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Very late response, but you generally just have to respect their pressure and dash-block in between moves to get closer. In addition to that, you should also shield their blockstrings to gain GRD and take vorpal cycles, both to give yourself some more options and to deny them any easy confirms/mixups/safe blockstrings/etc. Outside of those two tidbits, there's not much else beyond making hard call-outs and jumping/dashing/etc. around or under what the other player is doing. This is obviously quite unsafe, since it's done based on a read.
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If I make it in time, I'll try mashing it. Suguri is hype, even though I've never played her game. :P
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Tari reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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See the Fuzzy Protection section. Very old information. Basically, air moves that cause characters to rise are treated as rising overheads by the fuzzy protection system. Rather wish people would read through that thread for information sometimes, but it is pretty much just a technical document.
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Doing well in neutral is unfortunately Akatsuki's weakness, so I'd suggest against picking him if that's the only thing you're looking at. Most of the other characters have fairly stable neutral games, though. The most stable characters in neutral may be Gordeau and Merkava, in part due to long normals, good conversions off most hits, and strong pressure games. Hyde and Orie are also fairly stable, though I'd rate them below the likes of Eltnum and Linne in that regard. That said, the game is completely playable with pretty much any character you choose, so it really may be worth dabbling with everyone. If any character in particular catches your eye, feel free to ask about it and the fine folks around here (or I) can give you more details about their playstyle and whatnot.
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[RESOLVED] Has anyone seen this bug with Orie's IW?
Tari replied to caellel's topic in Under Night In Birth
It's not a glitch. The IW simply didn't combo because you'd already spent all your wall/ground bounces in the lead-up combo. In fact, you can see the beam and everything going off the corner of the screen for a few frames. To clarify, you can have a maximum of two wall or ground bounces in your combo. If you perform a third one, the opponent becomes invulnerable and can no longer be hit. You spent the first one after the CS, on j.214B. The second one is used up by the grounded 214B. The third one happens after the 236B right before the IW. That's two ground slams and one wall bounce, so there's no longer any combo to perform. It's not hard to keep track of your wall and ground bounces, but if you don't want to worry about it, just use a move that can't induce those effects before your IW. It's for that reason that you often see Orie players using 236A or 4C into IW instead. -
Oho, do we finally get to meet? Too bad I don't really play BB anymore.
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kosmos badgirl reacted to a post in a topic:
Site Feedback/Suggestions
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SoWL reacted to a post in a topic:
Site Feedback/Suggestions
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Interesting. No clue how it gets destroyed, then.
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Delrian reacted to a post in a topic:
"Understand the Past, Gain the Future": Dustloop Revamp General
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It's pretty hard to tell for sure, especially since the first example where Eltnum successfully escapes involves the use of an A dp, while later on both the A and B dps fail. The roll actually probably doesn't even trigger the webs until she gets hit, as it has invuln during the ducking portion. The only reason it seems likely that time is a factor is due to the final example, where he waits for a very long time, then does run-up B dp and beats the webs. I haven't looked into this very much because it generally doesn't change all that much about the amount of respect the setup demands, and it seems like one of those things FB is likely to patch out before/on console release.
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FinalDoomGuy reacted to a post in a topic:
"Understand the Past, Gain the Future": Dustloop Revamp General
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heavymetalmixer reacted to a post in a topic:
[UNIEL] News & Gameplay Discussion
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You can just leave the unknown data values blank, or fill it with - or ? for the time being, and leave a note referring people to older frame data pages as reference. It's not uncommon for new games to have partially filled data, to be quite honest. It's just a little off-putting in this case because we filled the tables with dummy data and because the game has technically been out for a while.
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Tari reacted to a post in a topic:
[UNIEL] News & Gameplay Discussion
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While this is possible, unless there's a cleaner way to do it, the only method I know of right now is redirects, which I personally think tend to look pretty ugly.
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Phew, thanks for double-checking that.
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If it's feasible, the "one matchup thread for each two characters" (ie: Zato v Faust and Faust v Zato should be the same thread) seems like the most logical approach. Zissou's suggested presentation of that approach is also nice, though I have absolutely no idea how feasible it is to implement that type of table on a forum. While the UNI forums single thread per character approach is definitely better than what we have at the moment for the bigger games, it's still not very good for promoting discussion between players of both characters in a given matchup. It does sound much easier to implement, though? The anti-char tech suggestion sounds somewhat awkward. Not sure how that would play out without having a better idea of what that suggestion is actually aiming for.
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I'm waiting to see what the final form of the forum will be. Trying not to invest too much energy into anything while the forum is in such a volatile state. Gamester has some backups of the threads as well (thank goodness), though the BB Code formatting is completely useless now and will have to be edited. Fortunately, most of the non-info dump threads made it through the upgrade without too much issue, aside from broken links.
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I believe she does become invuln for the scant few frames when she's actually in the process of disappearing and reappearing, but not for any other parts of the move. I could be wrong, though, and I wouldn't be surprised if she just had absolutely no invuln at all. She's definitely not invuln from start to end, in any case. If you have Hilda in a corner, she pretty much has no easy answer to being pressured. It wouldn't be a long stretch for someone to argue that she has the worst defense in the game, especially once cornered. That's definitely the right time to start bullying her.
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It's quite easy to get total duration, the only problem is figuring out the number of active frames. There are various, tedious ways to test active frames, but pretty much none of them are simple to do and they tend to require a lot of time. Finding active frames also requires reliable information about some sort of other mechanic/move that either provides invuln (relius dodge, for example) or is affected by blockstun (purple vs green throw). If I had a reliable way to do frame-perfect testing of a move against those sorts of mechanics/moves, I'd do it, but human error makes the trialing process really long and tedious. If there's a more efficient way to test for active frames, I'm all ears. @Polka: I'll guess I can append it after I double check some of the numbers, but that likely won't happen today. I can probably also get startup time for pumpkin (on wind), iris, and point-blank lobelias when I do that, though those are all something of a lower priority.
