kenja0
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Everything posted by kenja0
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Is it just me or does it seem like no one knows how to quick wake-up? I noticed it extensively in that Taiwan video. I see the majority of people bounce and seldom use roll. Not that it's extremely useful or has any invincibility (except for grab) over the other ways, but the animation does end faster than the other ones. Everyone just about expects bounce wake-up and times an attack accordingly based on the white flash and sound. More often than not, I quick wake-up and catch someone off guard and cause a complete reversal. People not doing it means no one expects it. There are counters that apply to quick wake-up, but fail against bounce or roll; this applies to the vice-versa. People need to mix it up and stop being predictable. Edit: Yes, I do mean 2A/B/C. The Ragna in the videos does a couple of 2A/B/C and successfully catches Jin off guard. It's gimmicky and not too useful, but it has its moments and surprises a single track mind.
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If you meant solely Arakune vs Nu, then I apologize for misinterpretation. But I don't think the Arakune vs Lambda statistics are correct. Lambda does have a fairly high anti-air now, but I feel that both characters have equal evasive opportunities. Say if both had an equal amount of openings for simple combos, Arakune would straight up win. He does less damage than Lambda without a curse, but when it hits full, he becomes extremely hard to defend against. Once caught (which there many ways to do so), his loop can do anywhere between 7k - 10k. Lambda's can do only 5k max. Add some bursts in there and Lambda is still at a disadvantage since a curse can still be active while the Arakune doesn't need to be in range of it. For the other way around, Arakune is not put in life threatening danger when he bursts Lambda. Saying Lambda has more evasive options than Arakune is not the case, especially since Lambda is strictly a punish character now while Arakune's curse meter still fills on block. Over at the Nu/Lambda boards, 30% of the videos we get in are Arakune vs Lambda- each one a different Arakune with a different strategy or different loop; we see around 10 different Lambda players against these 15 different Arakune players. In the majority of the videos, Lambda loses, especially with our best players.
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Well, you learn something Nu everyday.
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Are these counterhit? I guess I never noticed since I always attempted the most damaging combos for Nu. I'd rather put that 50 Heat into a Rapid Cancel or a Counter Assault.
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I think the startup is slightly faster since a croucher hit with 4DD>236236D combos (unless hitstun from 4DD is longer w/o any types of counterhits). In CT, I don't ever recall 236236D having anything to combo off of other than itself or a RC'ed move. But there is no doubt that the active frames are much shorter than they were before. I think it was reduced to about 2 seconds as opposed to 4. Not much reaction time- if shot from far away, you can run up and 'probably' do one mixup attack (or fake into a mixup attack) OR do a single 236X move. If you're close, you can possibly do two.
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Understood, I guess I get a little angsty. The only thing I don't use that often IS 214D©. Everything else, I use where they should be used. He's just really good at predicting and carrying out the specific reversal (like backstepping my sweeps when they are not used in combo).
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It looks like Tager has some new tricks up his metallic sleeves. However, Lambda's got a few of her own. There is no current chart for this matchup and it keeps shifting indecisively. I'd say Lambda has the advantage. Just remember that the more aggressive the Tager, the less mistakes you can make; and the less skillful you are, the more exponentially stronger a Tager becomes. These matches will not look like the Japanese matches... but they certainly aren't impossible and become cake after experience. Especially with Lambda's upgraded tools: Gravity Seed Invincibility Lambda's new option and personal Tager tamer. Gravity Seeds now carry full invincibility on startup however are short ranged and extremely punishable on block. Every time one is used, she requires 16 seconds of charge to gain it back. This is your get out of free jail card against Tager. It stops EVERYTHING including Tager's 720 and other DD (or else it will clash), Sledgehammer, and that pesky 5D during magnetism. Anything that Gravity Seed will not stop will certainly clash with him, so make sure to attack/jump afterward to avoid 360. Be weary of baits (which happen mostly during Gadget Finger). And remember that you can cancel all of your normals into Gravity Seed. And without further ado, Let's Play Tager Tag! Keep away: Tager is a grapple character while we zone. It is imperative to keep Tager away. You're going to be running away from him lots. If you're far away, throw out several projectiles to keep him at bay. Don't be predicted because he might Sledgehammer his way through your projectiles. Instead, create as many opportunities as you can to bait him into an opening via 214D~C. If he is airborne, lead him towards the ground with 