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Everything posted by Moy_X7
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Reasonable changes my ass, they're taking away Jin's only ways of opening people up. Oh and 6A can still only be followed up through an RC. Tell me Zeth, how am I supposed to open people up now? Frame trapping can only take a character so far, ask Relius. Jin's neutral is decent at best so he can't beat people through neutral alone. Even Ragna has his TK GH, Tsubaki has her 22D shenanigans, and Relius has his empty jump mix-up and UB setups. What does Jin have now? lol Then again, this is loltest #1 and I know of the stupid shit they tried to do during the CT > CS loltests. They tried to make him shoot two Ice Blades instead of three back in the day and now we're only getting one, it's fairly big but goddamn that shit sucks lol.
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5B losing its ability to JC on block, j.236D not doing good old fashioned cross-up shenanigans, and Sekkajin > D costing 25 Heat breaks my heart. Hey, we still have 5C > j.2C > j.D though lol.
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Actually, you can do j.D > 66 5B and it will work just fine. It's just that the existing combos do way more than 5C > j.2C > j.D > 66 5B stuff. Phew, thank God you guys reminded me that 5C > j.2C > j.D exists. Jin's mid-screen damage is not as dead as I first imagined lol.
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You never know, some things make it through the first loltest all the way to the final version. I'm personally not liking any of the changes that they're making to Jin and Plat's existing stuff. The new stuff is kinda neat though, specially Plat's counter and new item.
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lol, I just tried this and it's hella fun. It basically turns a back air dash into a forward air dash and vice-versa. Doing Jump > Air Turn > IAD > j.A acts as a sort of "fast fall" j.A.
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22C SMP? There goes her damage
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No more getting out of projectile oki setups for Hakubro lol
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My two theories for that happening are: 1) Training Mode glitch: BB had a few of those involving what would be instant overheads. 2) j.B might deal more damage depending on what part of the opponent's body you stab. Yukiko's air fans count as lows if you hit the opponent on their legs with them.
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Pretty much this, I highly doubt that ASW would make them as strong as in SFIV. Besides, look at Arakune's falling j.B, that shit is as "dive kick" as it gets lol.
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I upgraded your combo a bit lol 5AA > 2C > 4BB > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 2A+B > 236[A] (2614/25) Her throws have horrible proration, that's why that combo won't work off her throw. I finally got off my lazy ass and updated the thread. By the way, does she even have any "close to the corner" combos? Seems to me like it's all either mid-screen or in the corner.
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2B low profiles under a lot of crap, it can be used as a legit AA from time to time.
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Yes, get that game like it's the last game of the series (which it might be) lol. Aww yeah, we're gonna mash buttons and have a good time XD
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If I'm going to use 100 Heat and possibly my OD/Burst, then I think I would want to at least kill the opponent when they still have 5K. I mean, Plat can do more than 5K with a single CDT off a bunch of starters lol. Who cares about it being a novelty where I could be finishing my opponent off in a situation where I normally wouldn't? lol. I mean, it does come at the cost of a 100 Heat, match point, and OD/Burst, so might as well make it worth it. It's not like it's a true instant kill. Most of the time, you either won't have enough meter for it that early in a match or you won't do enough damage to get your opponent to red health.
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Mah nigga Yup, pretty much this. Most of the time that I pull it off with Plat, I pretty much have to use it if I want to get the job done lol. A combo from 2A is usually not enough to kill an opponent even with CDT > RC > Bubble > 22C x 2, so I have to use the Astral for the kill.
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I miss playing you, haven't played you since Vanilla MvC3 I believe lol. Now I just need to grind these SB Agi > Double Maragi combos some more on pad before I play anyone.
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YES I just hope they fix that stupid crap where if you get the opponent to the red life, you're unable to use the Astral from the combo that you're currently pulling off on the opponent. It sucks that you have to finish your current combo and then start another combo after you get them to the red life. God that sounds extremely confusing but I hope that at least one of you knows what I'm talking about.
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Yukiko Combo Video by this guy: http://www.youtube.com/watch?v=DUbrfz0xKP4&feature=youtu.be
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A Song of Storm and Fire (Yukiko Combo Video) by yours truly: http://www.youtube.com/watch?v=DUbrfz0xKP4&feature=youtu.be
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It should take you about a week to get that down consistently. I have C and D mapped to L1 and R1 and A and B mapped to Square and X.
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Alright, thanks.
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During the SB Agi > Double Maragi combos, do you guys manually detonate the Maragis or have them detonate themselves? I'm finding myself whiffing the second Maragi way too often and I was thinking that maybe I have to manually detonate it.
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Removing the slide effect from the second 236B like that is retarded as hell. I seriously hope that doesn't make it to the final version. I sure as hell don't want to finish my corner combos with j.236XXX.
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If anything it looks way slower, dat hit-stun/stop.
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Yup, throw > Astral works in EX It's a limited resource that you can only get at random and it's -6 on block (if done immediately off the ground). I hardly believe that it needs any sort of nerf. I wish we could have seen the counter in action and not just the pose for it, although it is lulzy with the staff turning into that big ass, provoking hand. I'm just glad that the presents don't go away on hit.
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lol, 214D looks anime as hell Not really liking any of the new changes and that new freeze effect looks like crap. Joketest loltest.