-
Posts
2,728 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Tari
-
I actually completely forgot to make new ones. Sorry about that. I'll make some empty threads later on (probably tonight), but if anyone else wants to get started on doing that, please feel free. I'll archive the old threads at that time, as well.
-
Found the screenshot/photo of Hyde v Seth theme: http://i.imgur.com/erGMr9J.jpg Couldn't link the tweet for some reason (doesn't show up on my desktop browser, only mobile), so I just re-upped the image.
-
Interesting. I'll check for upper-body invuln later. What move/character were you using when it happened? I'll probably test w/ jump-ins and other air options, but it'd be best to test with the move you used. I'm also going to assume that you pushed the button after Hyde was already behind you, so there's no chance of it having whiffed? Apparently, anyway, Hyde's dC may have both upper and lower body invuln now.
-
Probably worth mentioning that, as Orie, whenever you aren't sure how to approach or deal with a situation, it's not a bad idea to back off and fight for vorpal. Orie gets a lot of benefits from having vorpal, from the easy approaches and confirms to free meter and so-on. It's pretty huge for her. Like Cydra said, in Orie vs Merkava, you'll probably be blocking (or dash blocking) at most ranges. All of the good answers Orie has to Merkava's options are best at close range. Dashing under 3C, anti-airing flight (3B, 623A/B), etc. are all more effective at closer ranges. :P Pressure is very straightforward, though.
-
I've never seen it invuln through anything. It trades or causes moves to whiff (since he slides past the opponent), but I'm fairly sure it doesn't actually invuln through anything. To be fair, of course, the fact that its active frames only kick in on the back-end of his swing really doesn't lend itself to testing for invuln in practical situations. Too lazy to double-check this. @sourenga: oh, neat. I completely missed that confirmation, then. Nice~.
-
@notes_emptyes <-- Notes. I forget if SAT has a twitter, but I think he does?
-
If they keep the FF changes, I'm going to have no GRD in UNIst, haha. I'm going to flying all day~. :D
-
While I cannot confirm this (the original tweet with the images was deleted), there are/were images floating around now and talk of the new BGM being Seth vs Hyde. Apparently it's going to be available in the loketest for the final day or something. Also, I see some talk of Gordeau 2C having lower body invuln (lol what) and Hyde dash C gaining some sort of invuln, as well. Not sure if it's a joke or not.... Hoping someone finds some confirmation for those.
-
EX Cutting Sync may still have the roll properties of all of Eltnum's roll moves, which still affords you a small amount of invuln to certain things. Haven't seen anyone say anything about that either way, yet, so keep your fingers crossed for at least that much. >.>
-
Hm. I could be remembering wrong. Thought you could air tech it (had some other players say the same thing), but I just double checked and you almost definitely can't. Going to check again in a bit, but it appears I remembered wrong. Sorry!
-
It doesn't have forced knockdown in the current game. (just noting this for compiling changes later) (whoops)
-
Not sure where you're having issues against Chaos. There was a general write up VS Vatista a few posts up. Against Merkava, it's actually not too bad. Orie's got good ranged options, a nice anti-air, and fast movement, so she can deal with many of Merkava's more irritating options reasonably well. Merkava also has no real answer to good 22X oki and Orie has pretty solid pressure options. Where are you having problems?
-
Thanks for the clarification. Going to wait for more info, I suppose, since I see JP Yuzu players are also confused about whether the D cancel is gone. The slide and D+button stance options seem confirmed removed, though. edit: Pretty sure they didn't remove D-cancelling recovery, since if they did, Yuzu actually loses combo routes and becomes punishable on every single stance option on block (not even shield). Hah. Hoping it's just negative-edged. edit 2: Not sure why I didn't check, but D-cancelling is still listed in her movelist on the loketest PDF. Should be okay. This is honestly probably why they removed sliding. Sliding to the D button wouldn't work under any circumstance, since pushing it in stance causes Yuzu to exit stance.
