, which is a stab with his sword far forward. Its range is immense and will pretty much stop any of Lambda's backdash escapes. Counter Assaults are somewhat useful since Hakumen's attack either have a long recovery or are auto-cancelled into magnatama attacks. Luckily, CA are much safer on Hakumen than on any other character. 50 Heat is a bit steep though... The best way to escape a Hakumen is to IAD away from him during an opening. However, be weary of his new j.C which is pretty much 4C in the air. Rush down: Don't rush Hakumen unless he's down (214D oki). He's got a much better close game and he's got counters for Lambda's multi-hit attacks. Projectile Barrier: Hakumen's new Projectile Barrier is good. If Hakumen slashes one of Lambda's many projectiles, the Barrier will spawn about the size of a Tager-Tot and stay on screen in that spot for about 3 seconds. If Lambda hits the barrier with another projectile, its time limit extends by 3 seconds for each hit. The barrier will disappear instantly if Lambda touches it. If Hakumen is on the opposite side of the screen and creates a barrier, he can hide behind or inside of it. The best way to get around it is 4D. 236D© will also work if the barrier isn't low to the ground. 214D is bad in this matchup because of the barrier. He'll simply slash it with something like 4C and use it as a defense to charge his magnatama or strengthen his approach. If you want to use 214D, use it only for oki. Magnatama Gauge: The biggest feature with Hakumen is his Magnatama, which gives him access to special moves that can cancel into each other at any time. The bar charges if he's hit, dealing a hit, or just by itself. 1 bar, a short speed burst that smacks- not very useful outside of combos for Hakumen. 1 bar, he can dash forward fairly far while ducking extremely low to the ground. At that point, 6D stops becoming a safe option since it can whiff. If he has 2, he can add a DP-like move at the end. 2 bars, he can hit with an instant low move. It needs to be fairly close to hit. 2 bars, he can perform a DP move in the air. 3 bars, he can perform an airstall instant overhead in the air. 3 bars, he can perform an overhead followed by a sweep.* If Hakumen has any more than 3, he can make that overhead come out fairly randomly by fusing it with the instant low, etc. 4 bars, he can throw out a counter super, which isn't that bad for Lambda to worry about unless you're close. The other super works in a combo. The biggest thing to note about Hakumen's aerial magnatama moves is that he has access to them while on the ground via forward dash- it's a short hop forward, considering him to be in the air (Tager's Atomic Collider can catch him, lol). The overhead becomes scary, so keep him away so he doesn't get the chance. Summary: Hakumen is a tough match. Prediction is the key to victory on either players' part. Keep an eye on his Magnatama gauge and exhibit safety based on his access to his moves. He's not the pushover he was in CT (mostly due to Lambda's mechanic changes), so don't treat him like one.
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The most notable changes between CT's matchups are Hakumen's, Bang's, and Litchi's (I'm doing Tager's already). I'll get a Hakumen Matchup posted up.
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Can I request to get frame data from characters' forward steps (for those who have it) and back dashes? I would like to know the time invincible for some characters and whatnot.
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Is anyone else getting tired of combo videos that spend a lengthy amount of time in the intro using one of the opening credits that say the name of the game to introduce the combo video over a matter of 30 seconds to a minute? It's almost as tiresome as a rambling sentence with no other purpose than to complain... anyway: http://www.youtube.com/watch?v=b4YGl9-LwJM Great matches (someone uses 2C as an AA!). That Tsubaki match at the beginning is especially awesome.
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http://www.youtube.com/watch?v=jwgY25q8DZ0 http://www.youtube.com/watch?v=AG2mukpue-Q Featuring Buppa as Hazama and DIO as C--Lambda... TK Crescent Loop is vital to victory, especially with all the given chances.
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"Hey Lambda, could I get a random 30 Heat in 3 seconds?" "Sure, 236236D" I loved his 214A reversals on Tager. 236D, however, always scares the crap out of me because of the humongous window of opportunity it leaves open against Lambda... you can essentially see her doing the move, react 2 seconds later by dashing or IAD and hit her out of it before the attack comes out. Edit: Lambda Combo Video http://www.youtube.com/watch?v=OKSGQYSBrh4 Omg, what is this sex in my mouth?
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http://www.nicovideo.jp/watch/sm10682868 I notice nobody in Japan is prepared to tech, especially when people drop combos. I know they play it safe, but the only people you have to worry about being tech trapped are Bang and Tager...