6D/2D moves and lay a 236D; 214D also becomes an option when he is in the air. Remember, you can use 6D and 2D as jump cancel tools to aid a trusty escape. Magnetism: Magnetism can be problematic- it throws off spacing and it drastically decreases retreat options. Sadly, Magnetism is much stronger than it was in CT. If Tager is throwing out his 5D to pull you in, try to 3C or 5D/6D him. If you're close, this isn't an option. However, Gravity Seed is. If Tager is in the air, he's probably going to j.D to pull you in. Watch his jump height as he can land a j.D feint into 360/720s. Close Combat Offense If Tager is blocking, make sure to lead into a jump cancel option as often as you can as to avoid leaving gaps in your offense. If you don't, you might suffer a 360 in your openings. If you feel like your offense isn't going to work (or you want to change it up), it's best to jump cancel your move into a retreating IAD or if he's blocking low, IAD over him and cross up with j.C. If you score a knockdown on Tager that isn't point blank close, Tager can wakeup Sledge a 214D (or if you are really unlucky, 360)- be weary of this option and bait him into a 214A. Or, don't knockdown if you know he's not going to wake up point blank range- 236B instead. Close Combat Defense Some of Tager's attacks have ridiculous blockstun, you're going to be wanting to IBing him all the time. If you can't, watch out for his Sledgehammer resets- poke with 5A/214A during this opening if at all possible (best after IB because it is nothing but advantage). Be weary of blockstrings into 360s. There are some instances in which a 360 can be thrown rejected- when blockstun lasts excessively long. If this happens, any 5A/214A buffer reversals turn your throw reject into a throw reject miss. Sledgehammer. Sledgehammer gives Tager full invincibility against projectiles while the attack is out, if you aren't careful, he can Sledgehammer and hit you when you're trying to attack with projectile C or D moves or even after a 3C>214D (if he isn't point blank). The best way to punish Sledgehammer is to time an offense after it comes out, sweep him with 3C, or 214A. 236B works if you are good at timing. Tick Throws and Wake Ups If you get stunned by Tager (by Sledgehammer B for example), Tager may do a delayed 360A to grab you out of your struggle. There are some things you have to be patient, and you'll even have to take another attack. Just remember that taking some attack <1000 damage is better than taking 2700/3600 to the face into Gadget Finger. Also, be weary of air techs during magnetism. Tager may Atomic Collider into extended combos. If you're far enough away in the air, you can possibly use j.2D/j.B to hit him out of it, but it's difficult. Even if you would end up on the ground after a whiffed Atomic Collider wakeup, if you're magnetized, it will put you next to Tager- and he can 360/720 your next response no matter what. Something my friend picked up and can do consistently especially after Gadget Fingers, if you're in the air and block a Tager standing 5A/5C (for not Gadget Finger), Atomic Collider. It hurts. Not so much for Lambda. Charge Charge will give Tager upperbody invincibility- 3C/236B/236C/236D~C will hit him out of it or anything after his charge is done. Use these at the appropriate distances to hit him coming out. Spark Bolt Spark Bolt magnetizes, this isn't a problem if he's far away. Zone with caution if he has a full charge since it will break all other projectiles we can throw out. 236236D will beat it, but it's best not to risk on a quick draw. It's best to bait it. Gadget Finger 214A is relatively safe, however, watch out for baits. If you don't have the gravity charge then backdash, Gold Burst for a reversal. Watch out for 360s and Atomic Collider. If he Atomic Colliders, you can j.A him to get out of it maybe 20% of the time. If he has 50 Heat, he may 720C which overrides everything ground related but Burst and Gravity- get in the air and attack. There are a few instances where Gadget Finger will make 360/720 into a purple throw. And there are some instances where Tager can 360 as soon as frame 0, without a purple throw, before your buffered 214A/backdash/jump come out. Personally, I call this fucking cheap. But, it's all a mind game to him. Just be aware of all of his options. Aerial Tager He may j.C at the beginning to pseudo airdash towards Lambda. He may j.D, especially if Lambda is magnetized. He may j.2C if he's directly above you. Whatever you do, try to hit him as early as possible with 6D/2D- if you get blocked, cancel into 236D/214D when he hits the ground. Dash past or back if you're directly under him as anti-airs are hard to time against the stall time of j.2C. Act Parser: Cavalier Here's an interesting Act Parser. Upon a non-counter hit. It combos... into itself. You can do this off of a 214A counter. I do: 214A>5C[8]>6C>236C>delay 236C>delay 236C> sjc j.DD, j.2DD> jc> j.DD> j.2DD> j.214D for around 3k. If you're stressed out about the match, this will make you feel really good and make them rage and possibly tech at the wrong time. Summary If Tager begins to play defensive, you win. Sure he'll block all of your moves, but if he doesn't risk it, he won't reap the benefits. However, if he's not Japanese, then you're in for a highly stressful match. Be tactful, make him play defensively rather than offensive and most importantly, don't be predictable.
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Alright, my eyes were deceiving me then.