-
I'm not sure I understand the first point. Is D cancelling removed, are D+button moves gone, or is sliding removed? Those are all very different things. I haven't seen anyone say that D cancelling has been removed, yet, though I have seen people talking about whether or not it's harder now. On the other hand, I believe D+button stance options are gone (since it's a bug and just one of the many Yuzu has), and sliding is largely unimportant with the addition of the D button hold. 214X having more recovery is a pretty notable nerf. (though it's not clearly stated, I assume this applies to both air and ground versions--I'm hoping it's only ground, though, since applying it to air means tk is unsafe and often uncomboable) On the topic of Yuzu having 4 buttons, I'd just like to point out that this will make her significantly more accessible to newer players. Yuzuriha players who still haven't learned to slide will benefit from this as well (though really, if you haven't learned to slide, you're playing her at less than full potential). You would be correct. I'm assuming Isumin just didn't know that.
-
Anybody ordered sticks from Solarisjapan or Nippon Yasan?
Tari replied to LionNAComa's topic in Hardware
Assuming you already bought it, but figured I'd just chime in and say Nippon Yasan is completely fine. I've bought a bunch of stuff from them over the years, as well as cancelled a ton of pre-orders, and I've never run into a problem. No idea about the other site, though. -
Can we sing Happy Birthday on stream to Clark, haha.
-
(I had to check what Shadow Scare was, haha) If he uses 22A in neutral and you block it, it's pretty minus and you can probably start pressuring if you're close enough. You can also try thrusting or using 214A at some ranges to punish him if he tries throwing another fireball or 22A. Otherwise, dash-blocking, jumping and using air 'persona' moves to get over orbiter can be an okay choice at some ranges. Letting Hyde run up and start pressure isn't an absolutely terrible idea, either. While he has very strong corner pressure, his midscreen pressure tends to be a bit weaker, especially when it's shielded or backdashed. If Hyde is doing nothing but throwing orbiter and 22A/B and you aren't making good progress on approaching (this is fairly impossible, since Hyde would have to back himself into a corner to continue doing nothing but fireball spam if you're moving towards him), make absolutely sure that you are gaining vorpal on each cycle. Having the option to CS your 41236C super and so-on is pretty useful. It's important to realize that while Hyde does do fairly good damage, his actual oki game is often not that good midscreen, so wakeup backdash, wakeup mash, and delayed wakeups can frequently mess with pressure. In the corner, his oki game is incredibly strong, as are most other characters. Orie's pressure and damage is nothing to scoff at, so make sure to keep it up once you get a hit. -- edit: Hyde's dash C is a very nice move, but it needs to be cancelled into some sort of special to make it safe on block, so you'll pretty much always see it followed up with a fireball, rekka, or force function. He has to spend meter afterwards if he wants to safely continue pressure, so you pretty much win that exchange if you just block whatever mixup attempt he goes for from the dash C. Not sure where you're being DP'd, but there's not much to say about that, unfortunately. It's a DP and has to be respected as such. The hitbox on his DP isn't really anything special (it hits slightly behind him on the ground, but that doesn't really affect Orie), so you can sometimes jump past it or walk back out of its range. If you bait it, make sure to get a full punish out of it.
-
You can look through the ever-relevant Rachel Gameplay Guide as a starter. While it was edited to pair up with the previous version of the game, the differences between that game and the current one (and pretty much every other version of the game, as well) are not great enough to invalidate most of the material written in the guide, so it's a solid starting point.
-
Welcome to the Rachel boards~! If you have any questions during your stay, we've got plenty of people who can help you out!
-
Well, aside from the cabs not outputting audio over HDMI, the problem I was running into was that every time we swapped PS3s or restarted the PS3, the audio that I was capturing from the composite cables cut out and needed to be refreshed. Pretty sure that was just a software issue that I wasn't paying attention to, though. Not sure if the LGP works similarly.
-
Bye 13 was too strong in Xrd. !! On a separate note, due to some different problems than the last time on my end, the recorded footage from this tourney's off-stream station is once again without audio. Pretty sure I know what the problem is, though, and will deal with it for the next time around. Persona and UNIEL off-stream footage will be uploaded sometime this week. UNIEL footage has a random webcam slapped on top because I was trying stuff out. >_> Should have it moved off-layout next time around.
-
You have a little time to delay the j.B. Used to make doing the micro-dash 5B off j.B easier, as well, iirc, not that it was really necessary. I haven't had time to try out the j.B > 5CC stuff yet myself, though, so I'm not sure if the timing I'm thinking of is quite the same, haha.
-
It'll probably help if you specify where you're having problems. Here are some general things, though: There's nothing character specific to worry about with Eltnum, but the universally applicable stuff is still useful here. Jump or assault out of 5C > 5CC and punish her if you think she'll do it. Respect her pressure. Backdash when you think you can get away with it (remember, gunshots, EX gunshot, and EX whip are all good at hitting backdashes). Push buttons when you think she might re-beat (though watch out for 2a/5a rebeat > CS and other gimmicks). Try very, very hard to not let her get vorpal. As Orie, the normal gameplan of trying to get a life lead and then creating space to force the opponent to move is pretty applicable here. It can be tough to create that space and/or make Eltnum respect it, but some thrusts and good usage of 'persona' specials will help in that regard. Remember that 22C in neutral is never a good idea, and is especially terrible against Eltnum with meter, as she can and often will just EX gunshot you for your troubles. For Vatista, on offense, remember that she can easily punish 214A > Followup at most ranges, regardless of which followup you use. She can actually just OS a punish for that string, because she either will flashkick after 214A or shield the followup and punish with 2C. It's baitable at certain ranges (thank goodness), but if you're too close when you use 214A, you should be getting hit, and there's not much you can do other than accept that fact or try to CS and block (which obviously has its own downsides). Of course, as long as you're being unpredictable, it's pretty likely that the Vatista player won't recognize the situation fast enough to apply the punish, but that's a different matter. It's also generally safe after a blocked overhead because Vatista doesn't have enough time to fully charge a flashkick, I believe, though I could be wrong. On defense, you'll have to get used to how Vatista's stein pressure works. If you get stuck blocking it, remember that endless stein pressure is not gapless or unmashable. With some shielding and/or macro-dashing, you can either create a gap where you can push a button (I suggest using 2C as Orie, as it's got good range and will knock Vatista out of 5A startup at long ranges, though it obviously has bad recovery on whiff) or mess up the spacing Vatista needs for safe stein pressure. In the latter case, you'll know you've messed with her spacing when you get inbetween the stein and Vatista, and the stein explosion pushes you towards Vatista instead of away from her. It's pretty hard to describe how to deal with stein pressure, unfortunately. A lot of it is trial and error, or going into training mode and messing with Vatista's steins yourself. Aside from that stuff, get used to confirming non-CH combos from things like 3B anti-air hits.
-
I'll look at it again later, but it seemed completely normal to me? 236C doesn't reach fullscreen, but still lands on opponents who are fully cornered if you just walk forward a little bit. This is true whether they are or aren't blocking, as well. The 3C ender (frog or pumpkin if you don't wind) still unfortunately loses to everything you'd expect it lose to in this version, it just same-sides the opponent if they try to forward roll. Like I said, wasn't really sure if it'd be useful, especially since anywhere you can do that on airborne opponents you can just 4B for a solid ender anyway. It might be useful if you use it on grounded opponents for pumpkin oki, but it still seems somewhat poor in light of wind regen and how un-meaty the oki actually is without wind usage. I'm guessing the opponent techs a bit earlier due to reaching the ground faster, hence the oki being unsafe now? Either way, it also seems like George doesn't activate as quickly as before, which makes it easier for the opponent to do weird things on their wakeup and get away with it. I'm curious if the amount of frame advantage changes depending on opponent height or number of hits from 3C, but it seems like 3-hit 3C is still unsafe to wakeup 360A, so even if it does change, it probably doesn't change it by more than a frame. I see, the recovery on 6A increased by more than I thought, I suppose. 4B into dash 5B makes sense, height-wise. Just confused me that 4B didn't bounce as high (nor do many things in the game, as it turns out). The 5D 6C route definitely seems useful, so I'm pretty okay with that change. The free corner carry in a BnB is always nice.
-
Not sure how useful this info is (or if it's already known), but from my limited testing, it seems like you can get normal 3C knockdown by getting 3-hits on grounded opponents or 2-hits on airborne opponents. Haven't looked at the combo thread yet, so pardon my probably terrible combos, but as an example, this works midscreen from pretty much any starter for un-rollable frog oki: x > 5C~D > 6C > j.C > 236A > dash 3C(1) > 214C > 3C(2) > 214A (frog oki) After messing with Rachel for a little while, I can safely say that it's mostly the gravity/untech changes that are really throwing me off. Not being able to do 5B~D > 6A > dash 5B or 5B~D > 6A > 4B > 236A is weird. Do we just confirm into 5D 6C stuff midscreen, now?