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I don't have access to CS atm, but I think I saw someone in a video use j214D~C and hit with it (late cancel) so they have somewhat less recovery time: False Rapid Cancel (yay?). Can someone confirm if this is possible?
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The controls are a lot more stiff than I took them for. It was really hard pulling off commands in a combo (5C>6C>236B) It was even hard to use her second sword for every D. The only thing I could get down was timing 236C against my opponent for counters (although 50% of the time, 3C came out). However, my friend player Tager like a god, and he told me there was some latency with the controls. Something like the computer inside the box not having the right specs, etc. We'll have to upgrade it.
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I'm finally going to be able to play CS. For the past two days (the only days I don't go to school), everyone got a hold of BB:CS. I should've expected as much since I go to a Game Design college.
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Oh, I get it, they aren't actually cancellable moves. That may actually be a slight difficulty to overcome since I'm an aggressive melee fighter. Buffering is still an option right?
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By timing, do you mean we can't input the commands immediately like most characters in the last game (except obvious Ragna delays)?
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I think mind games are going to be better. Before, all Nu could do was alternate between the D's to punish players' approaches. Now we can alternate our options when we catch the opponents on block. With the Act Parsers and Disco Drills after D's, we can hit them when they would usually try to approach after a block string. Hm, food for thought, is it plausible to guard primer break them into an insta-kill?
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Meh, at least we're not getting crap anymore because we're "broken" in CT question mark. But then again, rubbing a debuff in our face is kinda pointless since we simply like our character. Everyone who used Nu because of obvious win went to Bang now... Tsuuna, who did you play in CT?
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There's also that problem with asking for updates. I've asked for updates on character changes a few weeks after CS came out: the information is still based on the last loketest. But then again, that thread doesn't have much of a reason to live anymore and I'm sure stunedge doesn't care about that one anymore. Anyway, request stunedge to attempt to get a hold of that information under the CS System Guide. I'm sure they'll get back to you sooner or later: it's an active request thread.
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Aha! I watched further into the video and in the Lambda vs Lambda's final round, you can clearly see 6C hit higher than it's hitbox was in CT.
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Does it seem like 6C has a bigger, higher hitbox? Lambdas seem to be whipping higher targets than I know Nus can.
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Seems to be the Arakune standard these days. Personally, I think if the Lambda would've 632146D when he was high in the air, she could've nailed a victory (Or a guard primer). But I liked how that Lambda was played in all 3 videos, regardless.
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http://www.youtube.com/watch?v=vVP6iNKESY0 http://www.youtube.com/watch?v=ZZ3ZNdcb8WE&feature=channel http://www.youtube.com/watch?v=vqwO7n2INCc&feature=channel Start the year off with some pretty intense Lambda action. (Last fight of every vid)
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The discussion is about the change in mechanics. I'm not discussing Bang's raised combat ability (but I do claim some of it helps his combos), but the fact that there IS some more bounce and slide to his attacks. WUT admits it's there, even though it's not solely responsible for his potential. That's just one of the reasons the game may feel different- characters' attacks have this physic. Here's a direct example: compare Lambda's 214D to Nu's 214D. One bounces higher while the other simply bumps and then slides a bit. Whether the techable time is the same or not for these bounce physics (I think it's the same), the fact that the opponents bounce off the floor and raise their hitbox opens up more possibilities for combos since it's easier to combo a target from a neutral-like position instead of a floor-hugging position. Even if the player doesn't take that opportunity, the game will still seem different in that regard- the same way that games in this generation feel different because of UT3's physics.
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According to what I've seen, there has been more bounce added to the game. A lot of characters' loops that we see today are because their opponents bounce off the wall or on the ground. Bang's recent jump in playability is because he can extend his combos via wall bouncing (623B) which adds enough frames for him to do Supers. Ragna's 214C ground bounces the opponent leading into extended combos. Corner traps from Lambda/Litchi; and most noticeably Noel's new ground bounce combo. People are also settling more into the new Guard Primer system- people block more comfortably and therefore keep their guard up for people to do perform ridiculously lengthy high attacks or primer breakers where in the old game, people were just faster responding blockers. And airdash dropping. People airdash and fall straight diagonal- therefore leading to more options than hopelessly staying a trajectory.
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We know Lambda breaks Guard Primer like crazy. But the question shouldn't be how we can do it- that'll come easily on its own to us. The real question is, "What do we do when we break it?" A player is frozen for two full seconds on ground break. In those two seconds, we have enough time to realize their defenses have been breached and approach from slightly less than half a screen away. A lot of people shoot straight up C, but is it plausible to 236B/C/D or shoot swords. What about 4B into a standard air combo?
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Where is Nu palette? >O
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Can anyone confirm the HP ratios from last game being there, or have they become generalized?